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

Amazonka.GameLift.Types

Contents

Description

 
Synopsis

Service Configuration

defaultService :: Service Source #

API version 2015-10-01 of the Amazon GameLift SDK configuration.

Errors

_ConflictException :: AsError a => Fold a ServiceError Source #

The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.

_FleetCapacityExceededException :: AsError a => Fold a ServiceError Source #

The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.

_GameSessionFullException :: AsError a => Fold a ServiceError Source #

The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.

_IdempotentParameterMismatchException :: AsError a => Fold a ServiceError Source #

A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.

_InternalServiceException :: AsError a => Fold a ServiceError Source #

The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.

_InvalidFleetStatusException :: AsError a => Fold a ServiceError Source #

The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.

_InvalidGameSessionStatusException :: AsError a => Fold a ServiceError Source #

The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.

_InvalidRequestException :: AsError a => Fold a ServiceError Source #

One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.

_LimitExceededException :: AsError a => Fold a ServiceError Source #

The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.

_NotFoundException :: AsError a => Fold a ServiceError Source #

THe requested resources was not found. The resource was either not created yet or deleted.

_OutOfCapacityException :: AsError a => Fold a ServiceError Source #

The specified game server group has no available game servers to fulfill a ClaimGameServer request. Clients can retry such requests immediately or after a waiting period.

_TaggingFailedException :: AsError a => Fold a ServiceError Source #

The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.

_TerminalRoutingStrategyException :: AsError a => Fold a ServiceError Source #

The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.

_UnauthorizedException :: AsError a => Fold a ServiceError Source #

The client failed authentication. Clients should not retry such requests.

_UnsupportedRegionException :: AsError a => Fold a ServiceError Source #

The requested operation is not supported in the Region specified.

AcceptanceType

newtype AcceptanceType Source #

Constructors

AcceptanceType' 

Instances

Instances details
FromJSON AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

FromJSONKey AcceptanceType Source # 
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ToJSON AcceptanceType Source # 
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ToJSONKey AcceptanceType Source # 
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ToByteString AcceptanceType Source # 
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ToHeader AcceptanceType Source # 
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ToLog AcceptanceType Source # 
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ToQuery AcceptanceType Source # 
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FromText AcceptanceType Source # 
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ToText AcceptanceType Source # 
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FromXML AcceptanceType Source # 
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ToXML AcceptanceType Source # 
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Methods

toXML :: AcceptanceType -> XML #

Generic AcceptanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.AcceptanceType

Associated Types

type Rep AcceptanceType :: Type -> Type #

Read AcceptanceType Source # 
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Show AcceptanceType Source # 
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NFData AcceptanceType Source # 
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Methods

rnf :: AcceptanceType -> () #

Eq AcceptanceType Source # 
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Ord AcceptanceType Source # 
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Hashable AcceptanceType Source # 
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type Rep AcceptanceType Source # 
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Defined in Amazonka.GameLift.Types.AcceptanceType

type Rep AcceptanceType = D1 ('MetaData "AcceptanceType" "Amazonka.GameLift.Types.AcceptanceType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "AcceptanceType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromAcceptanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

BackfillMode

newtype BackfillMode Source #

Constructors

BackfillMode' 

Bundled Patterns

pattern BackfillMode_AUTOMATIC :: BackfillMode 
pattern BackfillMode_MANUAL :: BackfillMode 

Instances

Instances details
FromJSON BackfillMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.BackfillMode

FromJSONKey BackfillMode Source # 
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ToJSON BackfillMode Source # 
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ToJSONKey BackfillMode Source # 
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ToByteString BackfillMode Source # 
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ToHeader BackfillMode Source # 
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ToLog BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

ToQuery BackfillMode Source # 
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FromText BackfillMode Source # 
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ToText BackfillMode Source # 
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Methods

toText :: BackfillMode -> Text #

FromXML BackfillMode Source # 
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ToXML BackfillMode Source # 
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Methods

toXML :: BackfillMode -> XML #

Generic BackfillMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.BackfillMode

Associated Types

type Rep BackfillMode :: Type -> Type #

Read BackfillMode Source # 
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Show BackfillMode Source # 
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NFData BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

Methods

rnf :: BackfillMode -> () #

Eq BackfillMode Source # 
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Ord BackfillMode Source # 
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Hashable BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

type Rep BackfillMode Source # 
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Defined in Amazonka.GameLift.Types.BackfillMode

type Rep BackfillMode = D1 ('MetaData "BackfillMode" "Amazonka.GameLift.Types.BackfillMode" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "BackfillMode'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromBackfillMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

BalancingStrategy

newtype BalancingStrategy Source #

Instances

Instances details
FromJSON BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

FromJSONKey BalancingStrategy Source # 
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ToJSON BalancingStrategy Source # 
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ToJSONKey BalancingStrategy Source # 
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ToByteString BalancingStrategy Source # 
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ToHeader BalancingStrategy Source # 
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ToLog BalancingStrategy Source # 
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ToQuery BalancingStrategy Source # 
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FromText BalancingStrategy Source # 
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ToText BalancingStrategy Source # 
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FromXML BalancingStrategy Source # 
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ToXML BalancingStrategy Source # 
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Generic BalancingStrategy Source # 
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Associated Types

type Rep BalancingStrategy :: Type -> Type #

Read BalancingStrategy Source # 
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Show BalancingStrategy Source # 
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NFData BalancingStrategy Source # 
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Methods

rnf :: BalancingStrategy -> () #

Eq BalancingStrategy Source # 
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Ord BalancingStrategy Source # 
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Hashable BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

type Rep BalancingStrategy Source # 
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Defined in Amazonka.GameLift.Types.BalancingStrategy

type Rep BalancingStrategy = D1 ('MetaData "BalancingStrategy" "Amazonka.GameLift.Types.BalancingStrategy" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "BalancingStrategy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromBalancingStrategy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

BuildStatus

newtype BuildStatus Source #

Constructors

BuildStatus' 

Instances

Instances details
FromJSON BuildStatus Source # 
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FromJSONKey BuildStatus Source # 
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ToJSON BuildStatus Source # 
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ToJSONKey BuildStatus Source # 
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ToByteString BuildStatus Source # 
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ToHeader BuildStatus Source # 
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ToLog BuildStatus Source # 
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ToQuery BuildStatus Source # 
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FromText BuildStatus Source # 
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ToText BuildStatus Source # 
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Methods

toText :: BuildStatus -> Text #

FromXML BuildStatus Source # 
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ToXML BuildStatus Source # 
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Methods

toXML :: BuildStatus -> XML #

Generic BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

Associated Types

type Rep BuildStatus :: Type -> Type #

Read BuildStatus Source # 
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Show BuildStatus Source # 
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Defined in Amazonka.GameLift.Types.BuildStatus

NFData BuildStatus Source # 
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Methods

rnf :: BuildStatus -> () #

Eq BuildStatus Source # 
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Ord BuildStatus Source # 
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Hashable BuildStatus Source # 
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type Rep BuildStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.BuildStatus

type Rep BuildStatus = D1 ('MetaData "BuildStatus" "Amazonka.GameLift.Types.BuildStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "BuildStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromBuildStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

CertificateType

newtype CertificateType Source #

Constructors

CertificateType' 

Instances

Instances details
FromJSON CertificateType Source # 
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FromJSONKey CertificateType Source # 
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ToJSON CertificateType Source # 
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ToJSONKey CertificateType Source # 
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ToByteString CertificateType Source # 
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ToHeader CertificateType Source # 
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ToLog CertificateType Source # 
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ToQuery CertificateType Source # 
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FromText CertificateType Source # 
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ToText CertificateType Source # 
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FromXML CertificateType Source # 
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ToXML CertificateType Source # 
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Methods

toXML :: CertificateType -> XML #

Generic CertificateType Source # 
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Associated Types

type Rep CertificateType :: Type -> Type #

Read CertificateType Source # 
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Show CertificateType Source # 
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NFData CertificateType Source # 
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Methods

rnf :: CertificateType -> () #

Eq CertificateType Source # 
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Ord CertificateType Source # 
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Hashable CertificateType Source # 
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type Rep CertificateType Source # 
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Defined in Amazonka.GameLift.Types.CertificateType

type Rep CertificateType = D1 ('MetaData "CertificateType" "Amazonka.GameLift.Types.CertificateType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "CertificateType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromCertificateType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ComparisonOperatorType

newtype ComparisonOperatorType Source #

Instances

Instances details
FromJSON ComparisonOperatorType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComparisonOperatorType

FromJSONKey ComparisonOperatorType Source # 
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ToJSON ComparisonOperatorType Source # 
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ToJSONKey ComparisonOperatorType Source # 
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ToByteString ComparisonOperatorType Source # 
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ToHeader ComparisonOperatorType Source # 
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ToLog ComparisonOperatorType Source # 
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ToQuery ComparisonOperatorType Source # 
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FromText ComparisonOperatorType Source # 
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ToText ComparisonOperatorType Source # 
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FromXML ComparisonOperatorType Source # 
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ToXML ComparisonOperatorType Source # 
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Generic ComparisonOperatorType Source # 
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Associated Types

type Rep ComparisonOperatorType :: Type -> Type #

Read ComparisonOperatorType Source # 
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Show ComparisonOperatorType Source # 
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NFData ComparisonOperatorType Source # 
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Methods

rnf :: ComparisonOperatorType -> () #

Eq ComparisonOperatorType Source # 
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Ord ComparisonOperatorType Source # 
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Hashable ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

type Rep ComparisonOperatorType Source # 
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Defined in Amazonka.GameLift.Types.ComparisonOperatorType

type Rep ComparisonOperatorType = D1 ('MetaData "ComparisonOperatorType" "Amazonka.GameLift.Types.ComparisonOperatorType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "ComparisonOperatorType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromComparisonOperatorType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ComputeStatus

newtype ComputeStatus Source #

Constructors

ComputeStatus' 

Instances

Instances details
FromJSON ComputeStatus Source # 
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FromJSONKey ComputeStatus Source # 
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ToJSON ComputeStatus Source # 
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ToJSONKey ComputeStatus Source # 
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ToByteString ComputeStatus Source # 
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ToHeader ComputeStatus Source # 
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ToLog ComputeStatus Source # 
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ToQuery ComputeStatus Source # 
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FromText ComputeStatus Source # 
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ToText ComputeStatus Source # 
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Methods

toText :: ComputeStatus -> Text #

FromXML ComputeStatus Source # 
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ToXML ComputeStatus Source # 
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Methods

toXML :: ComputeStatus -> XML #

Generic ComputeStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComputeStatus

Associated Types

type Rep ComputeStatus :: Type -> Type #

Read ComputeStatus Source # 
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Show ComputeStatus Source # 
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NFData ComputeStatus Source # 
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Methods

rnf :: ComputeStatus -> () #

Eq ComputeStatus Source # 
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Ord ComputeStatus Source # 
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Hashable ComputeStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComputeStatus

type Rep ComputeStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComputeStatus

type Rep ComputeStatus = D1 ('MetaData "ComputeStatus" "Amazonka.GameLift.Types.ComputeStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "ComputeStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromComputeStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ComputeType

newtype ComputeType Source #

Constructors

ComputeType' 

Bundled Patterns

pattern ComputeType_ANYWHERE :: ComputeType 
pattern ComputeType_EC2 :: ComputeType 

Instances

Instances details
FromJSON ComputeType Source # 
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FromJSONKey ComputeType Source # 
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ToJSON ComputeType Source # 
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ToJSONKey ComputeType Source # 
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ToByteString ComputeType Source # 
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ToHeader ComputeType Source # 
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ToLog ComputeType Source # 
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ToQuery ComputeType Source # 
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FromText ComputeType Source # 
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ToText ComputeType Source # 
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Methods

toText :: ComputeType -> Text #

FromXML ComputeType Source # 
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ToXML ComputeType Source # 
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Methods

toXML :: ComputeType -> XML #

Generic ComputeType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComputeType

Associated Types

type Rep ComputeType :: Type -> Type #

Read ComputeType Source # 
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Show ComputeType Source # 
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NFData ComputeType Source # 
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Methods

rnf :: ComputeType -> () #

Eq ComputeType Source # 
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Ord ComputeType Source # 
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Hashable ComputeType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComputeType

type Rep ComputeType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ComputeType

type Rep ComputeType = D1 ('MetaData "ComputeType" "Amazonka.GameLift.Types.ComputeType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "ComputeType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromComputeType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

EC2InstanceType

newtype EC2InstanceType Source #

Constructors

EC2InstanceType' 

Bundled Patterns

pattern EC2InstanceType_C3_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C3_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C3_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_C3_large :: EC2InstanceType 
pattern EC2InstanceType_C3_xlarge :: EC2InstanceType 
pattern EC2InstanceType_C4_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C4_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C4_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_C4_large :: EC2InstanceType 
pattern EC2InstanceType_C4_xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_18xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_9xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5_large :: EC2InstanceType 
pattern EC2InstanceType_C5_xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5a_large :: EC2InstanceType 
pattern EC2InstanceType_C5a_xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5d_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5d_18xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5d_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5d_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5d_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5d_9xlarge :: EC2InstanceType 
pattern EC2InstanceType_C5d_large :: EC2InstanceType 
pattern EC2InstanceType_C5d_xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6a_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6a_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6a_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6a_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6a_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6a_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6a_large :: EC2InstanceType 
pattern EC2InstanceType_C6a_xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6i_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6i_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6i_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6i_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6i_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6i_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_C6i_large :: EC2InstanceType 
pattern EC2InstanceType_C6i_xlarge :: EC2InstanceType 
pattern EC2InstanceType_M3_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_M3_large :: EC2InstanceType 
pattern EC2InstanceType_M3_medium :: EC2InstanceType 
pattern EC2InstanceType_M3_xlarge :: EC2InstanceType 
pattern EC2InstanceType_M4_10xlarge :: EC2InstanceType 
pattern EC2InstanceType_M4_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_M4_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_M4_large :: EC2InstanceType 
pattern EC2InstanceType_M4_xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5_large :: EC2InstanceType 
pattern EC2InstanceType_M5_xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_M5a_large :: EC2InstanceType 
pattern EC2InstanceType_M5a_xlarge :: EC2InstanceType 
pattern EC2InstanceType_R3_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_R3_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_R3_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_R3_large :: EC2InstanceType 
pattern EC2InstanceType_R3_xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_R4_large :: EC2InstanceType 
pattern EC2InstanceType_R4_xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5_large :: EC2InstanceType 
pattern EC2InstanceType_R5_xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5a_large :: EC2InstanceType 
pattern EC2InstanceType_R5a_xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5d_12xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5d_16xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5d_24xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5d_2xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5d_4xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5d_8xlarge :: EC2InstanceType 
pattern EC2InstanceType_R5d_large :: EC2InstanceType 
pattern EC2InstanceType_R5d_xlarge :: EC2InstanceType 
pattern EC2InstanceType_T2_large :: EC2InstanceType 
pattern EC2InstanceType_T2_medium :: EC2InstanceType 
pattern EC2InstanceType_T2_micro :: EC2InstanceType 
pattern EC2InstanceType_T2_small :: EC2InstanceType 

Instances

Instances details
FromJSON EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

FromJSONKey EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToJSON EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToJSONKey EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToByteString EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToHeader EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToLog EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToQuery EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

FromText EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToText EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

FromXML EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

ToXML EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Methods

toXML :: EC2InstanceType -> XML #

Generic EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Associated Types

type Rep EC2InstanceType :: Type -> Type #

Read EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Show EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

NFData EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Methods

rnf :: EC2InstanceType -> () #

Eq EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Ord EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

Hashable EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

type Rep EC2InstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceType

type Rep EC2InstanceType = D1 ('MetaData "EC2InstanceType" "Amazonka.GameLift.Types.EC2InstanceType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "EC2InstanceType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromEC2InstanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

EventCode

newtype EventCode Source #

Constructors

EventCode' 

Fields

Bundled Patterns

pattern EventCode_FLEET_ACTIVATION_FAILED :: EventCode 
pattern EventCode_FLEET_ACTIVATION_FAILED_NO_INSTANCES :: EventCode 
pattern EventCode_FLEET_BINARY_DOWNLOAD_FAILED :: EventCode 
pattern EventCode_FLEET_CREATED :: EventCode 
pattern EventCode_FLEET_CREATION_EXTRACTING_BUILD :: EventCode 
pattern EventCode_FLEET_CREATION_RUNNING_INSTALLER :: EventCode 
pattern EventCode_FLEET_CREATION_VALIDATING_RUNTIME_CONFIG :: EventCode 
pattern EventCode_FLEET_DELETED :: EventCode 
pattern EventCode_FLEET_INITIALIZATION_FAILED :: EventCode 
pattern EventCode_FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED :: EventCode 
pattern EventCode_FLEET_SCALING_EVENT :: EventCode 
pattern EventCode_FLEET_STATE_ACTIVATING :: EventCode 
pattern EventCode_FLEET_STATE_ACTIVE :: EventCode 
pattern EventCode_FLEET_STATE_BUILDING :: EventCode 
pattern EventCode_FLEET_STATE_DOWNLOADING :: EventCode 
pattern EventCode_FLEET_STATE_ERROR :: EventCode 
pattern EventCode_FLEET_STATE_VALIDATING :: EventCode 
pattern EventCode_FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE :: EventCode 
pattern EventCode_FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND :: EventCode 
pattern EventCode_FLEET_VALIDATION_TIMED_OUT :: EventCode 
pattern EventCode_FLEET_VPC_PEERING_DELETED :: EventCode 
pattern EventCode_FLEET_VPC_PEERING_FAILED :: EventCode 
pattern EventCode_FLEET_VPC_PEERING_SUCCEEDED :: EventCode 
pattern EventCode_GAME_SESSION_ACTIVATION_TIMEOUT :: EventCode 
pattern EventCode_GENERIC_EVENT :: EventCode 
pattern EventCode_INSTANCE_INTERRUPTED :: EventCode 
pattern EventCode_INSTANCE_RECYCLED :: EventCode 
pattern EventCode_SERVER_PROCESS_CRASHED :: EventCode 
pattern EventCode_SERVER_PROCESS_FORCE_TERMINATED :: EventCode 
pattern EventCode_SERVER_PROCESS_INVALID_PATH :: EventCode 
pattern EventCode_SERVER_PROCESS_PROCESS_EXIT_TIMEOUT :: EventCode 
pattern EventCode_SERVER_PROCESS_PROCESS_READY_TIMEOUT :: EventCode 
pattern EventCode_SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT :: EventCode 
pattern EventCode_SERVER_PROCESS_TERMINATED_UNHEALTHY :: EventCode 

Instances

Instances details
FromJSON EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

FromJSONKey EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToJSON EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToJSONKey EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToByteString EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Methods

toBS :: EventCode -> ByteString #

ToHeader EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToLog EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToQuery EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

FromText EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToText EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Methods

toText :: EventCode -> Text #

FromXML EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

ToXML EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Methods

toXML :: EventCode -> XML #

Generic EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Associated Types

type Rep EventCode :: Type -> Type #

Read EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Show EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

NFData EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Methods

rnf :: EventCode -> () #

Eq EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Ord EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

Hashable EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

type Rep EventCode Source # 
Instance details

Defined in Amazonka.GameLift.Types.EventCode

type Rep EventCode = D1 ('MetaData "EventCode" "Amazonka.GameLift.Types.EventCode" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "EventCode'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromEventCode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

FleetAction

newtype FleetAction Source #

Constructors

FleetAction' 

Bundled Patterns

pattern FleetAction_AUTO_SCALING :: FleetAction 

Instances

Instances details
FromJSON FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

FromJSONKey FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToJSON FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToJSONKey FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToByteString FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToHeader FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToLog FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToQuery FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

FromText FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToText FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Methods

toText :: FleetAction -> Text #

FromXML FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

ToXML FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Methods

toXML :: FleetAction -> XML #

Generic FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Associated Types

type Rep FleetAction :: Type -> Type #

Read FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Show FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

NFData FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Methods

rnf :: FleetAction -> () #

Eq FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Ord FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

Hashable FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

type Rep FleetAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAction

type Rep FleetAction = D1 ('MetaData "FleetAction" "Amazonka.GameLift.Types.FleetAction" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "FleetAction'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromFleetAction") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

FleetStatus

newtype FleetStatus Source #

Constructors

FleetStatus' 

Instances

Instances details
FromJSON FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

FromJSONKey FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToJSON FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToJSONKey FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToByteString FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToHeader FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToLog FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToQuery FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

FromText FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToText FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Methods

toText :: FleetStatus -> Text #

FromXML FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

ToXML FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Methods

toXML :: FleetStatus -> XML #

Generic FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Associated Types

type Rep FleetStatus :: Type -> Type #

Read FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Show FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

NFData FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Methods

rnf :: FleetStatus -> () #

Eq FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Ord FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

Hashable FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

type Rep FleetStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetStatus

type Rep FleetStatus = D1 ('MetaData "FleetStatus" "Amazonka.GameLift.Types.FleetStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "FleetStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromFleetStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

FleetType

newtype FleetType Source #

Constructors

FleetType' 

Fields

Bundled Patterns

pattern FleetType_ON_DEMAND :: FleetType 
pattern FleetType_SPOT :: FleetType 

Instances

Instances details
FromJSON FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

FromJSONKey FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToJSON FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToJSONKey FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToByteString FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Methods

toBS :: FleetType -> ByteString #

ToHeader FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToLog FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToQuery FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

FromText FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToText FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Methods

toText :: FleetType -> Text #

FromXML FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

ToXML FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Methods

toXML :: FleetType -> XML #

Generic FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Associated Types

type Rep FleetType :: Type -> Type #

Read FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Show FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

NFData FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Methods

rnf :: FleetType -> () #

Eq FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Ord FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

Hashable FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

type Rep FleetType Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetType

type Rep FleetType = D1 ('MetaData "FleetType" "Amazonka.GameLift.Types.FleetType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "FleetType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromFleetType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

FlexMatchMode

newtype FlexMatchMode Source #

Constructors

FlexMatchMode' 

Instances

Instances details
FromJSON FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

FromJSONKey FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToJSON FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToJSONKey FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToByteString FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToHeader FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToLog FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToQuery FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

FromText FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToText FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Methods

toText :: FlexMatchMode -> Text #

FromXML FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

ToXML FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Methods

toXML :: FlexMatchMode -> XML #

Generic FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Associated Types

type Rep FlexMatchMode :: Type -> Type #

Read FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Show FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

NFData FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Methods

rnf :: FlexMatchMode -> () #

Eq FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Ord FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

Hashable FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

type Rep FlexMatchMode Source # 
Instance details

Defined in Amazonka.GameLift.Types.FlexMatchMode

type Rep FlexMatchMode = D1 ('MetaData "FlexMatchMode" "Amazonka.GameLift.Types.FlexMatchMode" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "FlexMatchMode'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromFlexMatchMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerClaimStatus

newtype GameServerClaimStatus Source #

Instances

Instances details
FromJSON GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

FromJSONKey GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToJSON GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToJSONKey GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToByteString GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToHeader GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToLog GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToQuery GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

FromText GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToText GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

FromXML GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

ToXML GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Generic GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Associated Types

type Rep GameServerClaimStatus :: Type -> Type #

Read GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Show GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

NFData GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Methods

rnf :: GameServerClaimStatus -> () #

Eq GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Ord GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

Hashable GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

type Rep GameServerClaimStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerClaimStatus

type Rep GameServerClaimStatus = D1 ('MetaData "GameServerClaimStatus" "Amazonka.GameLift.Types.GameServerClaimStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameServerClaimStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerClaimStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerGroupAction

newtype GameServerGroupAction Source #

Instances

Instances details
FromJSON GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

FromJSONKey GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToJSON GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToJSONKey GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToByteString GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToHeader GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToLog GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToQuery GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

FromText GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToText GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

FromXML GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

ToXML GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Generic GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Associated Types

type Rep GameServerGroupAction :: Type -> Type #

Read GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Show GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

NFData GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Methods

rnf :: GameServerGroupAction -> () #

Eq GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Ord GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

Hashable GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

type Rep GameServerGroupAction Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupAction

type Rep GameServerGroupAction = D1 ('MetaData "GameServerGroupAction" "Amazonka.GameLift.Types.GameServerGroupAction" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameServerGroupAction'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerGroupAction") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerGroupDeleteOption

newtype GameServerGroupDeleteOption Source #

Instances

Instances details
FromJSON GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

FromJSONKey GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToJSON GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToJSONKey GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToByteString GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToHeader GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToLog GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToQuery GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

FromText GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToText GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

FromXML GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

ToXML GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Generic GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Associated Types

type Rep GameServerGroupDeleteOption :: Type -> Type #

Read GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Show GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

NFData GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Eq GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Ord GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

Hashable GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

type Rep GameServerGroupDeleteOption Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupDeleteOption

type Rep GameServerGroupDeleteOption = D1 ('MetaData "GameServerGroupDeleteOption" "Amazonka.GameLift.Types.GameServerGroupDeleteOption" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameServerGroupDeleteOption'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerGroupDeleteOption") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerGroupInstanceType

newtype GameServerGroupInstanceType Source #

Bundled Patterns

pattern GameServerGroupInstanceType_C4_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C4_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C4_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C4_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C4_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_18xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_9xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C5a_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C6g_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C6g_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C6g_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C6g_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C6g_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C6g_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C6g_medium :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_C6g_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_10xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M4_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M5a_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M6g_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M6g_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M6g_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M6g_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M6g_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M6g_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M6g_medium :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_M6g_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R4_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_24xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R5a_xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R6g_12xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R6g_16xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R6g_2xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R6g_4xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R6g_8xlarge :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R6g_large :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R6g_medium :: GameServerGroupInstanceType 
pattern GameServerGroupInstanceType_R6g_xlarge :: GameServerGroupInstanceType 

Instances

Instances details
FromJSON GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

FromJSONKey GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToJSON GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToJSONKey GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToByteString GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToHeader GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToLog GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToQuery GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

FromText GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToText GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

FromXML GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

ToXML GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Generic GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Associated Types

type Rep GameServerGroupInstanceType :: Type -> Type #

Read GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Show GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

NFData GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Eq GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Ord GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

Hashable GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

type Rep GameServerGroupInstanceType Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupInstanceType

type Rep GameServerGroupInstanceType = D1 ('MetaData "GameServerGroupInstanceType" "Amazonka.GameLift.Types.GameServerGroupInstanceType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameServerGroupInstanceType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerGroupInstanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerGroupStatus

newtype GameServerGroupStatus Source #

Instances

Instances details
FromJSON GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

FromJSONKey GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToJSON GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToJSONKey GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToByteString GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToHeader GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToLog GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToQuery GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

FromText GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToText GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

FromXML GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

ToXML GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Generic GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Associated Types

type Rep GameServerGroupStatus :: Type -> Type #

Read GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Show GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

NFData GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Methods

rnf :: GameServerGroupStatus -> () #

Eq GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Ord GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

Hashable GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

type Rep GameServerGroupStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerGroupStatus

type Rep GameServerGroupStatus = D1 ('MetaData "GameServerGroupStatus" "Amazonka.GameLift.Types.GameServerGroupStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameServerGroupStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerGroupStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerHealthCheck

newtype GameServerHealthCheck Source #

Instances

Instances details
FromJSON GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

FromJSONKey GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToJSON GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToJSONKey GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToByteString GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToHeader GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToLog GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToQuery GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

FromText GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToText GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

FromXML GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

ToXML GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Generic GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Associated Types

type Rep GameServerHealthCheck :: Type -> Type #

Read GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Show GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

NFData GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Methods

rnf :: GameServerHealthCheck -> () #

Eq GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Ord GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

Hashable GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

type Rep GameServerHealthCheck Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerHealthCheck

type Rep GameServerHealthCheck = D1 ('MetaData "GameServerHealthCheck" "Amazonka.GameLift.Types.GameServerHealthCheck" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameServerHealthCheck'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerHealthCheck") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerInstanceStatus

newtype GameServerInstanceStatus Source #

Instances

Instances details
FromJSON GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

FromJSONKey GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToJSON GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToJSONKey GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToByteString GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToHeader GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToLog GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToQuery GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

FromText GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToText GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

FromXML GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

ToXML GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Generic GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Associated Types

type Rep GameServerInstanceStatus :: Type -> Type #

Read GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Show GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

NFData GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Eq GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Ord GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

Hashable GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

type Rep GameServerInstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerInstanceStatus

type Rep GameServerInstanceStatus = D1 ('MetaData "GameServerInstanceStatus" "Amazonka.GameLift.Types.GameServerInstanceStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameServerInstanceStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerInstanceStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerProtectionPolicy

newtype GameServerProtectionPolicy Source #

Instances

Instances details
FromJSON GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

FromJSONKey GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToJSON GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToJSONKey GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToByteString GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToHeader GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToLog GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToQuery GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

FromText GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToText GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

FromXML GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

ToXML GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Generic GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Associated Types

type Rep GameServerProtectionPolicy :: Type -> Type #

Read GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Show GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

NFData GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Eq GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Ord GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

Hashable GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

type Rep GameServerProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerProtectionPolicy

type Rep GameServerProtectionPolicy = D1 ('MetaData "GameServerProtectionPolicy" "Amazonka.GameLift.Types.GameServerProtectionPolicy" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameServerProtectionPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerProtectionPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameServerUtilizationStatus

newtype GameServerUtilizationStatus Source #

Instances

Instances details
FromJSON GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

FromJSONKey GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToJSON GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToJSONKey GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToByteString GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToHeader GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToLog GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToQuery GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

FromText GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToText GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

FromXML GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

ToXML GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Generic GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Associated Types

type Rep GameServerUtilizationStatus :: Type -> Type #

Read GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Show GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

NFData GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Eq GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Ord GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

Hashable GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

type Rep GameServerUtilizationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameServerUtilizationStatus

type Rep GameServerUtilizationStatus = D1 ('MetaData "GameServerUtilizationStatus" "Amazonka.GameLift.Types.GameServerUtilizationStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameServerUtilizationStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameServerUtilizationStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameSessionPlacementState

newtype GameSessionPlacementState Source #

Instances

Instances details
FromJSON GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

FromJSONKey GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToJSON GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToJSONKey GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToByteString GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToHeader GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToLog GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToQuery GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

FromText GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToText GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

FromXML GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

ToXML GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Generic GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Associated Types

type Rep GameSessionPlacementState :: Type -> Type #

Read GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Show GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

NFData GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Eq GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Ord GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

Hashable GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

type Rep GameSessionPlacementState Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionPlacementState

type Rep GameSessionPlacementState = D1 ('MetaData "GameSessionPlacementState" "Amazonka.GameLift.Types.GameSessionPlacementState" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameSessionPlacementState'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameSessionPlacementState") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameSessionStatus

newtype GameSessionStatus Source #

Instances

Instances details
FromJSON GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

FromJSONKey GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToJSON GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToJSONKey GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToByteString GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToHeader GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToLog GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToQuery GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

FromText GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToText GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

FromXML GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

ToXML GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Generic GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Associated Types

type Rep GameSessionStatus :: Type -> Type #

Read GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Show GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

NFData GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Methods

rnf :: GameSessionStatus -> () #

Eq GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Ord GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

Hashable GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

type Rep GameSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatus

type Rep GameSessionStatus = D1 ('MetaData "GameSessionStatus" "Amazonka.GameLift.Types.GameSessionStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameSessionStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameSessionStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

GameSessionStatusReason

newtype GameSessionStatusReason Source #

Instances

Instances details
FromJSON GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

FromJSONKey GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToJSON GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToJSONKey GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToByteString GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToHeader GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToLog GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToQuery GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

FromText GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToText GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

FromXML GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

ToXML GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Generic GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Associated Types

type Rep GameSessionStatusReason :: Type -> Type #

Read GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Show GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

NFData GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Methods

rnf :: GameSessionStatusReason -> () #

Eq GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Ord GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

Hashable GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

type Rep GameSessionStatusReason Source # 
Instance details

Defined in Amazonka.GameLift.Types.GameSessionStatusReason

type Rep GameSessionStatusReason = D1 ('MetaData "GameSessionStatusReason" "Amazonka.GameLift.Types.GameSessionStatusReason" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "GameSessionStatusReason'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromGameSessionStatusReason") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

InstanceStatus

newtype InstanceStatus Source #

Constructors

InstanceStatus' 

Instances

Instances details
FromJSON InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

FromJSONKey InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToJSON InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToJSONKey InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToByteString InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToHeader InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToLog InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToQuery InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

FromText InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToText InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

FromXML InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

ToXML InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Methods

toXML :: InstanceStatus -> XML #

Generic InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Associated Types

type Rep InstanceStatus :: Type -> Type #

Read InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Show InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

NFData InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Methods

rnf :: InstanceStatus -> () #

Eq InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Ord InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

Hashable InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

type Rep InstanceStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceStatus

type Rep InstanceStatus = D1 ('MetaData "InstanceStatus" "Amazonka.GameLift.Types.InstanceStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "InstanceStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromInstanceStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

IpProtocol

newtype IpProtocol Source #

Constructors

IpProtocol' 

Fields

Bundled Patterns

pattern IpProtocol_TCP :: IpProtocol 
pattern IpProtocol_UDP :: IpProtocol 

Instances

Instances details
FromJSON IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

FromJSONKey IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToJSON IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToJSONKey IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToByteString IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToHeader IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToLog IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToQuery IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

FromText IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToText IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Methods

toText :: IpProtocol -> Text #

FromXML IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

ToXML IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Methods

toXML :: IpProtocol -> XML #

Generic IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Associated Types

type Rep IpProtocol :: Type -> Type #

Read IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Show IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

NFData IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Methods

rnf :: IpProtocol -> () #

Eq IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Ord IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

Hashable IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

type Rep IpProtocol Source # 
Instance details

Defined in Amazonka.GameLift.Types.IpProtocol

type Rep IpProtocol = D1 ('MetaData "IpProtocol" "Amazonka.GameLift.Types.IpProtocol" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "IpProtocol'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromIpProtocol") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

LocationFilter

newtype LocationFilter Source #

Constructors

LocationFilter' 

Instances

Instances details
FromJSON LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

FromJSONKey LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

ToJSON LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

ToJSONKey LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

ToByteString LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

ToHeader LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

ToLog LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

ToQuery LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

FromText LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

ToText LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

FromXML LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

ToXML LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

Methods

toXML :: LocationFilter -> XML #

Generic LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

Associated Types

type Rep LocationFilter :: Type -> Type #

Read LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

Show LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

NFData LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

Methods

rnf :: LocationFilter -> () #

Eq LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

Ord LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

Hashable LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

type Rep LocationFilter Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationFilter

type Rep LocationFilter = D1 ('MetaData "LocationFilter" "Amazonka.GameLift.Types.LocationFilter" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "LocationFilter'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromLocationFilter") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

LocationUpdateStatus

newtype LocationUpdateStatus Source #

Instances

Instances details
FromJSON LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

FromJSONKey LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToJSON LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToJSONKey LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToByteString LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToHeader LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToLog LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToQuery LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

FromText LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToText LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

FromXML LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

ToXML LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Generic LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Associated Types

type Rep LocationUpdateStatus :: Type -> Type #

Read LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Show LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

NFData LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Methods

rnf :: LocationUpdateStatus -> () #

Eq LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Ord LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

Hashable LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

type Rep LocationUpdateStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.LocationUpdateStatus

type Rep LocationUpdateStatus = D1 ('MetaData "LocationUpdateStatus" "Amazonka.GameLift.Types.LocationUpdateStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "LocationUpdateStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromLocationUpdateStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

MatchmakingConfigurationStatus

newtype MatchmakingConfigurationStatus Source #

Instances

Instances details
FromJSON MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

FromJSONKey MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToJSON MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToJSONKey MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToByteString MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToHeader MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToLog MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToQuery MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

FromText MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToText MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

FromXML MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

ToXML MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Generic MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Associated Types

type Rep MatchmakingConfigurationStatus :: Type -> Type #

Read MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Show MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

NFData MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Eq MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Ord MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

Hashable MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

type Rep MatchmakingConfigurationStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingConfigurationStatus

type Rep MatchmakingConfigurationStatus = D1 ('MetaData "MatchmakingConfigurationStatus" "Amazonka.GameLift.Types.MatchmakingConfigurationStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "MatchmakingConfigurationStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromMatchmakingConfigurationStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

MetricName

newtype MetricName Source #

Constructors

MetricName' 

Fields

Instances

Instances details
FromJSON MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

FromJSONKey MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToJSON MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToJSONKey MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToByteString MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToHeader MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToLog MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToQuery MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

FromText MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToText MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Methods

toText :: MetricName -> Text #

FromXML MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

ToXML MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Methods

toXML :: MetricName -> XML #

Generic MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Associated Types

type Rep MetricName :: Type -> Type #

Read MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Show MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

NFData MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Methods

rnf :: MetricName -> () #

Eq MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Ord MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

Hashable MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

type Rep MetricName Source # 
Instance details

Defined in Amazonka.GameLift.Types.MetricName

type Rep MetricName = D1 ('MetaData "MetricName" "Amazonka.GameLift.Types.MetricName" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "MetricName'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromMetricName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

OperatingSystem

newtype OperatingSystem Source #

Constructors

OperatingSystem' 

Instances

Instances details
FromJSON OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

FromJSONKey OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToJSON OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToJSONKey OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToByteString OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToHeader OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToLog OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToQuery OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

FromText OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToText OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

FromXML OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

ToXML OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Methods

toXML :: OperatingSystem -> XML #

Generic OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Associated Types

type Rep OperatingSystem :: Type -> Type #

Read OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Show OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

NFData OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Methods

rnf :: OperatingSystem -> () #

Eq OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Ord OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

Hashable OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

type Rep OperatingSystem Source # 
Instance details

Defined in Amazonka.GameLift.Types.OperatingSystem

type Rep OperatingSystem = D1 ('MetaData "OperatingSystem" "Amazonka.GameLift.Types.OperatingSystem" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "OperatingSystem'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromOperatingSystem") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

PlayerSessionCreationPolicy

newtype PlayerSessionCreationPolicy Source #

Instances

Instances details
FromJSON PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

FromJSONKey PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToJSON PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToJSONKey PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToByteString PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToHeader PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToLog PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToQuery PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

FromText PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToText PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

FromXML PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

ToXML PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Generic PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Associated Types

type Rep PlayerSessionCreationPolicy :: Type -> Type #

Read PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Show PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

NFData PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Eq PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Ord PlayerSessionCreationPolicy Source # 
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Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

Hashable PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

type Rep PlayerSessionCreationPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionCreationPolicy

type Rep PlayerSessionCreationPolicy = D1 ('MetaData "PlayerSessionCreationPolicy" "Amazonka.GameLift.Types.PlayerSessionCreationPolicy" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "PlayerSessionCreationPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromPlayerSessionCreationPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

PlayerSessionStatus

newtype PlayerSessionStatus Source #

Instances

Instances details
FromJSON PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

FromJSONKey PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToJSON PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToJSONKey PlayerSessionStatus Source # 
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Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToByteString PlayerSessionStatus Source # 
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Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToHeader PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToLog PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToQuery PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

FromText PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToText PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

FromXML PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

ToXML PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Generic PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Associated Types

type Rep PlayerSessionStatus :: Type -> Type #

Read PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Show PlayerSessionStatus Source # 
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Defined in Amazonka.GameLift.Types.PlayerSessionStatus

NFData PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Methods

rnf :: PlayerSessionStatus -> () #

Eq PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Ord PlayerSessionStatus Source # 
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Defined in Amazonka.GameLift.Types.PlayerSessionStatus

Hashable PlayerSessionStatus Source # 
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Defined in Amazonka.GameLift.Types.PlayerSessionStatus

type Rep PlayerSessionStatus Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlayerSessionStatus

type Rep PlayerSessionStatus = D1 ('MetaData "PlayerSessionStatus" "Amazonka.GameLift.Types.PlayerSessionStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "PlayerSessionStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromPlayerSessionStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

PolicyType

newtype PolicyType Source #

Constructors

PolicyType' 

Fields

Bundled Patterns

pattern PolicyType_RuleBased :: PolicyType 
pattern PolicyType_TargetBased :: PolicyType 

Instances

Instances details
FromJSON PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

FromJSONKey PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToJSON PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToJSONKey PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToByteString PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToHeader PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToLog PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToQuery PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

FromText PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToText PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Methods

toText :: PolicyType -> Text #

FromXML PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

ToXML PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Methods

toXML :: PolicyType -> XML #

Generic PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Associated Types

type Rep PolicyType :: Type -> Type #

Read PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Show PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

NFData PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Methods

rnf :: PolicyType -> () #

Eq PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

Ord PolicyType Source # 
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Defined in Amazonka.GameLift.Types.PolicyType

Hashable PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

type Rep PolicyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PolicyType

type Rep PolicyType = D1 ('MetaData "PolicyType" "Amazonka.GameLift.Types.PolicyType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "PolicyType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromPolicyType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

PriorityType

newtype PriorityType Source #

Constructors

PriorityType' 

Instances

Instances details
FromJSON PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

FromJSONKey PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToJSON PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToJSONKey PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToByteString PriorityType Source # 
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Defined in Amazonka.GameLift.Types.PriorityType

ToHeader PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToLog PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToQuery PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

FromText PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToText PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Methods

toText :: PriorityType -> Text #

FromXML PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

ToXML PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Methods

toXML :: PriorityType -> XML #

Generic PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Associated Types

type Rep PriorityType :: Type -> Type #

Read PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Show PriorityType Source # 
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Defined in Amazonka.GameLift.Types.PriorityType

NFData PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Methods

rnf :: PriorityType -> () #

Eq PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

Ord PriorityType Source # 
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Defined in Amazonka.GameLift.Types.PriorityType

Hashable PriorityType Source # 
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Defined in Amazonka.GameLift.Types.PriorityType

type Rep PriorityType Source # 
Instance details

Defined in Amazonka.GameLift.Types.PriorityType

type Rep PriorityType = D1 ('MetaData "PriorityType" "Amazonka.GameLift.Types.PriorityType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "PriorityType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromPriorityType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ProtectionPolicy

newtype ProtectionPolicy Source #

Instances

Instances details
FromJSON ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

FromJSONKey ProtectionPolicy Source # 
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Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToJSON ProtectionPolicy Source # 
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Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToJSONKey ProtectionPolicy Source # 
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Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToByteString ProtectionPolicy Source # 
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Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToHeader ProtectionPolicy Source # 
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Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToLog ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToQuery ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

FromText ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToText ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

FromXML ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

ToXML ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Generic ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Associated Types

type Rep ProtectionPolicy :: Type -> Type #

Read ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Show ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

NFData ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Methods

rnf :: ProtectionPolicy -> () #

Eq ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

Ord ProtectionPolicy Source # 
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Defined in Amazonka.GameLift.Types.ProtectionPolicy

Hashable ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

type Rep ProtectionPolicy Source # 
Instance details

Defined in Amazonka.GameLift.Types.ProtectionPolicy

type Rep ProtectionPolicy = D1 ('MetaData "ProtectionPolicy" "Amazonka.GameLift.Types.ProtectionPolicy" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "ProtectionPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromProtectionPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

RoutingStrategyType

newtype RoutingStrategyType Source #

Instances

Instances details
FromJSON RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

FromJSONKey RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToJSON RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToJSONKey RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToByteString RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToHeader RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToLog RoutingStrategyType Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToQuery RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

FromText RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToText RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

FromXML RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

ToXML RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Generic RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Associated Types

type Rep RoutingStrategyType :: Type -> Type #

Read RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Show RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

NFData RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Methods

rnf :: RoutingStrategyType -> () #

Eq RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Ord RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

Hashable RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

type Rep RoutingStrategyType Source # 
Instance details

Defined in Amazonka.GameLift.Types.RoutingStrategyType

type Rep RoutingStrategyType = D1 ('MetaData "RoutingStrategyType" "Amazonka.GameLift.Types.RoutingStrategyType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "RoutingStrategyType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromRoutingStrategyType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ScalingAdjustmentType

newtype ScalingAdjustmentType Source #

Instances

Instances details
FromJSON ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

FromJSONKey ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToJSON ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToJSONKey ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToByteString ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToHeader ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToLog ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToQuery ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

FromText ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToText ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

FromXML ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

ToXML ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Generic ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Associated Types

type Rep ScalingAdjustmentType :: Type -> Type #

Read ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Show ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

NFData ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Methods

rnf :: ScalingAdjustmentType -> () #

Eq ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Ord ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

Hashable ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

type Rep ScalingAdjustmentType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingAdjustmentType

type Rep ScalingAdjustmentType = D1 ('MetaData "ScalingAdjustmentType" "Amazonka.GameLift.Types.ScalingAdjustmentType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "ScalingAdjustmentType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromScalingAdjustmentType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

ScalingStatusType

newtype ScalingStatusType Source #

Instances

Instances details
FromJSON ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

FromJSONKey ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToJSON ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToJSONKey ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToByteString ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToHeader ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToLog ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToQuery ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

FromText ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToText ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

FromXML ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

ToXML ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

Generic ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

Associated Types

type Rep ScalingStatusType :: Type -> Type #

Read ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

Show ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

NFData ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

Methods

rnf :: ScalingStatusType -> () #

Eq ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

Ord ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

Hashable ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

type Rep ScalingStatusType Source # 
Instance details

Defined in Amazonka.GameLift.Types.ScalingStatusType

type Rep ScalingStatusType = D1 ('MetaData "ScalingStatusType" "Amazonka.GameLift.Types.ScalingStatusType" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "ScalingStatusType'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromScalingStatusType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

SortOrder

newtype SortOrder Source #

Constructors

SortOrder' 

Fields

Bundled Patterns

pattern SortOrder_ASCENDING :: SortOrder 
pattern SortOrder_DESCENDING :: SortOrder 

Instances

Instances details
FromJSON SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

FromJSONKey SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToJSON SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToJSONKey SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToByteString SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Methods

toBS :: SortOrder -> ByteString #

ToHeader SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToLog SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToQuery SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

FromText SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToText SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Methods

toText :: SortOrder -> Text #

FromXML SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

ToXML SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Methods

toXML :: SortOrder -> XML #

Generic SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Associated Types

type Rep SortOrder :: Type -> Type #

Read SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Show SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

NFData SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Methods

rnf :: SortOrder -> () #

Eq SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Ord SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

Hashable SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

type Rep SortOrder Source # 
Instance details

Defined in Amazonka.GameLift.Types.SortOrder

type Rep SortOrder = D1 ('MetaData "SortOrder" "Amazonka.GameLift.Types.SortOrder" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'True) (C1 ('MetaCons "SortOrder'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fromSortOrder") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedLazy) (Rec0 Text)))

Alias

data Alias Source #

Properties that describe an alias resource.

Related actions

All APIs by task

See: newAlias smart constructor.

Constructors

Alias' 

Fields

  • aliasArn :: Maybe Text

    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.

  • aliasId :: Maybe Text

    A unique identifier for the alias. Alias IDs are unique within a Region.

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • description :: Maybe Text

    A human-readable description of an alias.

  • lastUpdatedTime :: Maybe POSIX

    The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • name :: Maybe Text

    A descriptive label that is associated with an alias. Alias names do not need to be unique.

  • routingStrategy :: Maybe RoutingStrategy

    The routing configuration, including routing type and fleet target, for the alias.

Instances

Instances details
FromJSON Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Generic Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Associated Types

type Rep Alias :: Type -> Type #

Methods

from :: Alias -> Rep Alias x #

to :: Rep Alias x -> Alias #

Read Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Show Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Methods

showsPrec :: Int -> Alias -> ShowS #

show :: Alias -> String #

showList :: [Alias] -> ShowS #

NFData Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Methods

rnf :: Alias -> () #

Eq Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Methods

(==) :: Alias -> Alias -> Bool #

(/=) :: Alias -> Alias -> Bool #

Hashable Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

Methods

hashWithSalt :: Int -> Alias -> Int #

hash :: Alias -> Int #

type Rep Alias Source # 
Instance details

Defined in Amazonka.GameLift.Types.Alias

newAlias :: Alias Source #

Create a value of Alias with all optional fields omitted.

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

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

$sel:aliasArn:Alias', alias_aliasArn - The Amazon Resource Name (ARN) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift alias ARN, the resource ID matches the alias ID value.

$sel:aliasId:Alias', alias_aliasId - A unique identifier for the alias. Alias IDs are unique within a Region.

$sel:creationTime:Alias', alias_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:description:Alias', alias_description - A human-readable description of an alias.

$sel:lastUpdatedTime:Alias', alias_lastUpdatedTime - The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:name:Alias', alias_name - A descriptive label that is associated with an alias. Alias names do not need to be unique.

$sel:routingStrategy:Alias', alias_routingStrategy - The routing configuration, including routing type and fleet target, for the alias.

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_description :: Lens' Alias (Maybe Text) Source #

A human-readable description of an alias.

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

data AnywhereConfiguration Source #

GameLift Anywhere configuration options for your Anywhere fleets.

See: newAnywhereConfiguration smart constructor.

Constructors

AnywhereConfiguration' 

Fields

  • cost :: Text

    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.

Instances

Instances details
FromJSON AnywhereConfiguration Source # 
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Defined in Amazonka.GameLift.Types.AnywhereConfiguration

ToJSON AnywhereConfiguration Source # 
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Defined in Amazonka.GameLift.Types.AnywhereConfiguration

Generic AnywhereConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.AnywhereConfiguration

Associated Types

type Rep AnywhereConfiguration :: Type -> Type #

Read AnywhereConfiguration Source # 
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Defined in Amazonka.GameLift.Types.AnywhereConfiguration

Show AnywhereConfiguration Source # 
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Defined in Amazonka.GameLift.Types.AnywhereConfiguration

NFData AnywhereConfiguration Source # 
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Defined in Amazonka.GameLift.Types.AnywhereConfiguration

Methods

rnf :: AnywhereConfiguration -> () #

Eq AnywhereConfiguration Source # 
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Defined in Amazonka.GameLift.Types.AnywhereConfiguration

Hashable AnywhereConfiguration Source # 
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Defined in Amazonka.GameLift.Types.AnywhereConfiguration

type Rep AnywhereConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.AnywhereConfiguration

type Rep AnywhereConfiguration = D1 ('MetaData "AnywhereConfiguration" "Amazonka.GameLift.Types.AnywhereConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "AnywhereConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "cost") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text)))

newAnywhereConfiguration Source #

Create a value of AnywhereConfiguration with all optional fields omitted.

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

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

$sel:cost:AnywhereConfiguration', anywhereConfiguration_cost - The cost to run your fleet per hour. GameLift uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues.

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

data AttributeValue Source #

Values for use in player attribute key-value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array, or data map. Each AttributeValue object can use only one of the available properties.

See: newAttributeValue smart constructor.

Constructors

AttributeValue' 

Fields

  • n :: Maybe Double

    For number values, expressed as double.

  • s :: Maybe Text

    For single string values. Maximum string length is 100 characters.

  • sdm :: Maybe (HashMap Text Double)

    For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

  • sl :: Maybe [Text]

    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.

Instances

Instances details
FromJSON AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

ToJSON AttributeValue Source # 
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Defined in Amazonka.GameLift.Types.AttributeValue

Generic AttributeValue Source # 
Instance details

Defined in Amazonka.GameLift.Types.AttributeValue

Associated Types

type Rep AttributeValue :: Type -> Type #

Read AttributeValue Source # 
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Defined in Amazonka.GameLift.Types.AttributeValue

Show AttributeValue Source # 
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Defined in Amazonka.GameLift.Types.AttributeValue

NFData AttributeValue Source # 
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Defined in Amazonka.GameLift.Types.AttributeValue

Methods

rnf :: AttributeValue -> () #

Eq AttributeValue Source # 
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Defined in Amazonka.GameLift.Types.AttributeValue

Hashable AttributeValue Source # 
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Defined in Amazonka.GameLift.Types.AttributeValue

type Rep AttributeValue Source # 
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Defined in Amazonka.GameLift.Types.AttributeValue

type Rep AttributeValue = D1 ('MetaData "AttributeValue" "Amazonka.GameLift.Types.AttributeValue" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "AttributeValue'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "n") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Double)) :*: S1 ('MetaSel ('Just "s") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "sdm") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (HashMap Text Double))) :*: S1 ('MetaSel ('Just "sl") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])))))

newAttributeValue :: AttributeValue Source #

Create a value of AttributeValue with all optional fields omitted.

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

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

$sel:n:AttributeValue', attributeValue_n - For number values, expressed as double.

$sel:s:AttributeValue', attributeValue_s - For single string values. Maximum string length is 100 characters.

$sel:sdm:AttributeValue', attributeValue_sdm - For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.

$sel:sl:AttributeValue', attributeValue_sl - For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

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

data AwsCredentials Source #

Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

See: newAwsCredentials smart constructor.

Constructors

AwsCredentials' 

Fields

Instances

Instances details
FromJSON AwsCredentials Source # 
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Defined in Amazonka.GameLift.Types.AwsCredentials

Generic AwsCredentials Source # 
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Defined in Amazonka.GameLift.Types.AwsCredentials

Associated Types

type Rep AwsCredentials :: Type -> Type #

Show AwsCredentials Source # 
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Defined in Amazonka.GameLift.Types.AwsCredentials

NFData AwsCredentials Source # 
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Defined in Amazonka.GameLift.Types.AwsCredentials

Methods

rnf :: AwsCredentials -> () #

Eq AwsCredentials Source # 
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Defined in Amazonka.GameLift.Types.AwsCredentials

Hashable AwsCredentials Source # 
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Defined in Amazonka.GameLift.Types.AwsCredentials

type Rep AwsCredentials Source # 
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Defined in Amazonka.GameLift.Types.AwsCredentials

type Rep AwsCredentials = D1 ('MetaData "AwsCredentials" "Amazonka.GameLift.Types.AwsCredentials" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "AwsCredentials'" 'PrefixI 'True) (S1 ('MetaSel ('Just "accessKeyId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "secretAccessKey") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "sessionToken") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newAwsCredentials :: AwsCredentials Source #

Create a value of AwsCredentials with all optional fields omitted.

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

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

$sel:accessKeyId:AwsCredentials', awsCredentials_accessKeyId - Temporary key allowing access to the Amazon GameLift S3 account.

$sel:secretAccessKey:AwsCredentials', awsCredentials_secretAccessKey - Temporary secret key allowing access to the Amazon GameLift S3 account.

$sel:sessionToken:AwsCredentials', awsCredentials_sessionToken - Token used to associate a specific build ID with the files uploaded using these credentials.

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

data Build Source #

Properties describing a custom game build.

All APIs by task

See: newBuild smart constructor.

Constructors

Build' 

Fields

  • buildArn :: Maybe Text

    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.

  • buildId :: Maybe Text

    A unique identifier for the build.

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • name :: Maybe Text

    A descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

  • operatingSystem :: Maybe OperatingSystem

    Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.

  • serverSdkVersion :: Maybe Text

    The GameLift Server SDK version used to develop your game server.

  • sizeOnDisk :: Maybe Natural

    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.

  • status :: Maybe BuildStatus

    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.
  • version :: Maybe Text

    Version information associated with a build or script. Version strings do not need to be unique.

Instances

Instances details
FromJSON Build Source # 
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Defined in Amazonka.GameLift.Types.Build

Generic Build Source # 
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Defined in Amazonka.GameLift.Types.Build

Associated Types

type Rep Build :: Type -> Type #

Methods

from :: Build -> Rep Build x #

to :: Rep Build x -> Build #

Read Build Source # 
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Defined in Amazonka.GameLift.Types.Build

Show Build Source # 
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Defined in Amazonka.GameLift.Types.Build

Methods

showsPrec :: Int -> Build -> ShowS #

show :: Build -> String #

showList :: [Build] -> ShowS #

NFData Build Source # 
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Defined in Amazonka.GameLift.Types.Build

Methods

rnf :: Build -> () #

Eq Build Source # 
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Defined in Amazonka.GameLift.Types.Build

Methods

(==) :: Build -> Build -> Bool #

(/=) :: Build -> Build -> Bool #

Hashable Build Source # 
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Defined in Amazonka.GameLift.Types.Build

Methods

hashWithSalt :: Int -> Build -> Int #

hash :: Build -> Int #

type Rep Build Source # 
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Defined in Amazonka.GameLift.Types.Build

newBuild :: Build Source #

Create a value of Build with all optional fields omitted.

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

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

$sel:buildArn:Build', build_buildArn - The Amazon Resource Name (ARN) assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift build ARN, the resource ID matches the BuildId value.

$sel:buildId:Build', build_buildId - A unique identifier for the build.

$sel:creationTime:Build', build_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:name:Build', build_name - A descriptive label associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.

$sel:operatingSystem:Build', build_operatingSystem - Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.

$sel:serverSdkVersion:Build', build_serverSdkVersion - The GameLift Server SDK version used to develop your game server.

$sel:sizeOnDisk:Build', build_sizeOnDisk - File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED or when using a custom Amazon S3 storage location, this value is 0.

$sel:status:Build', build_status - Current status of the build.

Possible build statuses include the following:

  • INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
  • READY -- The game build has been successfully uploaded. You can now create new fleets for this build.
  • FAILED -- The game build upload failed. You cannot create new fleets for this build.

$sel:version:Build', build_version - Version information associated with a build or script. Version strings do not need to be unique.

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_buildId :: Lens' Build (Maybe Text) Source #

A unique identifier for the build.

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

data CertificateConfiguration Source #

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK operation GetInstanceCertificate.

See: newCertificateConfiguration smart constructor.

Constructors

CertificateConfiguration' 

Fields

  • certificateType :: CertificateType

    Indicates whether a TLS/SSL certificate is generated for a fleet.

    Valid values include:

    • GENERATED - Generate a TLS/SSL certificate for this fleet.
    • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.

Instances

Instances details
FromJSON CertificateConfiguration Source # 
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Defined in Amazonka.GameLift.Types.CertificateConfiguration

ToJSON CertificateConfiguration Source # 
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Defined in Amazonka.GameLift.Types.CertificateConfiguration

Generic CertificateConfiguration Source # 
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Defined in Amazonka.GameLift.Types.CertificateConfiguration

Associated Types

type Rep CertificateConfiguration :: Type -> Type #

Read CertificateConfiguration Source # 
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Defined in Amazonka.GameLift.Types.CertificateConfiguration

Show CertificateConfiguration Source # 
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Defined in Amazonka.GameLift.Types.CertificateConfiguration

NFData CertificateConfiguration Source # 
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Defined in Amazonka.GameLift.Types.CertificateConfiguration

Eq CertificateConfiguration Source # 
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Defined in Amazonka.GameLift.Types.CertificateConfiguration

Hashable CertificateConfiguration Source # 
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Defined in Amazonka.GameLift.Types.CertificateConfiguration

type Rep CertificateConfiguration Source # 
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Defined in Amazonka.GameLift.Types.CertificateConfiguration

type Rep CertificateConfiguration = D1 ('MetaData "CertificateConfiguration" "Amazonka.GameLift.Types.CertificateConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "CertificateConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "certificateType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 CertificateType)))

newCertificateConfiguration Source #

Create a value of CertificateConfiguration with all optional fields omitted.

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

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

$sel:certificateType:CertificateConfiguration', certificateConfiguration_certificateType - Indicates whether a TLS/SSL certificate is generated for a fleet.

Valid values include:

  • GENERATED - Generate a TLS/SSL certificate for this fleet.
  • DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.

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

data Compute Source #

Resources used to host your game servers. A compute resource can be managed GameLift Amazon EC2 instances or your own resources.

See: newCompute smart constructor.

Constructors

Compute' 

Fields

  • computeArn :: Maybe Text

    The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.

  • computeName :: Maybe Text

    A descriptive label that is associated with the compute resource registered to your fleet.

  • computeStatus :: Maybe ComputeStatus

    Current status of the compute. A compute must have an ACTIVE status to host game sessions.

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • dnsName :: Maybe Text

    The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.

  • fleetArn :: Maybe Text

    The Amazon Resource Name (ARN) of the fleet that the compute is registered to.

  • fleetId :: Maybe Text

    A unique identifier for the fleet that the compute is registered to.

  • gameLiftServiceSdkEndpoint :: Maybe Text

    The endpoint connection details of the GameLift SDK endpoint that your game server connects to.

  • ipAddress :: Maybe Text

    The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.

  • location :: Maybe Text

    The name of the custom location you added to the fleet that this compute resource resides in.

  • operatingSystem :: Maybe OperatingSystem

    The type of operating system on your compute resource.

  • type' :: Maybe EC2InstanceType

    Which compute type that the fleet uses. A fleet can use Anywhere compute resources owned by you or managed Amazon EC2 instances.

Instances

Instances details
FromJSON Compute Source # 
Instance details

Defined in Amazonka.GameLift.Types.Compute

Generic Compute Source # 
Instance details

Defined in Amazonka.GameLift.Types.Compute

Associated Types

type Rep Compute :: Type -> Type #

Methods

from :: Compute -> Rep Compute x #

to :: Rep Compute x -> Compute #

Read Compute Source # 
Instance details

Defined in Amazonka.GameLift.Types.Compute

Show Compute Source # 
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Defined in Amazonka.GameLift.Types.Compute

NFData Compute Source # 
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Defined in Amazonka.GameLift.Types.Compute

Methods

rnf :: Compute -> () #

Eq Compute Source # 
Instance details

Defined in Amazonka.GameLift.Types.Compute

Methods

(==) :: Compute -> Compute -> Bool #

(/=) :: Compute -> Compute -> Bool #

Hashable Compute Source # 
Instance details

Defined in Amazonka.GameLift.Types.Compute

Methods

hashWithSalt :: Int -> Compute -> Int #

hash :: Compute -> Int #

type Rep Compute Source # 
Instance details

Defined in Amazonka.GameLift.Types.Compute

type Rep Compute = D1 ('MetaData "Compute" "Amazonka.GameLift.Types.Compute" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "Compute'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "computeArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "computeName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "computeStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ComputeStatus)))) :*: (S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "dnsName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "gameLiftServiceSdkEndpoint") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "operatingSystem") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe OperatingSystem)) :*: S1 ('MetaSel ('Just "type'") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceType)))))))

newCompute :: Compute Source #

Create a value of Compute with all optional fields omitted.

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

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

$sel:computeArn:Compute', compute_computeArn - The ARN that is assigned to the compute resource and uniquely identifies it. ARNs are unique across locations.

$sel:computeName:Compute', compute_computeName - A descriptive label that is associated with the compute resource registered to your fleet.

$sel:computeStatus:Compute', compute_computeStatus - Current status of the compute. A compute must have an ACTIVE status to host game sessions.

$sel:creationTime:Compute', compute_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:dnsName:Compute', compute_dnsName - The DNS name of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.

$sel:fleetArn:Compute', compute_fleetArn - The Amazon Resource Name (ARN) of the fleet that the compute is registered to.

$sel:fleetId:Compute', compute_fleetId - A unique identifier for the fleet that the compute is registered to.

$sel:gameLiftServiceSdkEndpoint:Compute', compute_gameLiftServiceSdkEndpoint - The endpoint connection details of the GameLift SDK endpoint that your game server connects to.

$sel:ipAddress:Compute', compute_ipAddress - The IP address of the compute resource. GameLift requires the DNS name or IP address to manage your compute resource.

$sel:location:Compute', compute_location - The name of the custom location you added to the fleet that this compute resource resides in.

$sel:operatingSystem:Compute', compute_operatingSystem - The type of operating system on your compute resource.

$sel:type':Compute', compute_type - Which compute type that the fleet uses. A fleet can use Anywhere compute resources owned by you or managed Amazon EC2 instances.

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

data DesiredPlayerSession Source #

Player information for use when creating player sessions using a game session placement request.

See: newDesiredPlayerSession smart constructor.

Constructors

DesiredPlayerSession' 

Fields

  • playerData :: Maybe Text

    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.

  • playerId :: Maybe Text

    A unique identifier for a player to associate with the player session.

Instances

Instances details
ToJSON DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Generic DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Associated Types

type Rep DesiredPlayerSession :: Type -> Type #

Read DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Show DesiredPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.DesiredPlayerSession

NFData DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Methods

rnf :: DesiredPlayerSession -> () #

Eq DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

Hashable DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

type Rep DesiredPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.DesiredPlayerSession

type Rep DesiredPlayerSession = D1 ('MetaData "DesiredPlayerSession" "Amazonka.GameLift.Types.DesiredPlayerSession" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "DesiredPlayerSession'" 'PrefixI 'True) (S1 ('MetaSel ('Just "playerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newDesiredPlayerSession :: DesiredPlayerSession Source #

Create a value of DesiredPlayerSession with all optional fields omitted.

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

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

$sel:playerData:DesiredPlayerSession', desiredPlayerSession_playerData - Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

$sel:playerId:DesiredPlayerSession', desiredPlayerSession_playerId - A unique identifier for a player to associate with the player session.

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

data EC2InstanceCounts Source #

Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.

See: newEC2InstanceCounts smart constructor.

Constructors

EC2InstanceCounts' 

Fields

  • active :: Maybe Natural

    Actual number of instances that are ready to host game sessions.

  • desired :: Maybe Natural

    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.

  • idle :: Maybe Natural

    Number of active instances that are not currently hosting a game session.

  • maximum :: Maybe Natural

    The maximum instance count value allowed.

  • minimum :: Maybe Natural

    The minimum instance count value allowed.

  • pending :: Maybe Natural

    Number of instances that are starting but not yet active.

  • terminating :: Maybe Natural

    Number of instances that are no longer active but haven't yet been terminated.

Instances

Instances details
FromJSON EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Generic EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Associated Types

type Rep EC2InstanceCounts :: Type -> Type #

Read EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Show EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

NFData EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Methods

rnf :: EC2InstanceCounts -> () #

Eq EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

Hashable EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

type Rep EC2InstanceCounts Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceCounts

newEC2InstanceCounts :: EC2InstanceCounts Source #

Create a value of EC2InstanceCounts with all optional fields omitted.

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

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

$sel:active:EC2InstanceCounts', eC2InstanceCounts_active - Actual number of instances that are ready to host game sessions.

$sel:desired:EC2InstanceCounts', eC2InstanceCounts_desired - Ideal number of active instances. GameLift will always try to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances.

$sel:idle:EC2InstanceCounts', eC2InstanceCounts_idle - Number of active instances that are not currently hosting a game session.

$sel:maximum:EC2InstanceCounts', eC2InstanceCounts_maximum - The maximum instance count value allowed.

$sel:minimum:EC2InstanceCounts', eC2InstanceCounts_minimum - The minimum instance count value allowed.

$sel:pending:EC2InstanceCounts', eC2InstanceCounts_pending - Number of instances that are starting but not yet active.

$sel:terminating:EC2InstanceCounts', eC2InstanceCounts_terminating - Number of instances that are no longer active but haven't yet been terminated.

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

data EC2InstanceLimit Source #

The GameLift service limits for an Amazon EC2 instance type and current utilization. GameLift allows Amazon Web Services accounts a maximum number of instances, per instance type, per Amazon Web Services Region or location, for use with GameLift. You can request an limit increase for your account by using the Service limits page in the GameLift console.

See: newEC2InstanceLimit smart constructor.

Constructors

EC2InstanceLimit' 

Fields

Instances

Instances details
FromJSON EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Generic EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Associated Types

type Rep EC2InstanceLimit :: Type -> Type #

Read EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Show EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

NFData EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Methods

rnf :: EC2InstanceLimit -> () #

Eq EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

Hashable EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

type Rep EC2InstanceLimit Source # 
Instance details

Defined in Amazonka.GameLift.Types.EC2InstanceLimit

type Rep EC2InstanceLimit = D1 ('MetaData "EC2InstanceLimit" "Amazonka.GameLift.Types.EC2InstanceLimit" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "EC2InstanceLimit'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "currentInstances") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "eC2InstanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceType))) :*: (S1 ('MetaSel ('Just "instanceLimit") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newEC2InstanceLimit :: EC2InstanceLimit Source #

Create a value of EC2InstanceLimit with all optional fields omitted.

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

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

$sel:currentInstances:EC2InstanceLimit', eC2InstanceLimit_currentInstances - The number of instances for the specified type and location that are currently being used by the Amazon Web Services account.

$sel:eC2InstanceType:EC2InstanceLimit', eC2InstanceLimit_eC2InstanceType - The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.

$sel:instanceLimit:EC2InstanceLimit', eC2InstanceLimit_instanceLimit - The number of instances that is allowed for the specified instance type and location.

$sel:location:EC2InstanceLimit', eC2InstanceLimit_location - An Amazon Web Services Region code, such as us-west-2.

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

data Event Source #

Log entry describing an event that involves GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

See: newEvent smart constructor.

Constructors

Event' 

Fields

  • eventCode :: Maybe EventCode

    The type of event being logged.

    Fleet state transition events:

    • FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID.
    • FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.
    • FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift has successfully downloaded the build and is now validating the build files.
    • FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has successfully verified the build files and is now running the installation scripts.
    • FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. 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 to ACTIVE. 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.
  • eventId :: Maybe Text

    A unique identifier for a fleet event.

  • eventTime :: Maybe POSIX

    Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • message :: Maybe Text

    Additional information related to the event.

  • preSignedLogUrl :: Maybe Text

    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.

  • resourceId :: Maybe Text

    A unique identifier for an event resource, such as a fleet ID.

Instances

Instances details
FromJSON Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Generic Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Associated Types

type Rep Event :: Type -> Type #

Methods

from :: Event -> Rep Event x #

to :: Rep Event x -> Event #

Read Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Show Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Methods

showsPrec :: Int -> Event -> ShowS #

show :: Event -> String #

showList :: [Event] -> ShowS #

NFData Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Methods

rnf :: Event -> () #

Eq Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Methods

(==) :: Event -> Event -> Bool #

(/=) :: Event -> Event -> Bool #

Hashable Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

Methods

hashWithSalt :: Int -> Event -> Int #

hash :: Event -> Int #

type Rep Event Source # 
Instance details

Defined in Amazonka.GameLift.Types.Event

newEvent :: Event Source #

Create a value of Event with all optional fields omitted.

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

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

$sel:eventCode:Event', event_eventCode - The type of event being logged.

Fleet state transition events:

  • FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID.
  • FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.
  • FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift has successfully downloaded the build and is now validating the build files.
  • FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has successfully verified the build files and is now running the installation scripts.
  • FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. 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 to ACTIVE. 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.

$sel:eventId:Event', event_eventId - A unique identifier for a fleet event.

$sel:eventTime:Event', event_eventTime - Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:message:Event', event_message - Additional information related to the event.

$sel:preSignedLogUrl:Event', event_preSignedLogUrl - Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the GameLift console.

$sel:resourceId:Event', event_resourceId - A unique identifier for an event resource, such as a fleet ID.

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 to DOWNLOADING. The compressed build has started downloading to a fleet instance for installation.
  • FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. GameLift has successfully downloaded the build and is now validating the build files.
  • FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. GameLift has successfully verified the build files and is now running the installation scripts.
  • FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. 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 to ACTIVE. 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_eventId :: Lens' Event (Maybe Text) Source #

A unique identifier for a fleet event.

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_message :: Lens' Event (Maybe Text) Source #

Additional information related to the event.

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

data FilterConfiguration Source #

A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.

See: newFilterConfiguration smart constructor.

Constructors

FilterConfiguration' 

Fields

Instances

Instances details
FromJSON FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

ToJSON FilterConfiguration Source # 
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Defined in Amazonka.GameLift.Types.FilterConfiguration

Generic FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

Associated Types

type Rep FilterConfiguration :: Type -> Type #

Read FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

Show FilterConfiguration Source # 
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Defined in Amazonka.GameLift.Types.FilterConfiguration

NFData FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

Methods

rnf :: FilterConfiguration -> () #

Eq FilterConfiguration Source # 
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Defined in Amazonka.GameLift.Types.FilterConfiguration

Hashable FilterConfiguration Source # 
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Defined in Amazonka.GameLift.Types.FilterConfiguration

type Rep FilterConfiguration Source # 
Instance details

Defined in Amazonka.GameLift.Types.FilterConfiguration

type Rep FilterConfiguration = D1 ('MetaData "FilterConfiguration" "Amazonka.GameLift.Types.FilterConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "FilterConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "allowedLocations") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty Text)))))

newFilterConfiguration :: FilterConfiguration Source #

Create a value of FilterConfiguration with all optional fields omitted.

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

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

$sel:allowedLocations:FilterConfiguration', filterConfiguration_allowedLocations - A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2.

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

data FleetAttributes Source #

Describes a GameLift fleet of game hosting resources.

Related actions

See: newFleetAttributes smart constructor.

Constructors

FleetAttributes' 

Fields

  • anywhereConfiguration :: Maybe AnywhereConfiguration
     
  • buildArn :: Maybe Text

    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.

  • buildId :: Maybe Text

    A unique identifier for the build resource that is deployed on instances in this fleet.

  • certificateConfiguration :: Maybe CertificateConfiguration
     
  • computeType :: Maybe ComputeType

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

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • description :: Maybe Text

    A human-readable description of the fleet.

  • fleetArn :: Maybe Text

    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.

  • fleetId :: Maybe Text

    A unique identifier for the fleet.

  • fleetType :: Maybe FleetType

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

  • instanceRoleArn :: Maybe Text

    A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

  • instanceType :: Maybe EC2InstanceType

    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.

  • logPaths :: Maybe [Text]

    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.

  • metricGroups :: Maybe [Text]

    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.

  • name :: Maybe Text

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

  • newGameSessionProtectionPolicy' :: Maybe ProtectionPolicy

    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.
  • operatingSystem :: Maybe OperatingSystem

    The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.

  • resourceCreationLimitPolicy :: Maybe ResourceCreationLimitPolicy
     
  • scriptArn :: Maybe Text

    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.

  • scriptId :: Maybe Text

    A unique identifier for the Realtime script resource that is deployed on instances in this fleet.

  • serverLaunchParameters :: Maybe Text

    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.

  • serverLaunchPath :: Maybe Text

    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.

  • status :: Maybe FleetStatus

    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.
  • stoppedActions :: Maybe (NonEmpty FleetAction)

    A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.

  • terminationTime :: Maybe POSIX

    A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Instances

Instances details
FromJSON FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

Generic FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

Associated Types

type Rep FleetAttributes :: Type -> Type #

Read FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

Show FleetAttributes Source # 
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Defined in Amazonka.GameLift.Types.FleetAttributes

NFData FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

Methods

rnf :: FleetAttributes -> () #

Eq FleetAttributes Source # 
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Defined in Amazonka.GameLift.Types.FleetAttributes

Hashable FleetAttributes Source # 
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Defined in Amazonka.GameLift.Types.FleetAttributes

type Rep FleetAttributes Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetAttributes

type Rep FleetAttributes = D1 ('MetaData "FleetAttributes" "Amazonka.GameLift.Types.FleetAttributes" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "FleetAttributes'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "anywhereConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe AnywhereConfiguration)) :*: (S1 ('MetaSel ('Just "buildArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "buildId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "certificateConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe CertificateConfiguration)) :*: (S1 ('MetaSel ('Just "computeType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ComputeType)) :*: S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))))) :*: ((S1 ('MetaSel ('Just "description") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "fleetType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FleetType)) :*: (S1 ('MetaSel ('Just "instanceRoleArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "instanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceType)))))) :*: (((S1 ('MetaSel ('Just "logPaths") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])) :*: (S1 ('MetaSel ('Just "metricGroups") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])) :*: S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "newGameSessionProtectionPolicy'") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ProtectionPolicy)) :*: (S1 ('MetaSel ('Just "operatingSystem") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe OperatingSystem)) :*: S1 ('MetaSel ('Just "resourceCreationLimitPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ResourceCreationLimitPolicy))))) :*: ((S1 ('MetaSel ('Just "scriptArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "scriptId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "serverLaunchParameters") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "serverLaunchPath") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FleetStatus))) :*: (S1 ('MetaSel ('Just "stoppedActions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty FleetAction))) :*: S1 ('MetaSel ('Just "terminationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))))))))

newFleetAttributes :: FleetAttributes Source #

Create a value of FleetAttributes with all optional fields omitted.

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

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

$sel:anywhereConfiguration:FleetAttributes', fleetAttributes_anywhereConfiguration - Undocumented member.

$sel:buildArn:FleetAttributes', fleetAttributes_buildArn - The Amazon Resource Name (ARN) associated with the GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value.

$sel:buildId:FleetAttributes', fleetAttributes_buildId - A unique identifier for the build resource that is deployed on instances in this fleet.

$sel:certificateConfiguration:FleetAttributes', fleetAttributes_certificateConfiguration - Undocumented member.

$sel:computeType:FleetAttributes', fleetAttributes_computeType - The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.

$sel:creationTime:FleetAttributes', fleetAttributes_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:description:FleetAttributes', fleetAttributes_description - A human-readable description of the fleet.

$sel:fleetArn:FleetAttributes', fleetAttributes_fleetArn - The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId value.

$sel:fleetId:FleetAttributes', fleetAttributes_fleetId - A unique identifier for the fleet.

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

$sel:instanceRoleArn:FleetAttributes', fleetAttributes_instanceRoleArn - A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

$sel:instanceType:FleetAttributes', fleetAttributes_instanceType - The Amazon EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.

$sel:logPaths:FleetAttributes', fleetAttributes_logPaths - This parameter is no longer used. Game session log paths are now defined using the GameLift server API ProcessReady() logParameters. See more information in the Server API Reference.

$sel:metricGroups:FleetAttributes', fleetAttributes_metricGroups - Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.

$sel:name:FleetAttributes', fleetAttributes_name - A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

$sel:newGameSessionProtectionPolicy':FleetAttributes', fleetAttributes_newGameSessionProtectionPolicy - The type of game session protection to set on all new instances that are started in the fleet.

  • NoProtection -- The game session can be terminated during a scale-down event.
  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

$sel:operatingSystem:FleetAttributes', fleetAttributes_operatingSystem - The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.

$sel:resourceCreationLimitPolicy:FleetAttributes', fleetAttributes_resourceCreationLimitPolicy - Undocumented member.

$sel:scriptArn:FleetAttributes', fleetAttributes_scriptArn - The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId value.

$sel:scriptId:FleetAttributes', fleetAttributes_scriptId - A unique identifier for the Realtime script resource that is deployed on instances in this fleet.

$sel:serverLaunchParameters:FleetAttributes', fleetAttributes_serverLaunchParameters - This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration . Requests that use this parameter instead continue to be valid.

$sel:serverLaunchPath:FleetAttributes', fleetAttributes_serverLaunchPath - This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration . Requests that use this parameter instead continue to be valid.

$sel:status:FleetAttributes', fleetAttributes_status - Current status of the fleet. Possible fleet statuses include the following:

  • NEW -- A new fleet has been defined and desired instances is set to 1.
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- GameLift is setting up the new fleet, creating new instances with the game build or Realtime script and starting server processes.
  • ACTIVE -- Hosts can now accept game sessions.
  • ERROR -- An error occurred when downloading, validating, building, or activating the fleet.
  • DELETING -- Hosts are responding to a delete fleet request.
  • TERMINATED -- The fleet no longer exists.

$sel:stoppedActions:FleetAttributes', fleetAttributes_stoppedActions - A list of fleet activity that has been suspended using StopFleetActions . This includes fleet auto-scaling.

$sel:terminationTime:FleetAttributes', fleetAttributes_terminationTime - A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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_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_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

data FleetCapacity Source #

Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

Related actions

DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity

See: newFleetCapacity smart constructor.

Constructors

FleetCapacity' 

Fields

  • fleetArn :: Maybe Text

    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.

  • fleetId :: Maybe Text

    A unique identifier for the fleet associated with the location.

  • instanceCounts :: Maybe EC2InstanceCounts
     
  • instanceType :: Maybe EC2InstanceType

    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.

  • location :: Maybe Text

    The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2.

Instances

Instances details
FromJSON FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Generic FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Associated Types

type Rep FleetCapacity :: Type -> Type #

Read FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Show FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

NFData FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Methods

rnf :: FleetCapacity -> () #

Eq FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

Hashable FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

type Rep FleetCapacity Source # 
Instance details

Defined in Amazonka.GameLift.Types.FleetCapacity

type Rep FleetCapacity = D1 ('MetaData "FleetCapacity" "Amazonka.GameLift.Types.FleetCapacity" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "FleetCapacity'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "instanceCounts") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceCounts)) :*: (S1 ('MetaSel ('Just "instanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe EC2InstanceType)) :*: S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))))

newFleetCapacity :: FleetCapacity Source #

Create a value of FleetCapacity with all optional fields omitted.

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

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

$sel:fleetArn:FleetCapacity', fleetCapacity_fleetArn - The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

$sel:fleetId:FleetCapacity', fleetCapacity_fleetId - A unique identifier for the fleet associated with the location.

$sel:instanceCounts:FleetCapacity', fleetCapacity_instanceCounts - Undocumented member.

$sel:instanceType:FleetCapacity', fleetCapacity_instanceType - The Amazon EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.

$sel:location:FleetCapacity', fleetCapacity_location - The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2.

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_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

data FleetUtilization Source #

Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

Related actions

See: newFleetUtilization smart constructor.

Constructors

FleetUtilization' 

Fields

  • activeGameSessionCount :: Maybe Natural

    The number of active game sessions that are currently being hosted across all instances in the fleet location.

  • activeServerProcessCount :: Maybe Natural

    The number of server processes in ACTIVE status that are currently running across all instances in the fleet location.

  • currentPlayerSessionCount :: Maybe Natural

    The number of active player sessions that are currently being hosted across all instances in the fleet location.

  • fleetArn :: Maybe Text

    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.

  • fleetId :: Maybe Text

    A unique identifier for the fleet associated with the location.

  • location :: Maybe Text

    The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2.

  • maximumPlayerSessionCount :: Maybe Natural

    The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.

Instances

Instances details
FromJSON FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

Generic FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

Associated Types

type Rep FleetUtilization :: Type -> Type #

Read FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

Show FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

NFData FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

Methods

rnf :: FleetUtilization -> () #

Eq FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

Hashable FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

type Rep FleetUtilization Source # 
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Defined in Amazonka.GameLift.Types.FleetUtilization

type Rep FleetUtilization = D1 ('MetaData "FleetUtilization" "Amazonka.GameLift.Types.FleetUtilization" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "FleetUtilization'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "activeGameSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: (S1 ('MetaSel ('Just "activeServerProcessCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "currentPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)))) :*: ((S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "maximumPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))))))

newFleetUtilization :: FleetUtilization Source #

Create a value of FleetUtilization with all optional fields omitted.

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

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

$sel:activeGameSessionCount:FleetUtilization', fleetUtilization_activeGameSessionCount - The number of active game sessions that are currently being hosted across all instances in the fleet location.

$sel:activeServerProcessCount:FleetUtilization', fleetUtilization_activeServerProcessCount - The number of server processes in ACTIVE status that are currently running across all instances in the fleet location.

$sel:currentPlayerSessionCount:FleetUtilization', fleetUtilization_currentPlayerSessionCount - The number of active player sessions that are currently being hosted across all instances in the fleet location.

$sel:fleetArn:FleetUtilization', fleetUtilization_fleetArn - The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

$sel:fleetId:FleetUtilization', fleetUtilization_fleetId - A unique identifier for the fleet associated with the location.

$sel:location:FleetUtilization', fleetUtilization_location - The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2.

$sel:maximumPlayerSessionCount:FleetUtilization', fleetUtilization_maximumPlayerSessionCount - The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.

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

data GameProperty Source #

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.

See: newGameProperty smart constructor.

Constructors

GameProperty' 

Fields

Instances

Instances details
FromJSON GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

ToJSON GameProperty Source # 
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Generic GameProperty Source # 
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Associated Types

type Rep GameProperty :: Type -> Type #

Read GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

Show GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

NFData GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

Methods

rnf :: GameProperty -> () #

Eq GameProperty Source # 
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Hashable GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

type Rep GameProperty Source # 
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Defined in Amazonka.GameLift.Types.GameProperty

type Rep GameProperty = D1 ('MetaData "GameProperty" "Amazonka.GameLift.Types.GameProperty" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameProperty'" 'PrefixI 'True) (S1 ('MetaSel ('Just "key") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text) :*: S1 ('MetaSel ('Just "value") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text)))

newGameProperty Source #

Create a value of GameProperty with all optional fields omitted.

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

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

$sel:key:GameProperty', gameProperty_key - The game property identifier.

$sel:value:GameProperty', gameProperty_value - The game property value.

gameProperty_key :: Lens' GameProperty Text Source #

The game property identifier.

gameProperty_value :: Lens' GameProperty Text Source #

The game property value.

GameServer

data GameServer Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Properties describing a game server that is running on an instance in a game server group.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

See: newGameServer smart constructor.

Constructors

GameServer' 

Fields

  • claimStatus :: Maybe GameServerClaimStatus

    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.

  • connectionInfo :: Maybe Text

    The port and IP address that must be used to establish a client connection to the game server.

  • gameServerData :: Maybe Text

    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.

  • gameServerGroupArn :: Maybe Text

    The ARN identifier for the game server group where the game server is located.

  • gameServerGroupName :: Maybe Text

    A unique identifier for the game server group where the game server is running.

  • gameServerId :: Maybe Text

    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.

  • instanceId :: Maybe Text

    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.

  • lastClaimTime :: Maybe POSIX

    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.

  • lastHealthCheckTime :: Maybe POSIX

    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.

  • registrationTime :: Maybe POSIX

    Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • utilizationStatus :: Maybe GameServerUtilizationStatus

    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.

Instances

Instances details
FromJSON GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

Generic GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

Associated Types

type Rep GameServer :: Type -> Type #

Read GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

Show GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

NFData GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

Methods

rnf :: GameServer -> () #

Eq GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

Hashable GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

type Rep GameServer Source # 
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Defined in Amazonka.GameLift.Types.GameServer

type Rep GameServer = D1 ('MetaData "GameServer" "Amazonka.GameLift.Types.GameServer" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameServer'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "claimStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerClaimStatus)) :*: S1 ('MetaSel ('Just "connectionInfo") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "gameServerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "gameServerGroupArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameServerGroupName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "gameServerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "instanceId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "lastClaimTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)))) :*: (S1 ('MetaSel ('Just "lastHealthCheckTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "registrationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "utilizationStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerUtilizationStatus)))))))

newGameServer :: GameServer Source #

Create a value of GameServer with all optional fields omitted.

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

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

$sel:claimStatus:GameServer', gameServer_claimStatus - Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.

$sel:connectionInfo:GameServer', gameServer_connectionInfo - The port and IP address that must be used to establish a client connection to the game server.

$sel:gameServerData:GameServer', gameServer_gameServerData - A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

$sel:gameServerGroupArn:GameServer', gameServer_gameServerGroupArn - The ARN identifier for the game server group where the game server is located.

$sel:gameServerGroupName:GameServer', gameServer_gameServerGroupName - A unique identifier for the game server group where the game server is running.

$sel:gameServerId:GameServer', gameServer_gameServerId - A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.

$sel:instanceId:GameServer', gameServer_instanceId - The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

$sel:lastClaimTime:GameServer', gameServer_lastClaimTime - Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.

$sel:lastHealthCheckTime:GameServer', gameServer_lastHealthCheckTime - Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.

$sel:registrationTime:GameServer', gameServer_registrationTime - Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:utilizationStatus:GameServer', gameServer_utilizationStatus - Indicates whether the game server is currently available for new games or is busy. Possible statuses include:

  • AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.
  • UTILIZED - The game server is currently hosting a game session with players.

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

data GameServerGroup Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding Amazon EC2 Auto Scaling group.

A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively.

See: newGameServerGroup smart constructor.

Constructors

GameServerGroup' 

Fields

  • autoScalingGroupArn :: Maybe Text

    A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.

  • balancingStrategy :: Maybe BalancingStrategy

    Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

    • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.
    • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.
    • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • gameServerGroupArn :: Maybe Text

    A generated unique ID for the game server group.

  • gameServerGroupName :: Maybe Text

    A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.

  • gameServerProtectionPolicy :: Maybe GameServerProtectionPolicy

    A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.

  • instanceDefinitions :: Maybe (NonEmpty InstanceDefinition)

    The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.

  • lastUpdatedTime :: Maybe POSIX

    A timestamp that indicates when this game server group was last updated.

  • roleArn :: Maybe Text

    The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

  • status :: Maybe GameServerGroupStatus

    The current status of the game server group. Possible statuses include:

    • NEW - GameLift FleetIQ has validated the CreateGameServerGroup() 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 valid DeleteGameServerGroup() 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.
  • statusReason :: Maybe Text

    Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.

  • suspendedActions :: Maybe (NonEmpty GameServerGroupAction)

    A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.

Instances

Instances details
FromJSON GameServerGroup Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroup

Generic GameServerGroup Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroup

Associated Types

type Rep GameServerGroup :: Type -> Type #

Read GameServerGroup Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroup

Show GameServerGroup Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroup

NFData GameServerGroup Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroup

Methods

rnf :: GameServerGroup -> () #

Eq GameServerGroup Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroup

Hashable GameServerGroup Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroup

type Rep GameServerGroup Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroup

type Rep GameServerGroup = D1 ('MetaData "GameServerGroup" "Amazonka.GameLift.Types.GameServerGroup" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameServerGroup'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "autoScalingGroupArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "balancingStrategy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe BalancingStrategy)) :*: S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)))) :*: (S1 ('MetaSel ('Just "gameServerGroupArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "gameServerGroupName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameServerProtectionPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerProtectionPolicy))))) :*: ((S1 ('MetaSel ('Just "instanceDefinitions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty InstanceDefinition))) :*: (S1 ('MetaSel ('Just "lastUpdatedTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "roleArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerGroupStatus)) :*: (S1 ('MetaSel ('Just "statusReason") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "suspendedActions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty GameServerGroupAction))))))))

newGameServerGroup :: GameServerGroup Source #

Create a value of GameServerGroup with all optional fields omitted.

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

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

$sel:autoScalingGroupArn:GameServerGroup', gameServerGroup_autoScalingGroupArn - A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.

$sel:balancingStrategy:GameServerGroup', gameServerGroup_balancingStrategy - Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:

  • SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.
  • SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.
  • ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.

$sel:creationTime:GameServerGroup', gameServerGroup_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:gameServerGroupArn:GameServerGroup', gameServerGroup_gameServerGroupArn - A generated unique ID for the game server group.

$sel:gameServerGroupName:GameServerGroup', gameServerGroup_gameServerGroupName - A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.

$sel:gameServerProtectionPolicy:GameServerGroup', gameServerGroup_gameServerProtectionPolicy - A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status.

$sel:instanceDefinitions:GameServerGroup', gameServerGroup_instanceDefinitions - The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.

$sel:lastUpdatedTime:GameServerGroup', gameServerGroup_lastUpdatedTime - A timestamp that indicates when this game server group was last updated.

$sel:roleArn:GameServerGroup', gameServerGroup_roleArn - The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.

$sel:status:GameServerGroup', gameServerGroup_status - The current status of the game server group. Possible statuses include:

  • NEW - GameLift FleetIQ has validated the CreateGameServerGroup() 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 valid DeleteGameServerGroup() request and is processing it. GameLift FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.
  • DELETED - The game server group has been successfully deleted.
  • ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.

$sel:statusReason:GameServerGroup', gameServerGroup_statusReason - Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.

$sel:suspendedActions:GameServerGroup', gameServerGroup_suspendedActions - A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.

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 the CreateGameServerGroup() 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 valid DeleteGameServerGroup() 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

data GameServerGroupAutoScalingPolicy Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.

See: newGameServerGroupAutoScalingPolicy smart constructor.

Constructors

GameServerGroupAutoScalingPolicy' 

Fields

  • estimatedInstanceWarmup :: Maybe Natural

    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.

  • targetTrackingConfiguration :: TargetTrackingConfiguration

    Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

Instances

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ToJSON GameServerGroupAutoScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy

Generic GameServerGroupAutoScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy

Associated Types

type Rep GameServerGroupAutoScalingPolicy :: Type -> Type #

Read GameServerGroupAutoScalingPolicy Source # 
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Show GameServerGroupAutoScalingPolicy Source # 
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NFData GameServerGroupAutoScalingPolicy Source # 
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Eq GameServerGroupAutoScalingPolicy Source # 
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Hashable GameServerGroupAutoScalingPolicy Source # 
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type Rep GameServerGroupAutoScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy

type Rep GameServerGroupAutoScalingPolicy = D1 ('MetaData "GameServerGroupAutoScalingPolicy" "Amazonka.GameLift.Types.GameServerGroupAutoScalingPolicy" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameServerGroupAutoScalingPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "estimatedInstanceWarmup") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "targetTrackingConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 TargetTrackingConfiguration)))

newGameServerGroupAutoScalingPolicy Source #

Create a value of GameServerGroupAutoScalingPolicy with all optional fields omitted.

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

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

$sel:estimatedInstanceWarmup:GameServerGroupAutoScalingPolicy', gameServerGroupAutoScalingPolicy_estimatedInstanceWarmup - Length of time, in seconds, it takes for a new instance to start new game server processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.

$sel:targetTrackingConfiguration:GameServerGroupAutoScalingPolicy', gameServerGroupAutoScalingPolicy_targetTrackingConfiguration - Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

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

data GameServerInstance Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group.

Retrieve game server instances for a game server group by calling DescribeGameServerInstances.

See: newGameServerInstance smart constructor.

Constructors

GameServerInstance' 

Fields

  • gameServerGroupArn :: Maybe Text

    A generated unique identifier for the game server group that includes the game server instance.

  • gameServerGroupName :: Maybe Text

    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.

  • instanceId :: Maybe Text

    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.

  • instanceStatus :: Maybe GameServerInstanceStatus

    Current status of the game server instance

Instances

Instances details
FromJSON GameServerInstance Source # 
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Defined in Amazonka.GameLift.Types.GameServerInstance

Generic GameServerInstance Source # 
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Defined in Amazonka.GameLift.Types.GameServerInstance

Associated Types

type Rep GameServerInstance :: Type -> Type #

Read GameServerInstance Source # 
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Show GameServerInstance Source # 
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NFData GameServerInstance Source # 
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rnf :: GameServerInstance -> () #

Eq GameServerInstance Source # 
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Hashable GameServerInstance Source # 
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type Rep GameServerInstance Source # 
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Defined in Amazonka.GameLift.Types.GameServerInstance

type Rep GameServerInstance = D1 ('MetaData "GameServerInstance" "Amazonka.GameLift.Types.GameServerInstance" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameServerInstance'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "gameServerGroupArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameServerGroupName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "instanceId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "instanceStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameServerInstanceStatus)))))

newGameServerInstance :: GameServerInstance Source #

Create a value of GameServerInstance with all optional fields omitted.

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

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

$sel:gameServerGroupArn:GameServerInstance', gameServerInstance_gameServerGroupArn - A generated unique identifier for the game server group that includes the game server instance.

$sel:gameServerGroupName:GameServerInstance', gameServerInstance_gameServerGroupName - A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.

$sel:instanceId:GameServerInstance', gameServerInstance_instanceId - The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0.

$sel:instanceStatus:GameServerInstance', gameServerInstance_instanceStatus - Current status of the game server instance

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.

GameSession

data GameSession Source #

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

All APIs by task

See: newGameSession smart constructor.

Constructors

GameSession' 

Fields

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • creatorId :: Maybe Text

    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.

  • currentPlayerSessionCount :: Maybe Natural

    Number of players currently in the game session.

  • dnsName :: Maybe Text

    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.

  • fleetArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

  • fleetId :: Maybe Text

    A unique identifier for the fleet that the game session is running on.

  • gameProperties :: Maybe [GameProperty]

    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).

  • gameSessionData :: Maybe Text

    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).

  • gameSessionId :: Maybe Text

    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>.

  • ipAddress :: Maybe Text

    The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

  • location :: Maybe Text

    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.

  • matchmakerData :: Maybe Text

    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).

  • maximumPlayerSessionCount :: Maybe Natural

    The maximum number of players that can be connected simultaneously to the game session.

  • name :: Maybe Text

    A descriptive label that is associated with a game session. Session names do not need to be unique.

  • playerSessionCreationPolicy :: Maybe PlayerSessionCreationPolicy

    Indicates whether or not the game session is accepting new players.

  • port :: Maybe Natural

    The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

  • status :: Maybe GameSessionStatus

    Current status of the game session. A game session must have an ACTIVE status to have player sessions.

  • statusReason :: Maybe GameSessionStatusReason

    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.

  • terminationTime :: Maybe POSIX

    A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Instances

Instances details
FromJSON GameSession Source # 
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Defined in Amazonka.GameLift.Types.GameSession

Generic GameSession Source # 
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Defined in Amazonka.GameLift.Types.GameSession

Associated Types

type Rep GameSession :: Type -> Type #

Read GameSession Source # 
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Show GameSession Source # 
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NFData GameSession Source # 
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Methods

rnf :: GameSession -> () #

Eq GameSession Source # 
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Hashable GameSession Source # 
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Defined in Amazonka.GameLift.Types.GameSession

type Rep GameSession Source # 
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Defined in Amazonka.GameLift.Types.GameSession

type Rep GameSession = D1 ('MetaData "GameSession" "Amazonka.GameLift.Types.GameSession" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameSession'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "creatorId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "currentPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "dnsName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "gameProperties") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [GameProperty])) :*: (S1 ('MetaSel ('Just "gameSessionData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))) :*: (((S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "matchmakerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "maximumPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "playerSessionCreationPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe PlayerSessionCreationPolicy)) :*: S1 ('MetaSel ('Just "port") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))) :*: (S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSessionStatus)) :*: (S1 ('MetaSel ('Just "statusReason") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSessionStatusReason)) :*: S1 ('MetaSel ('Just "terminationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))))))))

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").

GameSessionConnectionInfo

data GameSessionConnectionInfo Source #

Connection information for a new game session that is created in response to a start matchmaking request. Once a match is made, the FlexMatch engine creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the matchmaking ticket.

See: newGameSessionConnectionInfo smart constructor.

Constructors

GameSessionConnectionInfo' 

Fields

  • dnsName :: Maybe Text

    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.

  • gameSessionArn :: Maybe Text

    A unique identifier for the game session. Use the game session ID.

  • ipAddress :: Maybe Text

    The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

  • matchedPlayerSessions :: Maybe [MatchedPlayerSession]

    A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

  • port :: Maybe Natural

    The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

Instances

Instances details
FromJSON GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

Generic GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

Associated Types

type Rep GameSessionConnectionInfo :: Type -> Type #

Read GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

Show GameSessionConnectionInfo Source # 
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NFData GameSessionConnectionInfo Source # 
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Eq GameSessionConnectionInfo Source # 
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Hashable GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

type Rep GameSessionConnectionInfo Source # 
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Defined in Amazonka.GameLift.Types.GameSessionConnectionInfo

type Rep GameSessionConnectionInfo = D1 ('MetaData "GameSessionConnectionInfo" "Amazonka.GameLift.Types.GameSessionConnectionInfo" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameSessionConnectionInfo'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "dnsName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameSessionArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "matchedPlayerSessions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [MatchedPlayerSession])) :*: S1 ('MetaSel ('Just "port") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))))))

newGameSessionConnectionInfo :: GameSessionConnectionInfo Source #

Create a value of GameSessionConnectionInfo with all optional fields omitted.

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

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

$sel:dnsName:GameSessionConnectionInfo', gameSessionConnectionInfo_dnsName - The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

$sel:gameSessionArn:GameSessionConnectionInfo', gameSessionConnectionInfo_gameSessionArn - A unique identifier for the game session. Use the game session ID.

$sel:ipAddress:GameSessionConnectionInfo', gameSessionConnectionInfo_ipAddress - The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

$sel:matchedPlayerSessions:GameSessionConnectionInfo', gameSessionConnectionInfo_matchedPlayerSessions - A collection of player session IDs, one for each player ID that was included in the original matchmaking request.

$sel:port:GameSessionConnectionInfo', gameSessionConnectionInfo_port - The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

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

data GameSessionDetail Source #

A game session's properties plus the protection policy currently in force.

See: newGameSessionDetail smart constructor.

Constructors

GameSessionDetail' 

Fields

  • gameSession :: Maybe GameSession

    Object that describes a game session.

  • protectionPolicy :: Maybe ProtectionPolicy

    Current status of protection for the game session.

    • NoProtection -- The game session can be terminated during a scale-down event.
    • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

Instances

Instances details
FromJSON GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

Generic GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

Associated Types

type Rep GameSessionDetail :: Type -> Type #

Read GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

Show GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

NFData GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

Methods

rnf :: GameSessionDetail -> () #

Eq GameSessionDetail Source # 
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Hashable GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

type Rep GameSessionDetail Source # 
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Defined in Amazonka.GameLift.Types.GameSessionDetail

type Rep GameSessionDetail = D1 ('MetaData "GameSessionDetail" "Amazonka.GameLift.Types.GameSessionDetail" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameSessionDetail'" 'PrefixI 'True) (S1 ('MetaSel ('Just "gameSession") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSession)) :*: S1 ('MetaSel ('Just "protectionPolicy") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ProtectionPolicy))))

newGameSessionDetail :: GameSessionDetail Source #

Create a value of GameSessionDetail with all optional fields omitted.

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

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

$sel:gameSession:GameSessionDetail', gameSessionDetail_gameSession - Object that describes a game session.

$sel:protectionPolicy:GameSessionDetail', gameSessionDetail_protectionPolicy - Current status of protection for the game session.

  • NoProtection -- The game session can be terminated during a scale-down event.
  • FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

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

data GameSessionPlacement Source #

This object includes the full details of the original request plus the current status and start/end time stamps.

See: newGameSessionPlacement smart constructor.

Constructors

GameSessionPlacement' 

Fields

  • dnsName :: Maybe Text

    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.

  • endTime :: Maybe POSIX

    Time stamp indicating when this request was completed, canceled, or timed out.

  • gameProperties :: Maybe [GameProperty]

    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).

  • gameSessionArn :: Maybe Text

    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.

  • gameSessionData :: Maybe Text

    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).

  • gameSessionId :: Maybe Text

    A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

  • gameSessionName :: Maybe Text

    A descriptive label that is associated with a game session. Session names do not need to be unique.

  • gameSessionQueueName :: Maybe Text

    A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

  • gameSessionRegion :: Maybe Text

    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).

  • ipAddress :: Maybe Text

    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).

  • matchmakerData :: Maybe Text

    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.

  • maximumPlayerSessionCount :: Maybe Natural

    The maximum number of players that can be connected simultaneously to the game session.

  • placedPlayerSessions :: Maybe [PlacedPlayerSession]

    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.

  • placementId :: Maybe Text

    A unique identifier for a game session placement.

  • playerLatencies :: Maybe [PlayerLatency]

    A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

  • port :: Maybe Natural

    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).

  • startTime :: Maybe POSIX

    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").

  • status :: Maybe GameSessionPlacementState

    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.

Instances

Instances details
FromJSON GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

Generic GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

Associated Types

type Rep GameSessionPlacement :: Type -> Type #

Read GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

Show GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

NFData GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

Methods

rnf :: GameSessionPlacement -> () #

Eq GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

Hashable GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

type Rep GameSessionPlacement Source # 
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Defined in Amazonka.GameLift.Types.GameSessionPlacement

type Rep GameSessionPlacement = D1 ('MetaData "GameSessionPlacement" "Amazonka.GameLift.Types.GameSessionPlacement" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameSessionPlacement'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "dnsName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "endTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))) :*: (S1 ('MetaSel ('Just "gameProperties") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [GameProperty])) :*: S1 ('MetaSel ('Just "gameSessionArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "gameSessionData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "gameSessionName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "gameSessionQueueName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameSessionRegion") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))) :*: (((S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "matchmakerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "maximumPlayerSessionCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "placedPlayerSessions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [PlacedPlayerSession])))) :*: ((S1 ('MetaSel ('Just "placementId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerLatencies") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [PlayerLatency]))) :*: (S1 ('MetaSel ('Just "port") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: (S1 ('MetaSel ('Just "startTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSessionPlacementState))))))))

newGameSessionPlacement :: GameSessionPlacement Source #

Create a value of GameSessionPlacement with all optional fields omitted.

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

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

$sel:dnsName:GameSessionPlacement', gameSessionPlacement_dnsName - The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

$sel:endTime:GameSessionPlacement', gameSessionPlacement_endTime - Time stamp indicating when this request was completed, canceled, or timed out.

$sel:gameProperties:GameSessionPlacement', gameSessionPlacement_gameProperties - A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session).

$sel:gameSessionArn:GameSessionPlacement', gameSessionPlacement_gameSessionArn - Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

$sel:gameSessionData:GameSessionPlacement', gameSessionPlacement_gameSessionData - A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

$sel:gameSessionId:GameSessionPlacement', gameSessionPlacement_gameSessionId - A unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED).

$sel:gameSessionName:GameSessionPlacement', gameSessionPlacement_gameSessionName - A descriptive label that is associated with a game session. Session names do not need to be unique.

$sel:gameSessionQueueName:GameSessionPlacement', gameSessionPlacement_gameSessionQueueName - A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

$sel:gameSessionRegion:GameSessionPlacement', gameSessionPlacement_gameSessionRegion - Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

$sel:ipAddress:GameSessionPlacement', gameSessionPlacement_ipAddress - The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

$sel:matchmakerData:GameSessionPlacement', gameSessionPlacement_matchmakerData - Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.

$sel:maximumPlayerSessionCount:GameSessionPlacement', gameSessionPlacement_maximumPlayerSessionCount - The maximum number of players that can be connected simultaneously to the game session.

$sel:placedPlayerSessions:GameSessionPlacement', gameSessionPlacement_placedPlayerSessions - A collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID (as provided in the placement request) and the corresponding player session ID.

$sel:placementId:GameSessionPlacement', gameSessionPlacement_placementId - A unique identifier for a game session placement.

$sel:playerLatencies:GameSessionPlacement', gameSessionPlacement_playerLatencies - A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.

$sel:port:GameSessionPlacement', gameSessionPlacement_port - The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

$sel:startTime:GameSessionPlacement', gameSessionPlacement_startTime - Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:status:GameSessionPlacement', gameSessionPlacement_status - Current status of the game session placement request.

  • PENDING -- The placement request is currently in the queue waiting to be processed.
  • FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available.
  • CANCELLED -- The placement request was canceled.
  • TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
  • FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.

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

data GameSessionQueue Source #

Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.

See: newGameSessionQueue smart constructor.

Constructors

GameSessionQueue' 

Fields

  • customEventData :: Maybe Text

    Information that is added to all events that are related to this game session queue.

  • destinations :: Maybe [GameSessionQueueDestination]

    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.

  • filterConfiguration :: Maybe FilterConfiguration

    A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

  • gameSessionQueueArn :: Maybe Text

    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.

  • name :: Maybe Text

    A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

  • notificationTarget :: Maybe Text

    An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

  • playerLatencyPolicies :: Maybe [PlayerLatencyPolicy]

    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.

  • priorityConfiguration :: Maybe PriorityConfiguration

    Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

  • timeoutInSeconds :: Maybe Natural

    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.

Instances

Instances details
FromJSON GameSessionQueue Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueue

Generic GameSessionQueue Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueue

Associated Types

type Rep GameSessionQueue :: Type -> Type #

Read GameSessionQueue Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueue

Show GameSessionQueue Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueue

NFData GameSessionQueue Source # 
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Methods

rnf :: GameSessionQueue -> () #

Eq GameSessionQueue Source # 
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Hashable GameSessionQueue Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueue

type Rep GameSessionQueue Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueue

newGameSessionQueue :: GameSessionQueue Source #

Create a value of GameSessionQueue with all optional fields omitted.

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

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

$sel:customEventData:GameSessionQueue', gameSessionQueue_customEventData - Information that is added to all events that are related to this game session queue.

$sel:destinations:GameSessionQueue', gameSessionQueue_destinations - A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

$sel:filterConfiguration:GameSessionQueue', gameSessionQueue_filterConfiguration - A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

$sel:gameSessionQueueArn:GameSessionQueue', gameSessionQueue_gameSessionQueueArn - The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. In a GameLift game session queue ARN, the resource ID matches the Name value.

$sel:name:GameSessionQueue', gameSessionQueue_name - A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

$sel:notificationTarget:GameSessionQueue', gameSessionQueue_notificationTarget - An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

$sel:playerLatencyPolicies:GameSessionQueue', gameSessionQueue_playerLatencyPolicies - A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

$sel:priorityConfiguration:GameSessionQueue', gameSessionQueue_priorityConfiguration - Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

$sel:timeoutInSeconds:GameSessionQueue', gameSessionQueue_timeoutInSeconds - The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

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

data GameSessionQueueDestination Source #

A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.

See: newGameSessionQueueDestination smart constructor.

Constructors

GameSessionQueueDestination' 

Fields

  • destinationArn :: Maybe Text

    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.

Instances

Instances details
FromJSON GameSessionQueueDestination Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

ToJSON GameSessionQueueDestination Source # 
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Generic GameSessionQueueDestination Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

Associated Types

type Rep GameSessionQueueDestination :: Type -> Type #

Read GameSessionQueueDestination Source # 
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Show GameSessionQueueDestination Source # 
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NFData GameSessionQueueDestination Source # 
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Eq GameSessionQueueDestination Source # 
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Hashable GameSessionQueueDestination Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

type Rep GameSessionQueueDestination Source # 
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Defined in Amazonka.GameLift.Types.GameSessionQueueDestination

type Rep GameSessionQueueDestination = D1 ('MetaData "GameSessionQueueDestination" "Amazonka.GameLift.Types.GameSessionQueueDestination" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "GameSessionQueueDestination'" 'PrefixI 'True) (S1 ('MetaSel ('Just "destinationArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newGameSessionQueueDestination :: GameSessionQueueDestination Source #

Create a value of GameSessionQueueDestination with all optional fields omitted.

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

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

$sel:destinationArn:GameSessionQueueDestination', gameSessionQueueDestination_destinationArn - The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.

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

data Instance Source #

Represents an EC2 instance of virtual computing resources that hosts one or more game servers. In GameLift, a fleet can contain zero or more instances.

Related actions

See: newInstance smart constructor.

Constructors

Instance' 

Fields

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • dnsName :: Maybe Text

    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.

  • fleetArn :: Maybe Text

    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.

  • fleetId :: Maybe Text

    A unique identifier for the fleet that the instance is in.

  • instanceId :: Maybe Text

    A unique identifier for the instance.

  • ipAddress :: Maybe Text

    IP address that is assigned to the instance.

  • location :: Maybe Text

    The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2.

  • operatingSystem :: Maybe OperatingSystem

    Operating system that is running on this instance.

  • status :: Maybe InstanceStatus

    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.
  • type' :: Maybe EC2InstanceType

    Amazon EC2 instance type that defines the computing resources of this instance.

Instances

Instances details
FromJSON Instance Source # 
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Defined in Amazonka.GameLift.Types.Instance

Generic Instance Source # 
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Defined in Amazonka.GameLift.Types.Instance

Associated Types

type Rep Instance :: Type -> Type #

Methods

from :: Instance -> Rep Instance x #

to :: Rep Instance x -> Instance #

Read Instance Source # 
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Defined in Amazonka.GameLift.Types.Instance

Show Instance Source # 
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Defined in Amazonka.GameLift.Types.Instance

NFData Instance Source # 
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Defined in Amazonka.GameLift.Types.Instance

Methods

rnf :: Instance -> () #

Eq Instance Source # 
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Hashable Instance Source # 
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Defined in Amazonka.GameLift.Types.Instance

Methods

hashWithSalt :: Int -> Instance -> Int #

hash :: Instance -> Int #

type Rep Instance Source # 
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Defined in Amazonka.GameLift.Types.Instance

newInstance :: Instance Source #

Create a value of Instance with all optional fields omitted.

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

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

$sel:creationTime:Instance', instance_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:dnsName:Instance', instance_dnsName - The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

$sel:fleetArn:Instance', instance_fleetArn - The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

$sel:fleetId:Instance', instance_fleetId - A unique identifier for the fleet that the instance is in.

$sel:instanceId:Instance', instance_instanceId - A unique identifier for the instance.

$sel:ipAddress:Instance', instance_ipAddress - IP address that is assigned to the instance.

$sel:location:Instance', instance_location - The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2.

$sel:operatingSystem:Instance', instance_operatingSystem - Operating system that is running on this instance.

$sel:status:Instance', instance_status - Current status of the instance. Possible statuses include the following:

  • PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration.
  • ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions.
  • TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.

$sel:type':Instance', instance_type - Amazon EC2 instance type that defines the computing resources of this instance.

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_instanceId :: Lens' Instance (Maybe Text) Source #

A unique identifier for the instance.

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

data InstanceAccess Source #

Information required to remotely connect to a fleet instance.

See: newInstanceAccess smart constructor.

Constructors

InstanceAccess' 

Fields

Instances

Instances details
FromJSON InstanceAccess Source # 
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Defined in Amazonka.GameLift.Types.InstanceAccess

Generic InstanceAccess Source # 
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Defined in Amazonka.GameLift.Types.InstanceAccess

Associated Types

type Rep InstanceAccess :: Type -> Type #

Show InstanceAccess Source # 
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NFData InstanceAccess Source # 
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Methods

rnf :: InstanceAccess -> () #

Eq InstanceAccess Source # 
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Hashable InstanceAccess Source # 
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type Rep InstanceAccess Source # 
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Defined in Amazonka.GameLift.Types.InstanceAccess

type Rep InstanceAccess = D1 ('MetaData "InstanceAccess" "Amazonka.GameLift.Types.InstanceAccess" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "InstanceAccess'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "credentials") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (Sensitive InstanceCredentials))) :*: S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "instanceId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "operatingSystem") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe OperatingSystem))))))

newInstanceAccess :: InstanceAccess Source #

Create a value of InstanceAccess with all optional fields omitted.

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

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

$sel:credentials:InstanceAccess', instanceAccess_credentials - Credentials required to access the instance.

$sel:fleetId:InstanceAccess', instanceAccess_fleetId - A unique identifier for the fleet containing the instance being accessed.

$sel:instanceId:InstanceAccess', instanceAccess_instanceId - A unique identifier for the instance being accessed.

$sel:ipAddress:InstanceAccess', instanceAccess_ipAddress - IP address that is assigned to the instance.

$sel:operatingSystem:InstanceAccess', instanceAccess_operatingSystem - Operating system that is running on the instance.

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

data InstanceCredentials Source #

Set of credentials required to remotely access a fleet instance.

See: newInstanceCredentials smart constructor.

Constructors

InstanceCredentials' 

Fields

  • secret :: Maybe Text

    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.

  • userName :: Maybe Text

    User login string.

Instances

Instances details
FromJSON InstanceCredentials Source # 
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Defined in Amazonka.GameLift.Types.InstanceCredentials

Generic InstanceCredentials Source # 
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Defined in Amazonka.GameLift.Types.InstanceCredentials

Associated Types

type Rep InstanceCredentials :: Type -> Type #

Show InstanceCredentials Source # 
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Defined in Amazonka.GameLift.Types.InstanceCredentials

NFData InstanceCredentials Source # 
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Defined in Amazonka.GameLift.Types.InstanceCredentials

Methods

rnf :: InstanceCredentials -> () #

Eq InstanceCredentials Source # 
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Defined in Amazonka.GameLift.Types.InstanceCredentials

Hashable InstanceCredentials Source # 
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Defined in Amazonka.GameLift.Types.InstanceCredentials

type Rep InstanceCredentials Source # 
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Defined in Amazonka.GameLift.Types.InstanceCredentials

type Rep InstanceCredentials = D1 ('MetaData "InstanceCredentials" "Amazonka.GameLift.Types.InstanceCredentials" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "InstanceCredentials'" 'PrefixI 'True) (S1 ('MetaSel ('Just "secret") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "userName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newInstanceCredentials :: InstanceCredentials Source #

Create a value of InstanceCredentials with all optional fields omitted.

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

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

$sel:secret:InstanceCredentials', instanceCredentials_secret - Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it is a private key (which must be saved as a .pem file) for use with SSH.

$sel:userName:InstanceCredentials', instanceCredentials_userName - User login string.

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.

InstanceDefinition

data InstanceDefinition Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

An allowed instance type for a game server group. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.

See: newInstanceDefinition smart constructor.

Constructors

InstanceDefinition' 

Fields

  • weightedCapacity :: Maybe Text

    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".

  • instanceType :: GameServerGroupInstanceType

    An Amazon EC2 instance type designation.

Instances

Instances details
FromJSON InstanceDefinition Source # 
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Defined in Amazonka.GameLift.Types.InstanceDefinition

ToJSON InstanceDefinition Source # 
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Defined in Amazonka.GameLift.Types.InstanceDefinition

Generic InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

Associated Types

type Rep InstanceDefinition :: Type -> Type #

Read InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

Show InstanceDefinition Source # 
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Defined in Amazonka.GameLift.Types.InstanceDefinition

NFData InstanceDefinition Source # 
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Defined in Amazonka.GameLift.Types.InstanceDefinition

Methods

rnf :: InstanceDefinition -> () #

Eq InstanceDefinition Source # 
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Hashable InstanceDefinition Source # 
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Defined in Amazonka.GameLift.Types.InstanceDefinition

type Rep InstanceDefinition Source # 
Instance details

Defined in Amazonka.GameLift.Types.InstanceDefinition

type Rep InstanceDefinition = D1 ('MetaData "InstanceDefinition" "Amazonka.GameLift.Types.InstanceDefinition" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "InstanceDefinition'" 'PrefixI 'True) (S1 ('MetaSel ('Just "weightedCapacity") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "instanceType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 GameServerGroupInstanceType)))

newInstanceDefinition Source #

Create a value of InstanceDefinition with all optional fields omitted.

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

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

$sel:weightedCapacity:InstanceDefinition', instanceDefinition_weightedCapacity - Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is "1".

$sel:instanceType:InstanceDefinition', instanceDefinition_instanceType - An Amazon EC2 instance type designation.

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".

IpPermission

data IpPermission Source #

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.

See: newIpPermission smart constructor.

Constructors

IpPermission' 

Fields

  • fromPort :: Natural

    A starting value for a range of allowed port numbers.

    For fleets using Windows and Linux builds, only ports 1026-60000 are valid.

  • toPort :: Natural

    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.

  • ipRange :: Text

    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]".

  • protocol :: IpProtocol

    The network communication protocol used by the fleet.

Instances

Instances details
FromJSON IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

ToJSON IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

Generic IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

Associated Types

type Rep IpPermission :: Type -> Type #

Read IpPermission Source # 
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Defined in Amazonka.GameLift.Types.IpPermission

Show IpPermission Source # 
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NFData IpPermission Source # 
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rnf :: IpPermission -> () #

Eq IpPermission Source # 
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Hashable IpPermission Source # 
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type Rep IpPermission Source # 
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type Rep IpPermission = D1 ('MetaData "IpPermission" "Amazonka.GameLift.Types.IpPermission" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "IpPermission'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "fromPort") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Natural) :*: S1 ('MetaSel ('Just "toPort") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Natural)) :*: (S1 ('MetaSel ('Just "ipRange") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text) :*: S1 ('MetaSel ('Just "protocol") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 IpProtocol))))

newIpPermission Source #

Create a value of IpPermission with all optional fields omitted.

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

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

$sel:fromPort:IpPermission', ipPermission_fromPort - A starting value for a range of allowed port numbers.

For fleets using Windows and Linux builds, only ports 1026-60000 are valid.

$sel:toPort:IpPermission', ipPermission_toPort - An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

For fleets using Windows and Linux builds, only ports 1026-60000 are valid.

$sel:ipRange:IpPermission', ipPermission_ipRange - A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".

$sel:protocol:IpPermission', ipPermission_protocol - The network communication protocol used by the fleet.

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

data LaunchTemplateSpecification Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

An Amazon Elastic Compute Cloud launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group.

See: newLaunchTemplateSpecification smart constructor.

Constructors

LaunchTemplateSpecification' 

Fields

  • launchTemplateId :: Maybe Text

    A unique identifier for an existing Amazon EC2 launch template.

  • launchTemplateName :: Maybe Text

    A readable identifier for an existing Amazon EC2 launch template.

  • version :: Maybe Text

    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.

Instances

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ToJSON LaunchTemplateSpecification Source # 
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Defined in Amazonka.GameLift.Types.LaunchTemplateSpecification

Generic LaunchTemplateSpecification Source # 
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Associated Types

type Rep LaunchTemplateSpecification :: Type -> Type #

Read LaunchTemplateSpecification Source # 
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Show LaunchTemplateSpecification Source # 
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NFData LaunchTemplateSpecification Source # 
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Eq LaunchTemplateSpecification Source # 
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Hashable LaunchTemplateSpecification Source # 
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type Rep LaunchTemplateSpecification Source # 
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type Rep LaunchTemplateSpecification = D1 ('MetaData "LaunchTemplateSpecification" "Amazonka.GameLift.Types.LaunchTemplateSpecification" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "LaunchTemplateSpecification'" 'PrefixI 'True) (S1 ('MetaSel ('Just "launchTemplateId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "launchTemplateName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "version") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newLaunchTemplateSpecification :: LaunchTemplateSpecification Source #

Create a value of LaunchTemplateSpecification with all optional fields omitted.

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

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

$sel:launchTemplateId:LaunchTemplateSpecification', launchTemplateSpecification_launchTemplateId - A unique identifier for an existing Amazon EC2 launch template.

$sel:launchTemplateName:LaunchTemplateSpecification', launchTemplateSpecification_launchTemplateName - A readable identifier for an existing Amazon EC2 launch template.

$sel:version:LaunchTemplateSpecification', launchTemplateSpecification_version - The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.

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

data LocationAttributes Source #

Details about a location in a multi-location fleet.

See: newLocationAttributes smart constructor.

Constructors

LocationAttributes' 

Fields

Instances

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FromJSON LocationAttributes Source # 
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Generic LocationAttributes Source # 
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type Rep LocationAttributes :: Type -> Type #

Read LocationAttributes Source # 
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Show LocationAttributes Source # 
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NFData LocationAttributes Source # 
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rnf :: LocationAttributes -> () #

Eq LocationAttributes Source # 
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Hashable LocationAttributes Source # 
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type Rep LocationAttributes Source # 
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type Rep LocationAttributes = D1 ('MetaData "LocationAttributes" "Amazonka.GameLift.Types.LocationAttributes" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "LocationAttributes'" 'PrefixI 'True) (S1 ('MetaSel ('Just "locationState") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe LocationState)) :*: (S1 ('MetaSel ('Just "stoppedActions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty FleetAction))) :*: S1 ('MetaSel ('Just "updateStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe LocationUpdateStatus)))))

newLocationAttributes :: LocationAttributes Source #

Create a value of LocationAttributes with all optional fields omitted.

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

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

$sel:locationState:LocationAttributes', locationAttributes_locationState - A fleet location and its current life-cycle state.

$sel:stoppedActions:LocationAttributes', locationAttributes_stoppedActions - A list of fleet actions that have been suspended in the fleet location.

$sel:updateStatus:LocationAttributes', locationAttributes_updateStatus - The status of fleet activity updates to the location. The status PENDING_UPDATE indicates that StopFleetActions or StartFleetActions has been requested but the update has not yet been completed for the location.

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

data LocationConfiguration Source #

A remote location where a multi-location fleet can deploy EC2 instances for game hosting.

See: newLocationConfiguration smart constructor.

Constructors

LocationConfiguration' 

Fields

  • location :: Text

    An Amazon Web Services Region code, such as us-west-2.

Instances

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ToJSON LocationConfiguration Source # 
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Generic LocationConfiguration Source # 
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type Rep LocationConfiguration :: Type -> Type #

Read LocationConfiguration Source # 
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Show LocationConfiguration Source # 
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NFData LocationConfiguration Source # 
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rnf :: LocationConfiguration -> () #

Eq LocationConfiguration Source # 
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Hashable LocationConfiguration Source # 
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type Rep LocationConfiguration Source # 
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type Rep LocationConfiguration = D1 ('MetaData "LocationConfiguration" "Amazonka.GameLift.Types.LocationConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "LocationConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text)))

newLocationConfiguration Source #

Create a value of LocationConfiguration with all optional fields omitted.

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

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

$sel:location:LocationConfiguration', locationConfiguration_location - An Amazon Web Services Region code, such as us-west-2.

locationConfiguration_location :: Lens' LocationConfiguration Text Source #

An Amazon Web Services Region code, such as us-west-2.

LocationModel

data LocationModel Source #

Properties of a location

See: newLocationModel smart constructor.

Constructors

LocationModel' 

Fields

  • locationArn :: Maybe Text

    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.

  • locationName :: Maybe Text

    The location's name.

Instances

Instances details
FromJSON LocationModel Source # 
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Generic LocationModel Source # 
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type Rep LocationModel :: Type -> Type #

Read LocationModel Source # 
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Show LocationModel Source # 
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NFData LocationModel Source # 
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rnf :: LocationModel -> () #

Eq LocationModel Source # 
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Hashable LocationModel Source # 
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type Rep LocationModel Source # 
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type Rep LocationModel = D1 ('MetaData "LocationModel" "Amazonka.GameLift.Types.LocationModel" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "LocationModel'" 'PrefixI 'True) (S1 ('MetaSel ('Just "locationArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "locationName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newLocationModel :: LocationModel Source #

Create a value of LocationModel with all optional fields omitted.

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

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

$sel:locationArn:LocationModel', locationModel_locationArn - The Amazon Resource Name (ARN) that is assigned to a GameLift location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

$sel:locationName:LocationModel', locationModel_locationName - The location's name.

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.

LocationState

data LocationState Source #

A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.

  • NEW -- A new fleet location has been defined and desired instances is set to 1.
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- GameLift is setting up the new fleet location, creating new instances with the game build or Realtime script and starting server processes.
  • ACTIVE -- Hosts can now accept game sessions.
  • ERROR -- An error occurred when downloading, validating, building, or activating the fleet location.
  • DELETING -- Hosts are responding to a delete fleet location request.
  • TERMINATED -- The fleet location no longer exists.
  • NOT_FOUND -- The fleet location was not found. This could be because the custom location was removed or not created.

See: newLocationState smart constructor.

Constructors

LocationState' 

Fields

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FromJSON LocationState Source # 
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Defined in Amazonka.GameLift.Types.LocationState

Generic LocationState Source # 
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type Rep LocationState :: Type -> Type #

Read LocationState Source # 
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Show LocationState Source # 
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NFData LocationState Source # 
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rnf :: LocationState -> () #

Eq LocationState Source # 
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Hashable LocationState Source # 
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type Rep LocationState Source # 
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type Rep LocationState = D1 ('MetaData "LocationState" "Amazonka.GameLift.Types.LocationState" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "LocationState'" 'PrefixI 'True) (S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FleetStatus))))

newLocationState :: LocationState Source #

Create a value of LocationState with all optional fields omitted.

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

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

$sel:location:LocationState', locationState_location - The fleet location, expressed as an Amazon Web Services Region code such as us-west-2.

$sel:status:LocationState', locationState_status - The life-cycle status of a fleet location.

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

data MatchedPlayerSession Source #

Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.

When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.

See: newMatchedPlayerSession smart constructor.

Constructors

MatchedPlayerSession' 

Fields

Instances

Instances details
FromJSON MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

Generic MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

Associated Types

type Rep MatchedPlayerSession :: Type -> Type #

Read MatchedPlayerSession Source # 
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Show MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

NFData MatchedPlayerSession Source # 
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rnf :: MatchedPlayerSession -> () #

Eq MatchedPlayerSession Source # 
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Hashable MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

type Rep MatchedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.MatchedPlayerSession

type Rep MatchedPlayerSession = D1 ('MetaData "MatchedPlayerSession" "Amazonka.GameLift.Types.MatchedPlayerSession" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "MatchedPlayerSession'" 'PrefixI 'True) (S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newMatchedPlayerSession :: MatchedPlayerSession Source #

Create a value of MatchedPlayerSession with all optional fields omitted.

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

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

$sel:playerId:MatchedPlayerSession', matchedPlayerSession_playerId - A unique identifier for a player

$sel:playerSessionId:MatchedPlayerSession', matchedPlayerSession_playerSessionId - A unique identifier for a player session

MatchmakingConfiguration

data MatchmakingConfiguration Source #

Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.

See: newMatchmakingConfiguration smart constructor.

Constructors

MatchmakingConfiguration' 

Fields

  • acceptanceRequired :: Maybe Bool

    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.

  • acceptanceTimeoutSeconds :: Maybe Natural

    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.

  • additionalPlayerCount :: Maybe Natural

    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.

  • backfillMode :: Maybe BackfillMode

    The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

  • configurationArn :: Maybe Text

    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.

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • customEventData :: Maybe Text

    Information to attach to all events related to the matchmaking configuration.

  • description :: Maybe Text

    A descriptive label that is associated with matchmaking configuration.

  • flexMatchMode :: Maybe FlexMatchMode

    Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

    • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
    • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
  • gameProperties :: Maybe [GameProperty]

    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.

  • gameSessionData :: Maybe Text

    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.

  • gameSessionQueueArns :: Maybe [Text]

    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.

  • name :: Maybe Text

    A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

  • notificationTarget :: Maybe Text

    An SNS topic ARN that is set up to receive matchmaking notifications.

  • requestTimeoutSeconds :: Maybe Natural

    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.

  • ruleSetArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

  • ruleSetName :: Maybe Text

    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.

Instances

Instances details
FromJSON MatchmakingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingConfiguration

Generic MatchmakingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingConfiguration

Associated Types

type Rep MatchmakingConfiguration :: Type -> Type #

Read MatchmakingConfiguration Source # 
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Show MatchmakingConfiguration Source # 
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NFData MatchmakingConfiguration Source # 
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Eq MatchmakingConfiguration Source # 
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Hashable MatchmakingConfiguration Source # 
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type Rep MatchmakingConfiguration Source # 
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type Rep MatchmakingConfiguration = D1 ('MetaData "MatchmakingConfiguration" "Amazonka.GameLift.Types.MatchmakingConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "MatchmakingConfiguration'" 'PrefixI 'True) ((((S1 ('MetaSel ('Just "acceptanceRequired") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Bool)) :*: S1 ('MetaSel ('Just "acceptanceTimeoutSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))) :*: (S1 ('MetaSel ('Just "additionalPlayerCount") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "backfillMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe BackfillMode)))) :*: ((S1 ('MetaSel ('Just "configurationArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))) :*: (S1 ('MetaSel ('Just "customEventData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "description") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: (((S1 ('MetaSel ('Just "flexMatchMode") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe FlexMatchMode)) :*: S1 ('MetaSel ('Just "gameProperties") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [GameProperty]))) :*: (S1 ('MetaSel ('Just "gameSessionData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameSessionQueueArns") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Text])))) :*: ((S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "notificationTarget") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "requestTimeoutSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: (S1 ('MetaSel ('Just "ruleSetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ruleSetName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))))))

newMatchmakingConfiguration :: MatchmakingConfiguration Source #

Create a value of MatchmakingConfiguration with all optional fields omitted.

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

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

$sel:acceptanceRequired:MatchmakingConfiguration', matchmakingConfiguration_acceptanceRequired - A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.

$sel:acceptanceTimeoutSeconds:MatchmakingConfiguration', matchmakingConfiguration_acceptanceTimeoutSeconds - The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

$sel:additionalPlayerCount:MatchmakingConfiguration', matchmakingConfiguration_additionalPlayerCount - The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

$sel:backfillMode:MatchmakingConfiguration', matchmakingConfiguration_backfillMode - The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

$sel:configurationArn:MatchmakingConfiguration', matchmakingConfiguration_configurationArn - The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

$sel:creationTime:MatchmakingConfiguration', matchmakingConfiguration_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:customEventData:MatchmakingConfiguration', matchmakingConfiguration_customEventData - Information to attach to all events related to the matchmaking configuration.

$sel:description:MatchmakingConfiguration', matchmakingConfiguration_description - A descriptive label that is associated with matchmaking configuration.

$sel:flexMatchMode:MatchmakingConfiguration', matchmakingConfiguration_flexMatchMode - Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

  • STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
  • WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.

$sel:gameProperties:MatchmakingConfiguration', matchmakingConfiguration_gameProperties - A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

$sel:gameSessionData:MatchmakingConfiguration', matchmakingConfiguration_gameSessionData - A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

$sel:gameSessionQueueArns:MatchmakingConfiguration', matchmakingConfiguration_gameSessionQueueArns - The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

$sel:name:MatchmakingConfiguration', matchmakingConfiguration_name - A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

$sel:notificationTarget:MatchmakingConfiguration', matchmakingConfiguration_notificationTarget - An SNS topic ARN that is set up to receive matchmaking notifications.

$sel:requestTimeoutSeconds:MatchmakingConfiguration', matchmakingConfiguration_requestTimeoutSeconds - The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.

$sel:ruleSetArn:MatchmakingConfiguration', matchmakingConfiguration_ruleSetArn - The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

$sel:ruleSetName:MatchmakingConfiguration', matchmakingConfiguration_ruleSetName - A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

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

data MatchmakingRuleSet Source #

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set.

  • Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.
  • Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.
  • Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might require each player to meet a certain skill level, each team to have at least one player in a certain role, or the match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.
  • Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.

See: newMatchmakingRuleSet smart constructor.

Constructors

MatchmakingRuleSet' 

Fields

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • ruleSetArn :: Maybe Text

    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.

  • ruleSetName :: Maybe Text

    A unique identifier for the matchmaking rule set

  • ruleSetBody :: Text

    A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

Instances

Instances details
FromJSON MatchmakingRuleSet Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

Generic MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

Associated Types

type Rep MatchmakingRuleSet :: Type -> Type #

Read MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

Show MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

NFData MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

Methods

rnf :: MatchmakingRuleSet -> () #

Eq MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

Hashable MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

type Rep MatchmakingRuleSet Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingRuleSet

type Rep MatchmakingRuleSet = D1 ('MetaData "MatchmakingRuleSet" "Amazonka.GameLift.Types.MatchmakingRuleSet" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "MatchmakingRuleSet'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "ruleSetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "ruleSetName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ruleSetBody") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text))))

newMatchmakingRuleSet Source #

Create a value of MatchmakingRuleSet with all optional fields omitted.

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

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

$sel:creationTime:MatchmakingRuleSet', matchmakingRuleSet_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:ruleSetArn:MatchmakingRuleSet', matchmakingRuleSet_ruleSetArn - The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.

$sel:ruleSetName:MatchmakingRuleSet', matchmakingRuleSet_ruleSetName - A unique identifier for the matchmaking rule set

$sel:ruleSetBody:MatchmakingRuleSet', matchmakingRuleSet_ruleSetBody - A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.

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

data MatchmakingTicket Source #

Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request.

See: newMatchmakingTicket smart constructor.

Constructors

MatchmakingTicket' 

Fields

  • configurationArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

  • configurationName :: Maybe Text

    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.

  • endTime :: Maybe POSIX

    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").

  • estimatedWaitTime :: Maybe Natural

    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.

  • gameSessionConnectionInfo :: Maybe GameSessionConnectionInfo

    Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .

  • players :: Maybe [Player]

    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.

  • startTime :: Maybe POSIX

    Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • status :: Maybe MatchmakingConfigurationStatus

    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.

  • statusMessage :: Maybe Text

    Additional information about the current status.

  • statusReason :: Maybe Text

    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.

  • ticketId :: Maybe Text

    A unique identifier for a matchmaking ticket.

Instances

Instances details
FromJSON MatchmakingTicket Source # 
Instance details

Defined in Amazonka.GameLift.Types.MatchmakingTicket

Generic MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Associated Types

type Rep MatchmakingTicket :: Type -> Type #

Read MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Show MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

NFData MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Methods

rnf :: MatchmakingTicket -> () #

Eq MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

Hashable MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

type Rep MatchmakingTicket Source # 
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Defined in Amazonka.GameLift.Types.MatchmakingTicket

type Rep MatchmakingTicket = D1 ('MetaData "MatchmakingTicket" "Amazonka.GameLift.Types.MatchmakingTicket" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "MatchmakingTicket'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "configurationArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "configurationName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "endTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "estimatedWaitTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "gameSessionConnectionInfo") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe GameSessionConnectionInfo))))) :*: ((S1 ('MetaSel ('Just "players") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe [Player])) :*: (S1 ('MetaSel ('Just "startTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe MatchmakingConfigurationStatus)))) :*: (S1 ('MetaSel ('Just "statusMessage") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "statusReason") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ticketId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))))

newMatchmakingTicket :: MatchmakingTicket Source #

Create a value of MatchmakingTicket with all optional fields omitted.

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

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

$sel:configurationArn:MatchmakingTicket', matchmakingTicket_configurationArn - The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

$sel:configurationName:MatchmakingTicket', matchmakingTicket_configurationName - Name of the matchmaking configuration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

$sel:endTime:MatchmakingTicket', matchmakingTicket_endTime - Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:estimatedWaitTime:MatchmakingTicket', matchmakingTicket_estimatedWaitTime - Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.

$sel:gameSessionConnectionInfo:MatchmakingTicket', matchmakingTicket_gameSessionConnectionInfo - Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .

$sel:players:MatchmakingTicket', matchmakingTicket_players - A set of Player objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED, the Player objects include the team the players were assigned to in the resulting match.

$sel:startTime:MatchmakingTicket', matchmakingTicket_startTime - Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:status:MatchmakingTicket', matchmakingTicket_status - Current status of the matchmaking request.

  • QUEUED -- The matchmaking request has been received and is currently waiting to be processed.
  • SEARCHING -- The matchmaking request is currently being processed.
  • REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match. This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.
  • PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.
  • COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.
  • FAILED -- The matchmaking request was not completed.
  • CANCELLED -- The matchmaking request was canceled. This may be the result of a 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.

$sel:statusMessage:MatchmakingTicket', matchmakingTicket_statusMessage - Additional information about the current status.

$sel:statusReason:MatchmakingTicket', matchmakingTicket_statusReason - Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING status after a proposed match fails to receive player acceptances.

$sel:ticketId:MatchmakingTicket', matchmakingTicket_ticketId - A unique identifier for a matchmaking ticket.

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

data PlacedPlayerSession Source #

Information about a player session. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

See: newPlacedPlayerSession smart constructor.

Constructors

PlacedPlayerSession' 

Fields

Instances

Instances details
FromJSON PlacedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlacedPlayerSession

Generic PlacedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlacedPlayerSession

Associated Types

type Rep PlacedPlayerSession :: Type -> Type #

Read PlacedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlacedPlayerSession

Show PlacedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlacedPlayerSession

NFData PlacedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlacedPlayerSession

Methods

rnf :: PlacedPlayerSession -> () #

Eq PlacedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlacedPlayerSession

Hashable PlacedPlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlacedPlayerSession

type Rep PlacedPlayerSession Source # 
Instance details

Defined in Amazonka.GameLift.Types.PlacedPlayerSession

type Rep PlacedPlayerSession = D1 ('MetaData "PlacedPlayerSession" "Amazonka.GameLift.Types.PlacedPlayerSession" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "PlacedPlayerSession'" 'PrefixI 'True) (S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newPlacedPlayerSession :: PlacedPlayerSession Source #

Create a value of PlacedPlayerSession with all optional fields omitted.

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

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

$sel:playerId:PlacedPlayerSession', placedPlayerSession_playerId - A unique identifier for a player that is associated with this player session.

$sel:playerSessionId:PlacedPlayerSession', placedPlayerSession_playerSessionId - A unique identifier for a player session.

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

data Player Source #

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

See: newPlayer smart constructor.

Constructors

Player' 

Fields

  • latencyInMs :: Maybe (HashMap Text Natural)

    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.

  • playerAttributes :: Maybe (HashMap Text AttributeValue)

    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.

  • playerId :: Maybe Text

    A unique identifier for a player

  • team :: Maybe Text

    Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

Instances

Instances details
FromJSON Player Source # 
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Defined in Amazonka.GameLift.Types.Player

ToJSON Player Source # 
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Generic Player Source # 
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Associated Types

type Rep Player :: Type -> Type #

Methods

from :: Player -> Rep Player x #

to :: Rep Player x -> Player #

Read Player Source # 
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Show Player Source # 
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NFData Player Source # 
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rnf :: Player -> () #

Eq Player Source # 
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Methods

(==) :: Player -> Player -> Bool #

(/=) :: Player -> Player -> Bool #

Hashable Player Source # 
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Defined in Amazonka.GameLift.Types.Player

Methods

hashWithSalt :: Int -> Player -> Int #

hash :: Player -> Int #

type Rep Player Source # 
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Defined in Amazonka.GameLift.Types.Player

type Rep Player = D1 ('MetaData "Player" "Amazonka.GameLift.Types.Player" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "Player'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "latencyInMs") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (HashMap Text Natural))) :*: S1 ('MetaSel ('Just "playerAttributes") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (HashMap Text AttributeValue)))) :*: (S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "team") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newPlayer :: Player Source #

Create a value of Player with all optional fields omitted.

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

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

$sel:latencyInMs:Player', player_latencyInMs - A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to @aws; Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

$sel:playerAttributes:Player', player_playerAttributes - A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}.

You can provide up to 10 PlayerAttributes.

$sel:playerId:Player', player_playerId - A unique identifier for a player

$sel:team:Player', player_team - Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

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_playerId :: Lens' Player (Maybe Text) Source #

A unique identifier for a player

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

data PlayerLatency Source #

Regional latency information for a player, used when requesting a new game session. This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified Region. The relative difference between a player's latency values for multiple Regions are used to determine which fleets are best suited to place a new game session for the player.

See: newPlayerLatency smart constructor.

Constructors

PlayerLatency' 

Fields

Instances

Instances details
FromJSON PlayerLatency Source # 
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Defined in Amazonka.GameLift.Types.PlayerLatency

ToJSON PlayerLatency Source # 
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Generic PlayerLatency Source # 
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type Rep PlayerLatency :: Type -> Type #

Read PlayerLatency Source # 
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Show PlayerLatency Source # 
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NFData PlayerLatency Source # 
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rnf :: PlayerLatency -> () #

Eq PlayerLatency Source # 
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Hashable PlayerLatency Source # 
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type Rep PlayerLatency Source # 
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type Rep PlayerLatency = D1 ('MetaData "PlayerLatency" "Amazonka.GameLift.Types.PlayerLatency" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "PlayerLatency'" 'PrefixI 'True) (S1 ('MetaSel ('Just "latencyInMilliseconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Double)) :*: (S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "regionIdentifier") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newPlayerLatency :: PlayerLatency Source #

Create a value of PlayerLatency with all optional fields omitted.

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

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

$sel:latencyInMilliseconds:PlayerLatency', playerLatency_latencyInMilliseconds - Amount of time that represents the time lag experienced by the player when connected to the specified Region.

$sel:playerId:PlayerLatency', playerLatency_playerId - A unique identifier for a player associated with the latency data.

$sel:regionIdentifier:PlayerLatency', playerLatency_regionIdentifier - Name of the Region that is associated with the latency value.

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

data PlayerLatencyPolicy Source #

Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.

See: newPlayerLatencyPolicy smart constructor.

Constructors

PlayerLatencyPolicy' 

Fields

Instances

Instances details
FromJSON PlayerLatencyPolicy Source # 
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ToJSON PlayerLatencyPolicy Source # 
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Generic PlayerLatencyPolicy Source # 
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type Rep PlayerLatencyPolicy :: Type -> Type #

Read PlayerLatencyPolicy Source # 
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Show PlayerLatencyPolicy Source # 
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NFData PlayerLatencyPolicy Source # 
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rnf :: PlayerLatencyPolicy -> () #

Eq PlayerLatencyPolicy Source # 
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Hashable PlayerLatencyPolicy Source # 
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type Rep PlayerLatencyPolicy Source # 
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Defined in Amazonka.GameLift.Types.PlayerLatencyPolicy

type Rep PlayerLatencyPolicy = D1 ('MetaData "PlayerLatencyPolicy" "Amazonka.GameLift.Types.PlayerLatencyPolicy" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "PlayerLatencyPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "maximumIndividualPlayerLatencyMilliseconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "policyDurationSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))))

newPlayerLatencyPolicy :: PlayerLatencyPolicy Source #

Create a value of PlayerLatencyPolicy with all optional fields omitted.

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

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

$sel:maximumIndividualPlayerLatencyMilliseconds:PlayerLatencyPolicy', playerLatencyPolicy_maximumIndividualPlayerLatencyMilliseconds - The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

$sel:policyDurationSeconds:PlayerLatencyPolicy', playerLatencyPolicy_policyDurationSeconds - The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.

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

data PlayerSession Source #

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.

Related actions

All APIs by task

See: newPlayerSession smart constructor.

Constructors

PlayerSession' 

Fields

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • dnsName :: Maybe Text

    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.

  • fleetArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

  • fleetId :: Maybe Text

    A unique identifier for the fleet that the player's game session is running on.

  • gameSessionId :: Maybe Text

    A unique identifier for the game session that the player session is connected to.

  • ipAddress :: Maybe Text

    The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

  • playerData :: Maybe Text

    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.

  • playerId :: Maybe Text

    A unique identifier for a player that is associated with this player session.

  • playerSessionId :: Maybe Text

    A unique identifier for a player session.

  • port :: Maybe Natural

    Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

  • status :: Maybe PlayerSessionStatus

    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).
  • terminationTime :: Maybe POSIX

    A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

Instances

Instances details
FromJSON PlayerSession Source # 
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Generic PlayerSession Source # 
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Associated Types

type Rep PlayerSession :: Type -> Type #

Read PlayerSession Source # 
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Show PlayerSession Source # 
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NFData PlayerSession Source # 
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rnf :: PlayerSession -> () #

Eq PlayerSession Source # 
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Hashable PlayerSession Source # 
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type Rep PlayerSession Source # 
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Defined in Amazonka.GameLift.Types.PlayerSession

type Rep PlayerSession = D1 ('MetaData "PlayerSession" "Amazonka.GameLift.Types.PlayerSession" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "PlayerSession'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: (S1 ('MetaSel ('Just "dnsName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "gameSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "ipAddress") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "playerData") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "playerId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "playerSessionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: (S1 ('MetaSel ('Just "port") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: (S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe PlayerSessionStatus)) :*: S1 ('MetaSel ('Just "terminationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)))))))

newPlayerSession :: PlayerSession Source #

Create a value of PlayerSession with all optional fields omitted.

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

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

$sel:creationTime:PlayerSession', playerSession_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:dnsName:PlayerSession', playerSession_dnsName - The DNS identifier assigned to the instance that is running the game session. Values have the following format:

  • TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
  • Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

$sel:fleetArn:PlayerSession', playerSession_fleetArn - The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

$sel:fleetId:PlayerSession', playerSession_fleetId - A unique identifier for the fleet that the player's game session is running on.

$sel:gameSessionId:PlayerSession', playerSession_gameSessionId - A unique identifier for the game session that the player session is connected to.

$sel:ipAddress:PlayerSession', playerSession_ipAddress - The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

$sel:playerData:PlayerSession', playerSession_playerData - Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

$sel:playerId:PlayerSession', playerSession_playerId - A unique identifier for a player that is associated with this player session.

$sel:playerSessionId:PlayerSession', playerSession_playerSessionId - A unique identifier for a player session.

$sel:port:PlayerSession', playerSession_port - Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

$sel:status:PlayerSession', playerSession_status - Current status of the player session.

Possible player session statuses include the following:

  • RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.
  • ACTIVE -- The player has been validated by the server process and is currently connected.
  • COMPLETED -- The player connection has been dropped.
  • TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).

$sel:terminationTime:PlayerSession', playerSession_terminationTime - A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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

data PriorityConfiguration Source #

Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:

  • If player latency data is included in a game session request, destinations and locations are prioritized first based on lowest average latency (1), then on lowest hosting cost (2), then on destination list order (3), and finally on location (alphabetical) (4). This approach ensures that the queue's top priority is to place game sessions where average player latency is lowest, and--if latency is the same--where the hosting cost is less, etc.
  • If player latency data is not included, destinations and locations are prioritized first on destination list order (1), and then on location (alphabetical) (2). This approach ensures that the queue's top priority is to place game sessions on the first destination fleet listed. If that fleet has multiple locations, the game session is placed on the first location (when listed alphabetically).

Changing the priority order will affect how game sessions are placed.

See: newPriorityConfiguration smart constructor.

Constructors

PriorityConfiguration' 

Fields

  • locationOrder :: Maybe (NonEmpty Text)

    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.

  • priorityOrder :: Maybe (NonEmpty PriorityType)

    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 in LocationOrder.

Instances

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FromJSON PriorityConfiguration Source # 
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Defined in Amazonka.GameLift.Types.PriorityConfiguration

ToJSON PriorityConfiguration Source # 
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Generic PriorityConfiguration Source # 
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type Rep PriorityConfiguration :: Type -> Type #

Read PriorityConfiguration Source # 
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Show PriorityConfiguration Source # 
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NFData PriorityConfiguration Source # 
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rnf :: PriorityConfiguration -> () #

Eq PriorityConfiguration Source # 
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Hashable PriorityConfiguration Source # 
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type Rep PriorityConfiguration Source # 
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type Rep PriorityConfiguration = D1 ('MetaData "PriorityConfiguration" "Amazonka.GameLift.Types.PriorityConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "PriorityConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "locationOrder") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty Text))) :*: S1 ('MetaSel ('Just "priorityOrder") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty PriorityType)))))

newPriorityConfiguration :: PriorityConfiguration Source #

Create a value of PriorityConfiguration with all optional fields omitted.

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

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

$sel:locationOrder:PriorityConfiguration', priorityConfiguration_locationOrder - The prioritization order to use for fleet locations, when the PriorityOrder property includes LOCATION. Locations are identified by Amazon Web Services Region codes such as us-west-2. Each location can only be listed once.

$sel:priorityOrder:PriorityConfiguration', priorityConfiguration_priorityOrder - The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.

  • LATENCY -- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.
  • COST -- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue.
  • DESTINATION -- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.
  • LOCATION -- FleetIQ prioritizes based on the provided order of locations, as defined in LocationOrder.

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 in LocationOrder.

ResourceCreationLimitPolicy

data ResourceCreationLimitPolicy Source #

A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

See: newResourceCreationLimitPolicy smart constructor.

Constructors

ResourceCreationLimitPolicy' 

Fields

  • newGameSessionsPerCreator' :: Maybe Natural

    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.

  • policyPeriodInMinutes :: Maybe Natural

    The time span used in evaluating the resource creation limit policy.

Instances

Instances details
FromJSON ResourceCreationLimitPolicy Source # 
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Defined in Amazonka.GameLift.Types.ResourceCreationLimitPolicy

ToJSON ResourceCreationLimitPolicy Source # 
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Defined in Amazonka.GameLift.Types.ResourceCreationLimitPolicy

Generic ResourceCreationLimitPolicy Source # 
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Defined in Amazonka.GameLift.Types.ResourceCreationLimitPolicy

Associated Types

type Rep ResourceCreationLimitPolicy :: Type -> Type #

Read ResourceCreationLimitPolicy Source # 
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Defined in Amazonka.GameLift.Types.ResourceCreationLimitPolicy

Show ResourceCreationLimitPolicy Source # 
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NFData ResourceCreationLimitPolicy Source # 
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Eq ResourceCreationLimitPolicy Source # 
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Hashable ResourceCreationLimitPolicy Source # 
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type Rep ResourceCreationLimitPolicy Source # 
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Defined in Amazonka.GameLift.Types.ResourceCreationLimitPolicy

type Rep ResourceCreationLimitPolicy = D1 ('MetaData "ResourceCreationLimitPolicy" "Amazonka.GameLift.Types.ResourceCreationLimitPolicy" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "ResourceCreationLimitPolicy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "newGameSessionsPerCreator'") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "policyPeriodInMinutes") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural))))

newResourceCreationLimitPolicy :: ResourceCreationLimitPolicy Source #

Create a value of ResourceCreationLimitPolicy with all optional fields omitted.

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

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

$sel:newGameSessionsPerCreator':ResourceCreationLimitPolicy', resourceCreationLimitPolicy_newGameSessionsPerCreator - A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

$sel:policyPeriodInMinutes:ResourceCreationLimitPolicy', resourceCreationLimitPolicy_policyPeriodInMinutes - The time span used in evaluating the resource creation limit policy.

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

data RoutingStrategy Source #

The routing configuration for a fleet alias.

Related actions

All APIs by task

See: newRoutingStrategy smart constructor.

Constructors

RoutingStrategy' 

Fields

  • fleetId :: Maybe Text

    A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

  • message :: Maybe Text

    The message text to be used with a terminal routing strategy.

  • type' :: Maybe RoutingStrategyType

    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.

Instances

Instances details
FromJSON RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

ToJSON RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

Generic RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

Associated Types

type Rep RoutingStrategy :: Type -> Type #

Read RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

Show RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

NFData RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

Methods

rnf :: RoutingStrategy -> () #

Eq RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

Hashable RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

type Rep RoutingStrategy Source # 
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Defined in Amazonka.GameLift.Types.RoutingStrategy

type Rep RoutingStrategy = D1 ('MetaData "RoutingStrategy" "Amazonka.GameLift.Types.RoutingStrategy" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "RoutingStrategy'" 'PrefixI 'True) (S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "message") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "type'") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe RoutingStrategyType)))))

newRoutingStrategy :: RoutingStrategy Source #

Create a value of RoutingStrategy with all optional fields omitted.

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

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

$sel:fleetId:RoutingStrategy', routingStrategy_fleetId - A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

$sel:message:RoutingStrategy', routingStrategy_message - The message text to be used with a terminal routing strategy.

$sel:type':RoutingStrategy', routingStrategy_type - The type of routing strategy for the alias.

Possible routing types include the following:

  • SIMPLE - The alias resolves to one specific fleet. Use this type when routing to active fleets.
  • TERMINAL - The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the message embedded.

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

data RuntimeConfiguration Source #

A collection of server process configurations that describe the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.

A GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each server process. Learn more about Running Multiple Processes on a Fleet.

See: newRuntimeConfiguration smart constructor.

Constructors

RuntimeConfiguration' 

Fields

  • gameSessionActivationTimeoutSeconds :: Maybe Natural

    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.

  • maxConcurrentGameSessionActivations :: Maybe Natural

    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.

  • serverProcesses :: Maybe (NonEmpty ServerProcess)

    A collection of server process configurations that identify what server processes to run on each instance in a fleet.

Instances

Instances details
FromJSON RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

ToJSON RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

Generic RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

Associated Types

type Rep RuntimeConfiguration :: Type -> Type #

Read RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

Show RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

NFData RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

Methods

rnf :: RuntimeConfiguration -> () #

Eq RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

Hashable RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

type Rep RuntimeConfiguration Source # 
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Defined in Amazonka.GameLift.Types.RuntimeConfiguration

type Rep RuntimeConfiguration = D1 ('MetaData "RuntimeConfiguration" "Amazonka.GameLift.Types.RuntimeConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "RuntimeConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "gameSessionActivationTimeoutSeconds") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: (S1 ('MetaSel ('Just "maxConcurrentGameSessionActivations") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "serverProcesses") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe (NonEmpty ServerProcess))))))

newRuntimeConfiguration :: RuntimeConfiguration Source #

Create a value of RuntimeConfiguration with all optional fields omitted.

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

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

$sel:gameSessionActivationTimeoutSeconds:RuntimeConfiguration', runtimeConfiguration_gameSessionActivationTimeoutSeconds - The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.

$sel:maxConcurrentGameSessionActivations:RuntimeConfiguration', runtimeConfiguration_maxConcurrentGameSessionActivations - The number of game sessions in status ACTIVATING to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.

$sel:serverProcesses:RuntimeConfiguration', runtimeConfiguration_serverProcesses - A collection of server process configurations that identify what server processes to run on each instance in a fleet.

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

data S3Location Source #

The location in Amazon S3 where build or script files are stored for access by Amazon GameLift.

See: newS3Location smart constructor.

Constructors

S3Location' 

Fields

  • bucket :: Maybe Text

    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 (.).

  • key :: Maybe Text

    The name of the zip file that contains the build files or script files.

  • objectVersion :: Maybe Text

    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.

  • roleArn :: Maybe Text

    The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

Instances

Instances details
FromJSON S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

ToJSON S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

Generic S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

Associated Types

type Rep S3Location :: Type -> Type #

Read S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

Show S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

NFData S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

Methods

rnf :: S3Location -> () #

Eq S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

Hashable S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

type Rep S3Location Source # 
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Defined in Amazonka.GameLift.Types.S3Location

type Rep S3Location = D1 ('MetaData "S3Location" "Amazonka.GameLift.Types.S3Location" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "S3Location'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "bucket") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "key") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "objectVersion") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "roleArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))))

newS3Location :: S3Location Source #

Create a value of S3Location with all optional fields omitted.

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

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

$sel:bucket:S3Location', s3Location_bucket - An Amazon S3 bucket identifier. Thename of the S3 bucket.

GameLift doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).

$sel:key:S3Location', s3Location_key - The name of the zip file that contains the build files or script files.

$sel:objectVersion:S3Location', s3Location_objectVersion - The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.

$sel:roleArn:S3Location', s3Location_roleArn - The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

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

data ScalingPolicy Source #

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

See: newScalingPolicy smart constructor.

Constructors

ScalingPolicy' 

Fields

  • comparisonOperator :: Maybe ComparisonOperatorType

    Comparison operator to use when measuring a metric against the threshold value.

  • evaluationPeriods :: Maybe Natural

    Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

  • fleetArn :: Maybe Text

    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.

  • fleetId :: Maybe Text

    A unique identifier for the fleet that is associated with this scaling policy.

  • location :: Maybe Text

    The fleet location.

  • metricName :: Maybe MetricName

    Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.

    • ActivatingGameSessions -- Game sessions in the process of being created.
    • ActiveGameSessions -- Game sessions that are currently running.
    • ActiveInstances -- Fleet instances that are currently running at least one game session.
    • AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
    • AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
    • CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
    • IdleInstances -- Active instances that are currently hosting zero game sessions.
    • PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
    • PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
    • QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
    • WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
  • name :: Maybe Text

    A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

  • policyType :: Maybe PolicyType

    The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

  • scalingAdjustment :: Maybe Int

    Amount of adjustment to make, based on the scaling adjustment type.

  • scalingAdjustmentType :: Maybe ScalingAdjustmentType

    The type of adjustment to make to a fleet's instance count.

    • ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
    • ExactCapacity -- set the instance count to the scaling adjustment value.
    • PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.
  • status :: Maybe ScalingStatusType

    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.
  • targetConfiguration :: Maybe TargetConfiguration

    An object that contains settings for a target-based scaling policy.

  • threshold :: Maybe Double

    Metric value used to trigger a scaling event.

  • updateStatus :: Maybe LocationUpdateStatus

    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.

Instances

Instances details
FromJSON ScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.ScalingPolicy

Generic ScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.ScalingPolicy

Associated Types

type Rep ScalingPolicy :: Type -> Type #

Read ScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.ScalingPolicy

Show ScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.ScalingPolicy

NFData ScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.ScalingPolicy

Methods

rnf :: ScalingPolicy -> () #

Eq ScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.ScalingPolicy

Hashable ScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.ScalingPolicy

type Rep ScalingPolicy Source # 
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Defined in Amazonka.GameLift.Types.ScalingPolicy

type Rep ScalingPolicy = D1 ('MetaData "ScalingPolicy" "Amazonka.GameLift.Types.ScalingPolicy" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "ScalingPolicy'" 'PrefixI 'True) (((S1 ('MetaSel ('Just "comparisonOperator") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ComparisonOperatorType)) :*: (S1 ('MetaSel ('Just "evaluationPeriods") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Natural)) :*: S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "location") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "metricName") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe MetricName)) :*: S1 ('MetaSel ('Just "name") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))) :*: ((S1 ('MetaSel ('Just "policyType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe PolicyType)) :*: (S1 ('MetaSel ('Just "scalingAdjustment") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Int)) :*: S1 ('MetaSel ('Just "scalingAdjustmentType") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ScalingAdjustmentType)))) :*: ((S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe ScalingStatusType)) :*: S1 ('MetaSel ('Just "targetConfiguration") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe TargetConfiguration))) :*: (S1 ('MetaSel ('Just "threshold") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Double)) :*: S1 ('MetaSel ('Just "updateStatus") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe LocationUpdateStatus)))))))

newScalingPolicy :: ScalingPolicy Source #

Create a value of ScalingPolicy with all optional fields omitted.

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

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

$sel:comparisonOperator:ScalingPolicy', scalingPolicy_comparisonOperator - Comparison operator to use when measuring a metric against the threshold value.

$sel:evaluationPeriods:ScalingPolicy', scalingPolicy_evaluationPeriods - Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

$sel:fleetArn:ScalingPolicy', scalingPolicy_fleetArn - The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

$sel:fleetId:ScalingPolicy', scalingPolicy_fleetId - A unique identifier for the fleet that is associated with this scaling policy.

$sel:location:ScalingPolicy', scalingPolicy_location - The fleet location.

$sel:metricName:ScalingPolicy', scalingPolicy_metricName - Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.

  • ActivatingGameSessions -- Game sessions in the process of being created.
  • ActiveGameSessions -- Game sessions that are currently running.
  • ActiveInstances -- Fleet instances that are currently running at least one game session.
  • AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.
  • AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
  • CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.
  • IdleInstances -- Active instances that are currently hosting zero game sessions.
  • PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
  • PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.
  • QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
  • WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.

$sel:name:ScalingPolicy', scalingPolicy_name - A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

$sel:policyType:ScalingPolicy', scalingPolicy_policyType - The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.

$sel:scalingAdjustment:ScalingPolicy', scalingPolicy_scalingAdjustment - Amount of adjustment to make, based on the scaling adjustment type.

$sel:scalingAdjustmentType:ScalingPolicy', scalingPolicy_scalingAdjustmentType - The type of adjustment to make to a fleet's instance count.

  • ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
  • ExactCapacity -- set the instance count to the scaling adjustment value.
  • PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.

$sel:status:ScalingPolicy', scalingPolicy_status - Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets. If the policy is suspended for a fleet, the policy status does not change.

  • ACTIVE -- The scaling policy can be used for auto-scaling a fleet.
  • UPDATE_REQUESTED -- A request to update the scaling policy has been received.
  • UPDATING -- A change is being made to the scaling policy.
  • DELETE_REQUESTED -- A request to delete the scaling policy has been received.
  • DELETING -- The scaling policy is being deleted.
  • DELETED -- The scaling policy has been deleted.
  • ERROR -- An error occurred in creating the policy. It should be removed and recreated.

$sel:targetConfiguration:ScalingPolicy', scalingPolicy_targetConfiguration - An object that contains settings for a target-based scaling policy.

$sel:threshold:ScalingPolicy', scalingPolicy_threshold - Metric value used to trigger a scaling event.

$sel:updateStatus:ScalingPolicy', scalingPolicy_updateStatus - The current status of the fleet's scaling policies in a requested fleet location. The status PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.

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_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

data Script Source #

Properties describing a Realtime script.

Related actions

All APIs by task

See: newScript smart constructor.

Constructors

Script' 

Fields

  • creationTime :: Maybe POSIX

    A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • name :: Maybe Text

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

  • scriptArn :: Maybe Text

    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.

  • scriptId :: Maybe Text

    A unique identifier for the Realtime script

  • sizeOnDisk :: Maybe Natural

    The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

  • storageLocation :: Maybe S3Location

    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.

  • version :: Maybe Text

    Version information associated with a build or script. Version strings do not need to be unique.

Instances

Instances details
FromJSON Script Source # 
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Defined in Amazonka.GameLift.Types.Script

Generic Script Source # 
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Associated Types

type Rep Script :: Type -> Type #

Methods

from :: Script -> Rep Script x #

to :: Rep Script x -> Script #

Read Script Source # 
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Show Script Source # 
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NFData Script Source # 
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rnf :: Script -> () #

Eq Script Source # 
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(==) :: Script -> Script -> Bool #

(/=) :: Script -> Script -> Bool #

Hashable Script Source # 
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Methods

hashWithSalt :: Int -> Script -> Int #

hash :: Script -> Int #

type Rep Script Source # 
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Defined in Amazonka.GameLift.Types.Script

newScript :: Script Source #

Create a value of Script with all optional fields omitted.

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

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

$sel:creationTime:Script', script_creationTime - A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:name:Script', script_name - A descriptive label that is associated with a script. Script names do not need to be unique.

$sel:scriptArn:Script', script_scriptArn - The Amazon Resource Name (ARN) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.

$sel:scriptId:Script', script_scriptId - A unique identifier for the Realtime script

$sel:sizeOnDisk:Script', script_sizeOnDisk - The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".

$sel:storageLocation:Script', script_storageLocation - The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

$sel:version:Script', script_version - Version information associated with a build or script. Version strings do not need to be unique.

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_scriptId :: Lens' Script (Maybe Text) Source #

A unique identifier for the Realtime script

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

data ServerProcess Source #

A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's runtime configuration.

See: newServerProcess smart constructor.

Constructors

ServerProcess' 

Fields

  • parameters :: Maybe Text

    An optional list of parameters to pass to the server executable or Realtime script on launch.

  • launchPath :: Text

    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"
  • concurrentExecutions :: Natural

    The number of server processes using this configuration that run concurrently on each instance.

Instances

Instances details
FromJSON ServerProcess Source # 
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Defined in Amazonka.GameLift.Types.ServerProcess

ToJSON ServerProcess Source # 
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Generic ServerProcess Source # 
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type Rep ServerProcess :: Type -> Type #

Read ServerProcess Source # 
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Show ServerProcess Source # 
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NFData ServerProcess Source # 
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rnf :: ServerProcess -> () #

Eq ServerProcess Source # 
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Hashable ServerProcess Source # 
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Defined in Amazonka.GameLift.Types.ServerProcess

type Rep ServerProcess Source # 
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Defined in Amazonka.GameLift.Types.ServerProcess

type Rep ServerProcess = D1 ('MetaData "ServerProcess" "Amazonka.GameLift.Types.ServerProcess" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "ServerProcess'" 'PrefixI 'True) (S1 ('MetaSel ('Just "parameters") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "launchPath") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text) :*: S1 ('MetaSel ('Just "concurrentExecutions") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Natural))))

newServerProcess Source #

Create a value of ServerProcess with all optional fields omitted.

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

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

$sel:parameters:ServerProcess', serverProcess_parameters - An optional list of parameters to pass to the server executable or Realtime script on launch.

$sel:launchPath:ServerProcess', serverProcess_launchPath - The location of a game build executable or the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

  • Windows (custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"
  • Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

$sel:concurrentExecutions:ServerProcess', serverProcess_concurrentExecutions - The number of server processes using this configuration that run concurrently on each instance.

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

data Tag Source #

A label that can be assigned to a GameLift resource.

Learn more

Tagging Amazon Web Services Resources in the Amazon Web Services General Reference

Amazon Web Services Tagging Strategies

Related actions

All APIs by task

See: newTag smart constructor.

Constructors

Tag' 

Fields

  • key :: Text

    The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.

  • value :: Text

    The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.

Instances

Instances details
FromJSON Tag Source # 
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Defined in Amazonka.GameLift.Types.Tag

ToJSON Tag Source # 
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Defined in Amazonka.GameLift.Types.Tag

Generic Tag Source # 
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Defined in Amazonka.GameLift.Types.Tag

Associated Types

type Rep Tag :: Type -> Type #

Methods

from :: Tag -> Rep Tag x #

to :: Rep Tag x -> Tag #

Read Tag Source # 
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Show Tag Source # 
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Methods

showsPrec :: Int -> Tag -> ShowS #

show :: Tag -> String #

showList :: [Tag] -> ShowS #

NFData Tag Source # 
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Methods

rnf :: Tag -> () #

Eq Tag Source # 
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Defined in Amazonka.GameLift.Types.Tag

Methods

(==) :: Tag -> Tag -> Bool #

(/=) :: Tag -> Tag -> Bool #

Hashable Tag Source # 
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Defined in Amazonka.GameLift.Types.Tag

Methods

hashWithSalt :: Int -> Tag -> Int #

hash :: Tag -> Int #

type Rep Tag Source # 
Instance details

Defined in Amazonka.GameLift.Types.Tag

type Rep Tag = D1 ('MetaData "Tag" "Amazonka.GameLift.Types.Tag" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "Tag'" 'PrefixI 'True) (S1 ('MetaSel ('Just "key") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text) :*: S1 ('MetaSel ('Just "value") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Text)))

newTag Source #

Create a value of Tag with all optional fields omitted.

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

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

$sel:key:Tag', tag_key - The key for a developer-defined key:value pair for tagging an Amazon Web Services resource.

$sel:value:Tag', tag_value - The value for a developer-defined key:value pair for tagging an Amazon Web Services resource.

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

data TargetConfiguration Source #

Settings for a target-based scaling policy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.

See: newTargetConfiguration smart constructor.

Constructors

TargetConfiguration' 

Fields

  • targetValue :: Double

    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).

Instances

Instances details
FromJSON TargetConfiguration Source # 
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Defined in Amazonka.GameLift.Types.TargetConfiguration

ToJSON TargetConfiguration Source # 
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Defined in Amazonka.GameLift.Types.TargetConfiguration

Generic TargetConfiguration Source # 
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Defined in Amazonka.GameLift.Types.TargetConfiguration

Associated Types

type Rep TargetConfiguration :: Type -> Type #

Read TargetConfiguration Source # 
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Show TargetConfiguration Source # 
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NFData TargetConfiguration Source # 
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Methods

rnf :: TargetConfiguration -> () #

Eq TargetConfiguration Source # 
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Hashable TargetConfiguration Source # 
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Defined in Amazonka.GameLift.Types.TargetConfiguration

type Rep TargetConfiguration Source # 
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Defined in Amazonka.GameLift.Types.TargetConfiguration

type Rep TargetConfiguration = D1 ('MetaData "TargetConfiguration" "Amazonka.GameLift.Types.TargetConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "TargetConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "targetValue") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Double)))

newTargetConfiguration Source #

Create a value of TargetConfiguration with all optional fields omitted.

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

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

$sel:targetValue:TargetConfiguration', targetConfiguration_targetValue - Desired value to use with a target-based scaling policy. The value must be relevant for whatever metric the scaling policy is using. For example, in a policy using the metric PercentAvailableGameSessions, the target value should be the preferred size of the fleet's buffer (the percent of capacity that should be idle and ready for new game sessions).

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

data TargetTrackingConfiguration Source #

__This data type is used with the GameLift FleetIQ and game server groups.__

Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy . These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

See: newTargetTrackingConfiguration smart constructor.

Constructors

TargetTrackingConfiguration' 

Fields

  • targetValue :: Double

    Desired value to use with a game server group target-based scaling policy.

Instances

Instances details
ToJSON TargetTrackingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

Generic TargetTrackingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

Associated Types

type Rep TargetTrackingConfiguration :: Type -> Type #

Read TargetTrackingConfiguration Source # 
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Show TargetTrackingConfiguration Source # 
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NFData TargetTrackingConfiguration Source # 
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Eq TargetTrackingConfiguration Source # 
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Hashable TargetTrackingConfiguration Source # 
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type Rep TargetTrackingConfiguration Source # 
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Defined in Amazonka.GameLift.Types.TargetTrackingConfiguration

type Rep TargetTrackingConfiguration = D1 ('MetaData "TargetTrackingConfiguration" "Amazonka.GameLift.Types.TargetTrackingConfiguration" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "TargetTrackingConfiguration'" 'PrefixI 'True) (S1 ('MetaSel ('Just "targetValue") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 Double)))

newTargetTrackingConfiguration Source #

Create a value of TargetTrackingConfiguration with all optional fields omitted.

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

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

$sel:targetValue:TargetTrackingConfiguration', targetTrackingConfiguration_targetValue - Desired value to use with a game server group target-based scaling policy.

targetTrackingConfiguration_targetValue :: Lens' TargetTrackingConfiguration Double Source #

Desired value to use with a game server group target-based scaling policy.

VpcPeeringAuthorization

data VpcPeeringAuthorization Source #

Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.

Related actions

All APIs by task

See: newVpcPeeringAuthorization smart constructor.

Constructors

VpcPeeringAuthorization' 

Fields

  • creationTime :: Maybe POSIX

    Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

  • expirationTime :: Maybe POSIX

    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").

  • gameLiftAwsAccountId :: Maybe Text

    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.

  • peerVpcAwsAccountId :: Maybe Text

    The authorization's peer VPC Amazon Web Services account ID.

  • peerVpcId :: Maybe Text

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

Instances

Instances details
FromJSON VpcPeeringAuthorization Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Generic VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Associated Types

type Rep VpcPeeringAuthorization :: Type -> Type #

Read VpcPeeringAuthorization Source # 
Instance details

Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Show VpcPeeringAuthorization Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

NFData VpcPeeringAuthorization Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Methods

rnf :: VpcPeeringAuthorization -> () #

Eq VpcPeeringAuthorization Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

Hashable VpcPeeringAuthorization Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

type Rep VpcPeeringAuthorization Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringAuthorization

type Rep VpcPeeringAuthorization = D1 ('MetaData "VpcPeeringAuthorization" "Amazonka.GameLift.Types.VpcPeeringAuthorization" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "VpcPeeringAuthorization'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "creationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX)) :*: S1 ('MetaSel ('Just "expirationTime") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe POSIX))) :*: (S1 ('MetaSel ('Just "gameLiftAwsAccountId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "peerVpcAwsAccountId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "peerVpcId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))))

newVpcPeeringAuthorization :: VpcPeeringAuthorization Source #

Create a value of VpcPeeringAuthorization with all optional fields omitted.

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

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

$sel:creationTime:VpcPeeringAuthorization', vpcPeeringAuthorization_creationTime - Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:expirationTime:VpcPeeringAuthorization', vpcPeeringAuthorization_expirationTime - Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

$sel:gameLiftAwsAccountId:VpcPeeringAuthorization', vpcPeeringAuthorization_gameLiftAwsAccountId - A unique identifier for the Amazon Web Services account that you use to manage your GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.

$sel:peerVpcAwsAccountId:VpcPeeringAuthorization', vpcPeeringAuthorization_peerVpcAwsAccountId - The authorization's peer VPC Amazon Web Services account ID.

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

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

data VpcPeeringConnection Source #

Represents a peering connection between a VPC on one of your Amazon Web Services accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.

Related actions

All APIs by task

See: newVpcPeeringConnection smart constructor.

Constructors

VpcPeeringConnection' 

Fields

  • fleetArn :: Maybe Text

    The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

  • fleetId :: Maybe Text

    A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

  • gameLiftVpcId :: Maybe Text

    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.

  • ipV4CidrBlock :: Maybe Text

    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.

  • peerVpcId :: Maybe Text

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

  • status :: Maybe VpcPeeringConnectionStatus

    The status information about the connection. Status indicates if a connection is pending, successful, or failed.

  • vpcPeeringConnectionId :: Maybe Text

    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.

Instances

Instances details
FromJSON VpcPeeringConnection Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringConnection

Generic VpcPeeringConnection Source # 
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Associated Types

type Rep VpcPeeringConnection :: Type -> Type #

Read VpcPeeringConnection Source # 
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Show VpcPeeringConnection Source # 
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NFData VpcPeeringConnection Source # 
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Methods

rnf :: VpcPeeringConnection -> () #

Eq VpcPeeringConnection Source # 
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Hashable VpcPeeringConnection Source # 
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type Rep VpcPeeringConnection Source # 
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type Rep VpcPeeringConnection = D1 ('MetaData "VpcPeeringConnection" "Amazonka.GameLift.Types.VpcPeeringConnection" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "VpcPeeringConnection'" 'PrefixI 'True) ((S1 ('MetaSel ('Just "fleetArn") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: (S1 ('MetaSel ('Just "fleetId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "gameLiftVpcId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)))) :*: ((S1 ('MetaSel ('Just "ipV4CidrBlock") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "peerVpcId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))) :*: (S1 ('MetaSel ('Just "status") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe VpcPeeringConnectionStatus)) :*: S1 ('MetaSel ('Just "vpcPeeringConnectionId") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))))

newVpcPeeringConnection :: VpcPeeringConnection Source #

Create a value of VpcPeeringConnection with all optional fields omitted.

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

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

$sel:fleetArn:VpcPeeringConnection', vpcPeeringConnection_fleetArn - The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

$sel:fleetId:VpcPeeringConnection', vpcPeeringConnection_fleetId - A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

$sel:gameLiftVpcId:VpcPeeringConnection', vpcPeeringConnection_gameLiftVpcId - A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your Amazon Web Services account.

$sel:ipV4CidrBlock:VpcPeeringConnection', vpcPeeringConnection_ipV4CidrBlock - CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.

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

$sel:status:VpcPeeringConnection', vpcPeeringConnection_status - The status information about the connection. Status indicates if a connection is pending, successful, or failed.

$sel:vpcPeeringConnectionId:VpcPeeringConnection', vpcPeeringConnection_vpcPeeringConnectionId - A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection.

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

data VpcPeeringConnectionStatus Source #

Represents status information for a VPC peering connection. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason). Connection status information is also communicated as a fleet event.

See: newVpcPeeringConnectionStatus smart constructor.

Constructors

VpcPeeringConnectionStatus' 

Fields

  • code :: Maybe Text

    Code indicating the status of a VPC peering connection.

  • message :: Maybe Text

    Additional messaging associated with the connection status.

Instances

Instances details
FromJSON VpcPeeringConnectionStatus Source # 
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Defined in Amazonka.GameLift.Types.VpcPeeringConnectionStatus

Generic VpcPeeringConnectionStatus Source # 
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Associated Types

type Rep VpcPeeringConnectionStatus :: Type -> Type #

Read VpcPeeringConnectionStatus Source # 
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Show VpcPeeringConnectionStatus Source # 
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NFData VpcPeeringConnectionStatus Source # 
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Eq VpcPeeringConnectionStatus Source # 
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Hashable VpcPeeringConnectionStatus Source # 
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type Rep VpcPeeringConnectionStatus Source # 
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type Rep VpcPeeringConnectionStatus = D1 ('MetaData "VpcPeeringConnectionStatus" "Amazonka.GameLift.Types.VpcPeeringConnectionStatus" "amazonka-gamelift-2.0-IjhNQby9jLV6gj30IrgsyK" 'False) (C1 ('MetaCons "VpcPeeringConnectionStatus'" 'PrefixI 'True) (S1 ('MetaSel ('Just "code") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text)) :*: S1 ('MetaSel ('Just "message") 'NoSourceUnpackedness 'NoSourceStrictness 'DecidedStrict) (Rec0 (Maybe Text))))

newVpcPeeringConnectionStatus :: VpcPeeringConnectionStatus Source #

Create a value of VpcPeeringConnectionStatus with all optional fields omitted.

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

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

$sel:code:VpcPeeringConnectionStatus', vpcPeeringConnectionStatus_code - Code indicating the status of a VPC peering connection.

$sel:message:VpcPeeringConnectionStatus', vpcPeeringConnectionStatus_message - Additional messaging associated with the connection status.

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.