amazonka-gamelift-1.6.0: Amazon GameLift SDK.

Copyright(c) 2013-2018 Brendan Hay
LicenseMozilla Public License, v. 2.0.
MaintainerBrendan Hay <brendan.g.hay+amazonka@gmail.com>
Stabilityauto-generated
Portabilitynon-portable (GHC extensions)
Safe HaskellNone
LanguageHaskell2010

Network.AWS.GameLift

Contents

Description

Amazon GameLift Service

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Use Amazon GameLift for these tasks: (1) set up computing resources and deploy your game servers, (2) run game sessions and get players into games, (3) automatically scale your resources to meet player demand and manage costs, and (4) track in-depth metrics on game server performance and player usage.

The Amazon GameLift service API includes two important function sets:

  • Manage game sessions and player access -- Retrieve information on available game sessions; create new game sessions; send player requests to join a game session.
  • Configure and manage game server resources -- Manage builds, fleets, queues, and aliases; set auto-scaling policies; retrieve logs and metrics.

This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with these tools:

  • The Amazon Web Services software development kit (AWS SDK ) is available in multiple languages including C++ and C#. Use the SDK to access the API programmatically from an application, such as a game client.
  • The AWS command-line interface (CLI) tool is primarily useful for handling administrative actions, such as setting up and managing Amazon GameLift settings and resources. You can use the AWS CLI to manage all of your AWS services.
  • The AWS Management Console for Amazon GameLift provides a web interface to manage your Amazon GameLift settings and resources. The console includes a dashboard for tracking key resources, including builds and fleets, and displays usage and performance metrics for your games as customizable graphs.
  • Amazon GameLift Local is a tool for testing your game's integration with Amazon GameLift before deploying it on the service. This tools supports a subset of key API actions, which can be called from either the AWS CLI or programmatically. See Testing an Integration .

Learn more

API SUMMARY

This list offers a functional overview of the Amazon GameLift service API.

Managing Games and Players

Use these actions to start new game sessions, find existing game sessions, track game session status and other information, and enable player access to game sessions.

  • Discover existing game sessions
  • SearchGameSessions -- Retrieve all available game sessions or search for game sessions that match a set of criteria.
  • Start new game sessions
  • Start new games with Queues to find the best available hosting resources across multiple regions, minimize player latency, and balance game session activity for efficiency and cost effectiveness.
  • StartGameSessionPlacement -- Request a new game session placement and add one or more players to it.
  • DescribeGameSessionPlacement -- Get details on a placement request, including status.
  • StopGameSessionPlacement -- Cancel a placement request.
  • CreateGameSession -- Start a new game session on a specific fleet. Available in Amazon GameLift Local.
  • Match players to game sessions with FlexMatch matchmaking
  • StartMatchmaking -- Request matchmaking for one players or a group who want to play together.
  • StartMatchBackfill - Request additional player matches to fill empty slots in an existing game session.
  • DescribeMatchmaking -- Get details on a matchmaking request, including status.
  • AcceptMatch -- Register that a player accepts a proposed match, for matches that require player acceptance.
  • StopMatchmaking -- Cancel a matchmaking request.
  • Manage game session data
  • DescribeGameSessions -- Retrieve metadata for one or more game sessions, including length of time active and current player count. Available in Amazon GameLift Local.
  • DescribeGameSessionDetails -- Retrieve metadata and the game session protection setting for one or more game sessions.
  • UpdateGameSession -- Change game session settings, such as maximum player count and join policy.
  • GetGameSessionLogUrl -- Get the location of saved logs for a game session.
  • Manage player sessions
  • CreatePlayerSession -- Send a request for a player to join a game session. Available in Amazon GameLift Local.
  • CreatePlayerSessions -- Send a request for multiple players to join a game session. Available in Amazon GameLift Local.
  • DescribePlayerSessions -- Get details on player activity, including status, playing time, and player data. Available in Amazon GameLift Local.

Setting Up and Managing Game Servers

When setting up Amazon GameLift resources for your game, you first create a game build and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more.

  • Manage game builds
  • CreateBuild -- Create a new build using files stored in an Amazon S3 bucket. To create a build and upload files from a local path, use the AWS CLI command upload-build .
  • ListBuilds -- Get a list of all builds uploaded to a Amazon GameLift region.
  • DescribeBuild -- Retrieve information associated with a build.
  • UpdateBuild -- Change build metadata, including build name and version.
  • DeleteBuild -- Remove a build from Amazon GameLift.
  • Manage fleets
  • CreateFleet -- Configure and activate a new fleet to run a build's game servers.
  • ListFleets -- Get a list of all fleet IDs in a Amazon GameLift region (all statuses).
  • DeleteFleet -- Terminate a fleet that is no longer running game servers or hosting players.
  • View / update fleet configurations.
  • DescribeFleetAttributes / UpdateFleetAttributes -- View or change a fleet's metadata and settings for game session protection and resource creation limits.
  • DescribeFleetPortSettings / UpdateFleetPortSettings -- View or change the inbound permissions (IP address and port setting ranges) allowed for a fleet.
  • DescribeRuntimeConfiguration / UpdateRuntimeConfiguration -- View or change what server processes (and how many) to run on each instance in a fleet.
  • Control fleet capacity
  • DescribeEC2InstanceLimits -- Retrieve maximum number of instances allowed for the current AWS account and the current usage level.
  • DescribeFleetCapacity / UpdateFleetCapacity -- Retrieve the capacity settings and the current number of instances in a fleet; adjust fleet capacity settings to scale up or down.
  • Autoscale -- Manage auto-scaling rules and apply them to a fleet.
  • PutScalingPolicy -- Create a new auto-scaling policy, or update an existing one.
  • DescribeScalingPolicies -- Retrieve an existing auto-scaling policy.
  • DeleteScalingPolicy -- Delete an auto-scaling policy and stop it from affecting a fleet's capacity.
  • StartFleetActions -- Restart a fleet's auto-scaling policies.
  • StopFleetActions -- Suspend a fleet's auto-scaling policies.
  • Manage VPC peering connections for fleets
  • CreateVpcPeeringAuthorization -- Authorize a peering connection to one of your VPCs.
  • DescribeVpcPeeringAuthorizations -- Retrieve valid peering connection authorizations.
  • DeleteVpcPeeringAuthorization -- Delete a peering connection authorization.
  • CreateVpcPeeringConnection -- Establish a peering connection between the VPC for a Amazon GameLift fleet and one of your VPCs.
  • DescribeVpcPeeringConnections -- Retrieve information on active or pending VPC peering connections with a Amazon GameLift fleet.
  • DeleteVpcPeeringConnection -- Delete a VPC peering connection with a Amazon GameLift fleet.
  • Access fleet activity statistics
  • DescribeFleetUtilization -- Get current data on the number of server processes, game sessions, and players currently active on a fleet.
  • DescribeFleetEvents -- Get a fleet's logged events for a specified time span.
  • DescribeGameSessions -- Retrieve metadata associated with one or more game sessions, including length of time active and current player count.
  • Remotely access an instance
  • DescribeInstances -- Get information on each instance in a fleet, including instance ID, IP address, and status.
  • GetInstanceAccess -- Request access credentials needed to remotely connect to a specified instance in a fleet.
  • Manage fleet aliases
  • CreateAlias -- Define a new alias and optionally assign it to a fleet.
  • ListAliases -- Get all fleet aliases defined in a Amazon GameLift region.
  • DescribeAlias -- Retrieve information on an existing alias.
  • UpdateAlias -- Change settings for a alias, such as redirecting it from one fleet to another.
  • DeleteAlias -- Remove an alias from the region.
  • ResolveAlias -- Get the fleet ID that a specified alias points to.
  • Manage game session queues
  • CreateGameSessionQueue -- Create a queue for processing requests for new game sessions.
  • DescribeGameSessionQueues -- Retrieve game session queues defined in a Amazon GameLift region.
  • UpdateGameSessionQueue -- Change the configuration of a game session queue.
  • DeleteGameSessionQueue -- Remove a game session queue from the region.
  • Manage FlexMatch resources
  • CreateMatchmakingConfiguration -- Create a matchmaking configuration with instructions for building a player group and placing in a new game session.
  • DescribeMatchmakingConfigurations -- Retrieve matchmaking configurations defined a Amazon GameLift region.
  • UpdateMatchmakingConfiguration -- Change settings for matchmaking configuration. queue.
  • DeleteMatchmakingConfiguration -- Remove a matchmaking configuration from the region.
  • CreateMatchmakingRuleSet -- Create a set of rules to use when searching for player matches.
  • DescribeMatchmakingRuleSets -- Retrieve matchmaking rule sets defined in a Amazon GameLift region.
  • ValidateMatchmakingRuleSet -- Verify syntax for a set of matchmaking rules.

Synopsis

Service Configuration

gameLift :: Service #

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

Errors

Error matchers are designed for use with the functions provided by Control.Exception.Lens. This allows catching (and rethrowing) service specific errors returned by GameLift.

InvalidFleetStatusException

_InvalidFleetStatusException :: AsError a => Getting (First ServiceError) a ServiceError #

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

InvalidRequestException

_InvalidRequestException :: AsError a => Getting (First ServiceError) a ServiceError #

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

ConflictException

_ConflictException :: AsError a => Getting (First ServiceError) a ServiceError #

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

TerminalRoutingStrategyException

_TerminalRoutingStrategyException :: AsError a => Getting (First ServiceError) a ServiceError #

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

NotFoundException

_NotFoundException :: AsError a => Getting (First ServiceError) a ServiceError #

A service resource associated with the request could not be found. Clients should not retry such requests.

GameSessionFullException

_GameSessionFullException :: AsError a => Getting (First ServiceError) a ServiceError #

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

UnsupportedRegionException

_UnsupportedRegionException :: AsError a => Getting (First ServiceError) a ServiceError #

The requested operation is not supported in the region specified.

InvalidGameSessionStatusException

_InvalidGameSessionStatusException :: AsError a => Getting (First ServiceError) a ServiceError #

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

InternalServiceException

_InternalServiceException :: AsError a => Getting (First ServiceError) a ServiceError #

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

IdempotentParameterMismatchException

_IdempotentParameterMismatchException :: AsError a => Getting (First ServiceError) a ServiceError #

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

UnauthorizedException

_UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError #

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

FleetCapacityExceededException

_FleetCapacityExceededException :: AsError a => Getting (First ServiceError) a ServiceError #

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

LimitExceededException

_LimitExceededException :: AsError a => Getting (First ServiceError) a ServiceError #

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

Waiters

Waiters poll by repeatedly sending a request until some remote success condition configured by the Wait specification is fulfilled. The Wait specification determines how many attempts should be made, in addition to delay and retry strategies.

Operations

Some AWS operations return results that are incomplete and require subsequent requests in order to obtain the entire result set. The process of sending subsequent requests to continue where a previous request left off is called pagination. For example, the ListObjects operation of Amazon S3 returns up to 1000 objects at a time, and you must send subsequent requests with the appropriate Marker in order to retrieve the next page of results.

Operations that have an AWSPager instance can transparently perform subsequent requests, correctly setting Markers and other request facets to iterate through the entire result set of a truncated API operation. Operations which support this have an additional note in the documentation.

Many operations have the ability to filter results on the server side. See the individual operation parameters for details.

StopMatchmaking

CreateGameSession

DeleteScalingPolicy

PutScalingPolicy

ListBuilds

DeleteFleet

CreateBuild

RequestUploadCredentials

CreateAlias

ResolveAlias

ListAliases

UpdateRuntimeConfiguration

CreateVPCPeeringConnection

CreateGameSessionQueue

SearchGameSessions

CreateVPCPeeringAuthorization

UpdateGameSessionQueue

DeleteGameSessionQueue

DeleteVPCPeeringConnection

StartFleetActions

GetInstanceAccess

DescribeScalingPolicies

DescribeMatchmakingRuleSets

DescribeGameSessions

StartGameSessionPlacement

DescribeFleetUtilization

DescribeRuntimeConfiguration

GetGameSessionLogURL

DescribeFleetAttributes

DescribeGameSessionPlacement

DescribeFleetEvents

StartMatchmaking

CreateMatchmakingRuleSet

DescribeFleetCapacity

DeleteBuild

UpdateBuild

ListFleets

DeleteAlias

UpdateAlias

StartMatchBackfill

DescribeInstances

DescribeGameSessionDetails

DescribeFleetPortSettings

DescribeGameSessionQueues

DescribeVPCPeeringConnections

CreatePlayerSessions

DescribeMatchmakingConfigurations

DescribeVPCPeeringAuthorizations

CreateFleet

DeleteMatchmakingConfiguration

UpdateMatchmakingConfiguration

DeleteVPCPeeringAuthorization

UpdateFleetAttributes

CreateMatchmakingConfiguration

DescribePlayerSessions

StopFleetActions

DescribeBuild

UpdateFleetPortSettings

UpdateFleetCapacity

AcceptMatch

DescribeAlias

ValidateMatchmakingRuleSet

DescribeEC2InstanceLimits

StopGameSessionPlacement

UpdateGameSession

DescribeMatchmaking

CreatePlayerSession

Types

AcceptanceType

data AcceptanceType #

Constructors

Accept 
Reject 

Instances

Bounded AcceptanceType # 
Enum AcceptanceType # 
Eq AcceptanceType # 
Data AcceptanceType # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> AcceptanceType -> c AcceptanceType #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c AcceptanceType #

toConstr :: AcceptanceType -> Constr #

dataTypeOf :: AcceptanceType -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c AcceptanceType) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c AcceptanceType) #

gmapT :: (forall b. Data b => b -> b) -> AcceptanceType -> AcceptanceType #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> AcceptanceType -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> AcceptanceType -> r #

gmapQ :: (forall d. Data d => d -> u) -> AcceptanceType -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> AcceptanceType -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> AcceptanceType -> m AcceptanceType #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> AcceptanceType -> m AcceptanceType #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> AcceptanceType -> m AcceptanceType #

Ord AcceptanceType # 
Read AcceptanceType # 
Show AcceptanceType # 
Generic AcceptanceType # 

Associated Types

type Rep AcceptanceType :: * -> * #

Hashable AcceptanceType # 
ToJSON AcceptanceType # 
NFData AcceptanceType # 

Methods

rnf :: AcceptanceType -> () #

ToHeader AcceptanceType # 
ToQuery AcceptanceType # 
ToByteString AcceptanceType # 
FromText AcceptanceType # 
ToText AcceptanceType # 
type Rep AcceptanceType # 
type Rep AcceptanceType = D1 * (MetaData "AcceptanceType" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "Accept" PrefixI False) (U1 *)) (C1 * (MetaCons "Reject" PrefixI False) (U1 *)))

BuildStatus

data BuildStatus #

Constructors

Failed 
Initialized 
Ready 

Instances

Bounded BuildStatus # 
Enum BuildStatus # 
Eq BuildStatus # 
Data BuildStatus # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> BuildStatus -> c BuildStatus #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c BuildStatus #

toConstr :: BuildStatus -> Constr #

dataTypeOf :: BuildStatus -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c BuildStatus) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c BuildStatus) #

gmapT :: (forall b. Data b => b -> b) -> BuildStatus -> BuildStatus #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> BuildStatus -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> BuildStatus -> r #

gmapQ :: (forall d. Data d => d -> u) -> BuildStatus -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> BuildStatus -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> BuildStatus -> m BuildStatus #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> BuildStatus -> m BuildStatus #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> BuildStatus -> m BuildStatus #

Ord BuildStatus # 
Read BuildStatus # 
Show BuildStatus # 
Generic BuildStatus # 

Associated Types

type Rep BuildStatus :: * -> * #

Hashable BuildStatus # 
ToJSON BuildStatus # 
FromJSON BuildStatus # 
NFData BuildStatus # 

Methods

rnf :: BuildStatus -> () #

ToHeader BuildStatus # 
ToQuery BuildStatus # 
ToByteString BuildStatus # 
FromText BuildStatus # 
ToText BuildStatus # 

Methods

toText :: BuildStatus -> Text #

type Rep BuildStatus # 
type Rep BuildStatus = D1 * (MetaData "BuildStatus" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "Failed" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "Initialized" PrefixI False) (U1 *)) (C1 * (MetaCons "Ready" PrefixI False) (U1 *))))

ComparisonOperatorType

data ComparisonOperatorType #

Instances

Bounded ComparisonOperatorType # 
Enum ComparisonOperatorType # 
Eq ComparisonOperatorType # 
Data ComparisonOperatorType # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> ComparisonOperatorType -> c ComparisonOperatorType #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c ComparisonOperatorType #

toConstr :: ComparisonOperatorType -> Constr #

dataTypeOf :: ComparisonOperatorType -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c ComparisonOperatorType) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c ComparisonOperatorType) #

gmapT :: (forall b. Data b => b -> b) -> ComparisonOperatorType -> ComparisonOperatorType #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> ComparisonOperatorType -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> ComparisonOperatorType -> r #

gmapQ :: (forall d. Data d => d -> u) -> ComparisonOperatorType -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> ComparisonOperatorType -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> ComparisonOperatorType -> m ComparisonOperatorType #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> ComparisonOperatorType -> m ComparisonOperatorType #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> ComparisonOperatorType -> m ComparisonOperatorType #

Ord ComparisonOperatorType # 
Read ComparisonOperatorType # 
Show ComparisonOperatorType # 
Generic ComparisonOperatorType # 
Hashable ComparisonOperatorType # 
ToJSON ComparisonOperatorType # 
FromJSON ComparisonOperatorType # 
NFData ComparisonOperatorType # 

Methods

rnf :: ComparisonOperatorType -> () #

ToHeader ComparisonOperatorType # 
ToQuery ComparisonOperatorType # 
ToByteString ComparisonOperatorType # 
FromText ComparisonOperatorType # 
ToText ComparisonOperatorType # 
type Rep ComparisonOperatorType # 
type Rep ComparisonOperatorType = D1 * (MetaData "ComparisonOperatorType" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * (C1 * (MetaCons "GreaterThanOrEqualToThreshold" PrefixI False) (U1 *)) (C1 * (MetaCons "GreaterThanThreshold" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "LessThanOrEqualToThreshold" PrefixI False) (U1 *)) (C1 * (MetaCons "LessThanThreshold" PrefixI False) (U1 *))))

EC2InstanceType

data EC2InstanceType #

Instances

Bounded EC2InstanceType # 
Enum EC2InstanceType # 
Eq EC2InstanceType # 
Data EC2InstanceType # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> EC2InstanceType -> c EC2InstanceType #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c EC2InstanceType #

toConstr :: EC2InstanceType -> Constr #

dataTypeOf :: EC2InstanceType -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c EC2InstanceType) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c EC2InstanceType) #

gmapT :: (forall b. Data b => b -> b) -> EC2InstanceType -> EC2InstanceType #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> EC2InstanceType -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> EC2InstanceType -> r #

gmapQ :: (forall d. Data d => d -> u) -> EC2InstanceType -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> EC2InstanceType -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> EC2InstanceType -> m EC2InstanceType #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> EC2InstanceType -> m EC2InstanceType #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> EC2InstanceType -> m EC2InstanceType #

Ord EC2InstanceType # 
Read EC2InstanceType # 
Show EC2InstanceType # 
Generic EC2InstanceType # 
Hashable EC2InstanceType # 
ToJSON EC2InstanceType # 
FromJSON EC2InstanceType # 
NFData EC2InstanceType # 

Methods

rnf :: EC2InstanceType -> () #

ToHeader EC2InstanceType # 
ToQuery EC2InstanceType # 
ToByteString EC2InstanceType # 
FromText EC2InstanceType # 
ToText EC2InstanceType # 
type Rep EC2InstanceType # 
type Rep EC2InstanceType = D1 * (MetaData "EC2InstanceType" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "C3_2XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "C3_4XLarge" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "C3_8XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "C3_Large" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "C3_XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "C4_2XLarge" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "C4_4XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "C4_8XLarge" PrefixI False) (U1 *))))) ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "C4_Large" PrefixI False) (U1 *)) (C1 * (MetaCons "C4_XLarge" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "M3_2XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "M3_Large" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "M3_Medium" PrefixI False) (U1 *)) (C1 * (MetaCons "M3_XLarge" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "M4_10XLarge" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "M4_2XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "M4_4XLarge" PrefixI False) (U1 *))))))) ((:+:) * ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "M4_Large" PrefixI False) (U1 *)) (C1 * (MetaCons "M4_XLarge" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "R3_2XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "R3_4XLarge" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "R3_8XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "R3_Large" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "R3_XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "R4_16XLarge" PrefixI False) (U1 *))))) ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "R4_2XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "R4_4XLarge" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "R4_8XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "R4_Large" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "R4_XLarge" PrefixI False) (U1 *)) (C1 * (MetaCons "T2_Large" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "T2_Medium" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "T2_Micro" PrefixI False) (U1 *)) (C1 * (MetaCons "T2_Small" PrefixI False) (U1 *))))))))

EventCode

data EventCode #

Instances

Bounded EventCode # 
Enum EventCode # 
Eq EventCode # 
Data EventCode # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> EventCode -> c EventCode #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c EventCode #

toConstr :: EventCode -> Constr #

dataTypeOf :: EventCode -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c EventCode) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c EventCode) #

gmapT :: (forall b. Data b => b -> b) -> EventCode -> EventCode #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> EventCode -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> EventCode -> r #

gmapQ :: (forall d. Data d => d -> u) -> EventCode -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> EventCode -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> EventCode -> m EventCode #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> EventCode -> m EventCode #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> EventCode -> m EventCode #

Ord EventCode # 
Read EventCode # 
Show EventCode # 
Generic EventCode # 

Associated Types

type Rep EventCode :: * -> * #

Hashable EventCode # 
FromJSON EventCode # 
NFData EventCode # 

Methods

rnf :: EventCode -> () #

ToHeader EventCode # 
ToQuery EventCode # 
ToByteString EventCode # 

Methods

toBS :: EventCode -> ByteString #

FromText EventCode # 
ToText EventCode # 

Methods

toText :: EventCode -> Text #

type Rep EventCode # 
type Rep EventCode = D1 * (MetaData "EventCode" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "FleetActivationFailed" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetActivationFailedNoInstances" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "FleetBinaryDownloadFailed" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetCreated" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "FleetCreationExtractingBuild" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetCreationRunningInstaller" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "FleetCreationValidatingRuntimeConfig" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetDeleted" PrefixI False) (U1 *))))) ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "FleetInitializationFailed" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetNewGameSessionProtectionPolicyUpdated" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "FleetScalingEvent" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetStateActivating" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "FleetStateActive" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetStateBuilding" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "FleetStateDownloading" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetStateError" PrefixI False) (U1 *)))))) ((:+:) * ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "FleetStateValidating" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetVPCPeeringDeleted" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "FleetVPCPeeringFailed" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetVPCPeeringSucceeded" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "FleetValidationExecutableRuntimeFailure" PrefixI False) (U1 *)) (C1 * (MetaCons "FleetValidationLaunchPathNotFound" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "FleetValidationTimedOut" PrefixI False) (U1 *)) (C1 * (MetaCons "GameSessionActivationTimeout" PrefixI False) (U1 *))))) ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "GenericEvent" PrefixI False) (U1 *)) (C1 * (MetaCons "InstanceInterrupted" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "ServerProcessCrashed" PrefixI False) (U1 *)) (C1 * (MetaCons "ServerProcessForceTerminated" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "ServerProcessInvalidPath" PrefixI False) (U1 *)) (C1 * (MetaCons "ServerProcessProcessExitTimeout" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "ServerProcessProcessReadyTimeout" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "ServerProcessSDKInitializationTimeout" PrefixI False) (U1 *)) (C1 * (MetaCons "ServerProcessTerminatedUnhealthy" PrefixI False) (U1 *))))))))

FleetAction

data FleetAction #

Constructors

AutoScaling 

Instances

Bounded FleetAction # 
Enum FleetAction # 
Eq FleetAction # 
Data FleetAction # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> FleetAction -> c FleetAction #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c FleetAction #

toConstr :: FleetAction -> Constr #

dataTypeOf :: FleetAction -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c FleetAction) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c FleetAction) #

gmapT :: (forall b. Data b => b -> b) -> FleetAction -> FleetAction #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> FleetAction -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> FleetAction -> r #

gmapQ :: (forall d. Data d => d -> u) -> FleetAction -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> FleetAction -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> FleetAction -> m FleetAction #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetAction -> m FleetAction #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetAction -> m FleetAction #

Ord FleetAction # 
Read FleetAction # 
Show FleetAction # 
Generic FleetAction # 

Associated Types

type Rep FleetAction :: * -> * #

Hashable FleetAction # 
ToJSON FleetAction # 
FromJSON FleetAction # 
NFData FleetAction # 

Methods

rnf :: FleetAction -> () #

ToHeader FleetAction # 
ToQuery FleetAction # 
ToByteString FleetAction # 
FromText FleetAction # 
ToText FleetAction # 

Methods

toText :: FleetAction -> Text #

type Rep FleetAction # 
type Rep FleetAction = D1 * (MetaData "FleetAction" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "AutoScaling" PrefixI False) (U1 *))

FleetStatus

data FleetStatus #

Instances

Bounded FleetStatus # 
Enum FleetStatus # 
Eq FleetStatus # 
Data FleetStatus # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> FleetStatus -> c FleetStatus #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c FleetStatus #

toConstr :: FleetStatus -> Constr #

dataTypeOf :: FleetStatus -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c FleetStatus) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c FleetStatus) #

gmapT :: (forall b. Data b => b -> b) -> FleetStatus -> FleetStatus #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> FleetStatus -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> FleetStatus -> r #

gmapQ :: (forall d. Data d => d -> u) -> FleetStatus -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> FleetStatus -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> FleetStatus -> m FleetStatus #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetStatus -> m FleetStatus #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetStatus -> m FleetStatus #

Ord FleetStatus # 
Read FleetStatus # 
Show FleetStatus # 
Generic FleetStatus # 

Associated Types

type Rep FleetStatus :: * -> * #

Hashable FleetStatus # 
FromJSON FleetStatus # 
NFData FleetStatus # 

Methods

rnf :: FleetStatus -> () #

ToHeader FleetStatus # 
ToQuery FleetStatus # 
ToByteString FleetStatus # 
FromText FleetStatus # 
ToText FleetStatus # 

Methods

toText :: FleetStatus -> Text #

type Rep FleetStatus # 
type Rep FleetStatus = D1 * (MetaData "FleetStatus" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "FSActivating" PrefixI False) (U1 *)) (C1 * (MetaCons "FSActive" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "FSBuilding" PrefixI False) (U1 *)) (C1 * (MetaCons "FSDeleting" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "FSDownloading" PrefixI False) (U1 *)) (C1 * (MetaCons "FSError'" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "FSNew" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "FSTerminated" PrefixI False) (U1 *)) (C1 * (MetaCons "FSValidating" PrefixI False) (U1 *))))))

FleetType

data FleetType #

Constructors

OnDemand 
Spot 

Instances

Bounded FleetType # 
Enum FleetType # 
Eq FleetType # 
Data FleetType # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> FleetType -> c FleetType #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c FleetType #

toConstr :: FleetType -> Constr #

dataTypeOf :: FleetType -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c FleetType) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c FleetType) #

gmapT :: (forall b. Data b => b -> b) -> FleetType -> FleetType #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> FleetType -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> FleetType -> r #

gmapQ :: (forall d. Data d => d -> u) -> FleetType -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> FleetType -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> FleetType -> m FleetType #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetType -> m FleetType #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetType -> m FleetType #

Ord FleetType # 
Read FleetType # 
Show FleetType # 
Generic FleetType # 

Associated Types

type Rep FleetType :: * -> * #

Hashable FleetType # 
ToJSON FleetType # 
FromJSON FleetType # 
NFData FleetType # 

Methods

rnf :: FleetType -> () #

ToHeader FleetType # 
ToQuery FleetType # 
ToByteString FleetType # 

Methods

toBS :: FleetType -> ByteString #

FromText FleetType # 
ToText FleetType # 

Methods

toText :: FleetType -> Text #

type Rep FleetType # 
type Rep FleetType = D1 * (MetaData "FleetType" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "OnDemand" PrefixI False) (U1 *)) (C1 * (MetaCons "Spot" PrefixI False) (U1 *)))

GameSessionPlacementState

data GameSessionPlacementState #

Instances

Bounded GameSessionPlacementState # 
Enum GameSessionPlacementState # 
Eq GameSessionPlacementState # 
Data GameSessionPlacementState # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameSessionPlacementState -> c GameSessionPlacementState #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameSessionPlacementState #

toConstr :: GameSessionPlacementState -> Constr #

dataTypeOf :: GameSessionPlacementState -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameSessionPlacementState) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameSessionPlacementState) #

gmapT :: (forall b. Data b => b -> b) -> GameSessionPlacementState -> GameSessionPlacementState #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionPlacementState -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionPlacementState -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameSessionPlacementState -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameSessionPlacementState -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameSessionPlacementState -> m GameSessionPlacementState #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionPlacementState -> m GameSessionPlacementState #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionPlacementState -> m GameSessionPlacementState #

Ord GameSessionPlacementState # 
Read GameSessionPlacementState # 
Show GameSessionPlacementState # 
Generic GameSessionPlacementState # 
Hashable GameSessionPlacementState # 
FromJSON GameSessionPlacementState # 
NFData GameSessionPlacementState # 
ToHeader GameSessionPlacementState # 
ToQuery GameSessionPlacementState # 
ToByteString GameSessionPlacementState # 
FromText GameSessionPlacementState # 
ToText GameSessionPlacementState # 
type Rep GameSessionPlacementState # 
type Rep GameSessionPlacementState = D1 * (MetaData "GameSessionPlacementState" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * (C1 * (MetaCons "Cancelled" PrefixI False) (U1 *)) (C1 * (MetaCons "Fulfilled" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "Pending" PrefixI False) (U1 *)) (C1 * (MetaCons "TimedOut" PrefixI False) (U1 *))))

GameSessionStatus

data GameSessionStatus #

Instances

Bounded GameSessionStatus # 
Enum GameSessionStatus # 
Eq GameSessionStatus # 
Data GameSessionStatus # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameSessionStatus -> c GameSessionStatus #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameSessionStatus #

toConstr :: GameSessionStatus -> Constr #

dataTypeOf :: GameSessionStatus -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameSessionStatus) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameSessionStatus) #

gmapT :: (forall b. Data b => b -> b) -> GameSessionStatus -> GameSessionStatus #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionStatus -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionStatus -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameSessionStatus -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameSessionStatus -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameSessionStatus -> m GameSessionStatus #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionStatus -> m GameSessionStatus #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionStatus -> m GameSessionStatus #

Ord GameSessionStatus # 
Read GameSessionStatus # 
Show GameSessionStatus # 
Generic GameSessionStatus # 
Hashable GameSessionStatus # 
FromJSON GameSessionStatus # 
NFData GameSessionStatus # 

Methods

rnf :: GameSessionStatus -> () #

ToHeader GameSessionStatus # 
ToQuery GameSessionStatus # 
ToByteString GameSessionStatus # 
FromText GameSessionStatus # 
ToText GameSessionStatus # 
type Rep GameSessionStatus # 
type Rep GameSessionStatus = D1 * (MetaData "GameSessionStatus" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * (C1 * (MetaCons "GSSActivating" PrefixI False) (U1 *)) (C1 * (MetaCons "GSSActive" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "GSSError'" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "GSSTerminated" PrefixI False) (U1 *)) (C1 * (MetaCons "GSSTerminating" PrefixI False) (U1 *)))))

GameSessionStatusReason

data GameSessionStatusReason #

Constructors

Interrupted 

Instances

Bounded GameSessionStatusReason # 
Enum GameSessionStatusReason # 
Eq GameSessionStatusReason # 
Data GameSessionStatusReason # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameSessionStatusReason -> c GameSessionStatusReason #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameSessionStatusReason #

toConstr :: GameSessionStatusReason -> Constr #

dataTypeOf :: GameSessionStatusReason -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameSessionStatusReason) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameSessionStatusReason) #

gmapT :: (forall b. Data b => b -> b) -> GameSessionStatusReason -> GameSessionStatusReason #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionStatusReason -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionStatusReason -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameSessionStatusReason -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameSessionStatusReason -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameSessionStatusReason -> m GameSessionStatusReason #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionStatusReason -> m GameSessionStatusReason #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionStatusReason -> m GameSessionStatusReason #

Ord GameSessionStatusReason # 
Read GameSessionStatusReason # 
Show GameSessionStatusReason # 
Generic GameSessionStatusReason # 
Hashable GameSessionStatusReason # 
FromJSON GameSessionStatusReason # 
NFData GameSessionStatusReason # 

Methods

rnf :: GameSessionStatusReason -> () #

ToHeader GameSessionStatusReason # 
ToQuery GameSessionStatusReason # 
ToByteString GameSessionStatusReason # 
FromText GameSessionStatusReason # 
ToText GameSessionStatusReason # 
type Rep GameSessionStatusReason # 
type Rep GameSessionStatusReason = D1 * (MetaData "GameSessionStatusReason" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "Interrupted" PrefixI False) (U1 *))

IPProtocol

data IPProtocol #

Constructors

TCP 
Udp 

Instances

Bounded IPProtocol # 
Enum IPProtocol # 
Eq IPProtocol # 
Data IPProtocol # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> IPProtocol -> c IPProtocol #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c IPProtocol #

toConstr :: IPProtocol -> Constr #

dataTypeOf :: IPProtocol -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c IPProtocol) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c IPProtocol) #

gmapT :: (forall b. Data b => b -> b) -> IPProtocol -> IPProtocol #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> IPProtocol -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> IPProtocol -> r #

gmapQ :: (forall d. Data d => d -> u) -> IPProtocol -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> IPProtocol -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> IPProtocol -> m IPProtocol #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> IPProtocol -> m IPProtocol #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> IPProtocol -> m IPProtocol #

Ord IPProtocol # 
Read IPProtocol # 
Show IPProtocol # 
Generic IPProtocol # 

Associated Types

type Rep IPProtocol :: * -> * #

Hashable IPProtocol # 
ToJSON IPProtocol # 
FromJSON IPProtocol # 
NFData IPProtocol # 

Methods

rnf :: IPProtocol -> () #

ToHeader IPProtocol # 
ToQuery IPProtocol # 
ToByteString IPProtocol # 
FromText IPProtocol # 
ToText IPProtocol # 

Methods

toText :: IPProtocol -> Text #

type Rep IPProtocol # 
type Rep IPProtocol = D1 * (MetaData "IPProtocol" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "TCP" PrefixI False) (U1 *)) (C1 * (MetaCons "Udp" PrefixI False) (U1 *)))

InstanceStatus

data InstanceStatus #

Instances

Bounded InstanceStatus # 
Enum InstanceStatus # 
Eq InstanceStatus # 
Data InstanceStatus # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> InstanceStatus -> c InstanceStatus #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c InstanceStatus #

toConstr :: InstanceStatus -> Constr #

dataTypeOf :: InstanceStatus -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c InstanceStatus) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c InstanceStatus) #

gmapT :: (forall b. Data b => b -> b) -> InstanceStatus -> InstanceStatus #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> InstanceStatus -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> InstanceStatus -> r #

gmapQ :: (forall d. Data d => d -> u) -> InstanceStatus -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> InstanceStatus -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> InstanceStatus -> m InstanceStatus #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> InstanceStatus -> m InstanceStatus #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> InstanceStatus -> m InstanceStatus #

Ord InstanceStatus # 
Read InstanceStatus # 
Show InstanceStatus # 
Generic InstanceStatus # 

Associated Types

type Rep InstanceStatus :: * -> * #

Hashable InstanceStatus # 
FromJSON InstanceStatus # 
NFData InstanceStatus # 

Methods

rnf :: InstanceStatus -> () #

ToHeader InstanceStatus # 
ToQuery InstanceStatus # 
ToByteString InstanceStatus # 
FromText InstanceStatus # 
ToText InstanceStatus # 
type Rep InstanceStatus # 
type Rep InstanceStatus = D1 * (MetaData "InstanceStatus" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "ISActive" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "ISPending" PrefixI False) (U1 *)) (C1 * (MetaCons "ISTerminating" PrefixI False) (U1 *))))

MatchmakingConfigurationStatus

data MatchmakingConfigurationStatus #

Instances

Bounded MatchmakingConfigurationStatus # 
Enum MatchmakingConfigurationStatus # 
Eq MatchmakingConfigurationStatus # 
Data MatchmakingConfigurationStatus # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> MatchmakingConfigurationStatus -> c MatchmakingConfigurationStatus #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c MatchmakingConfigurationStatus #

toConstr :: MatchmakingConfigurationStatus -> Constr #

dataTypeOf :: MatchmakingConfigurationStatus -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c MatchmakingConfigurationStatus) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c MatchmakingConfigurationStatus) #

gmapT :: (forall b. Data b => b -> b) -> MatchmakingConfigurationStatus -> MatchmakingConfigurationStatus #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> MatchmakingConfigurationStatus -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> MatchmakingConfigurationStatus -> r #

gmapQ :: (forall d. Data d => d -> u) -> MatchmakingConfigurationStatus -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> MatchmakingConfigurationStatus -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> MatchmakingConfigurationStatus -> m MatchmakingConfigurationStatus #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchmakingConfigurationStatus -> m MatchmakingConfigurationStatus #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchmakingConfigurationStatus -> m MatchmakingConfigurationStatus #

Ord MatchmakingConfigurationStatus # 
Read MatchmakingConfigurationStatus # 
Show MatchmakingConfigurationStatus # 
Generic MatchmakingConfigurationStatus # 
Hashable MatchmakingConfigurationStatus # 
FromJSON MatchmakingConfigurationStatus # 
NFData MatchmakingConfigurationStatus # 
ToHeader MatchmakingConfigurationStatus # 
ToQuery MatchmakingConfigurationStatus # 
ToByteString MatchmakingConfigurationStatus # 
FromText MatchmakingConfigurationStatus # 
ToText MatchmakingConfigurationStatus # 
type Rep MatchmakingConfigurationStatus # 
type Rep MatchmakingConfigurationStatus = D1 * (MetaData "MatchmakingConfigurationStatus" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "MCSCancelled" PrefixI False) (U1 *)) (C1 * (MetaCons "MCSCompleted" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "MCSFailed" PrefixI False) (U1 *)) (C1 * (MetaCons "MCSPlacing" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "MCSQueued" PrefixI False) (U1 *)) (C1 * (MetaCons "MCSRequiresAcceptance" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "MCSSearching" PrefixI False) (U1 *)) (C1 * (MetaCons "MCSTimedOut" PrefixI False) (U1 *)))))

MetricName

data MetricName #

Instances

Bounded MetricName # 
Enum MetricName # 
Eq MetricName # 
Data MetricName # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> MetricName -> c MetricName #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c MetricName #

toConstr :: MetricName -> Constr #

dataTypeOf :: MetricName -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c MetricName) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c MetricName) #

gmapT :: (forall b. Data b => b -> b) -> MetricName -> MetricName #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> MetricName -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> MetricName -> r #

gmapQ :: (forall d. Data d => d -> u) -> MetricName -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> MetricName -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> MetricName -> m MetricName #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> MetricName -> m MetricName #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> MetricName -> m MetricName #

Ord MetricName # 
Read MetricName # 
Show MetricName # 
Generic MetricName # 

Associated Types

type Rep MetricName :: * -> * #

Hashable MetricName # 
ToJSON MetricName # 
FromJSON MetricName # 
NFData MetricName # 

Methods

rnf :: MetricName -> () #

ToHeader MetricName # 
ToQuery MetricName # 
ToByteString MetricName # 
FromText MetricName # 
ToText MetricName # 

Methods

toText :: MetricName -> Text #

type Rep MetricName # 
type Rep MetricName = D1 * (MetaData "MetricName" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * ((:+:) * (C1 * (MetaCons "ActivatingGameSessions" PrefixI False) (U1 *)) (C1 * (MetaCons "ActiveGameSessions" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "ActiveInstances" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "AvailableGameSessions" PrefixI False) (U1 *)) (C1 * (MetaCons "AvailablePlayerSessions" PrefixI False) (U1 *))))) ((:+:) * ((:+:) * (C1 * (MetaCons "CurrentPlayerSessions" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "IdleInstances" PrefixI False) (U1 *)) (C1 * (MetaCons "PercentAvailableGameSessions" PrefixI False) (U1 *)))) ((:+:) * (C1 * (MetaCons "PercentIdleInstances" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "QueueDepth" PrefixI False) (U1 *)) (C1 * (MetaCons "WaitTime" PrefixI False) (U1 *))))))

OperatingSystem

data OperatingSystem #

Constructors

AmazonLinux 
Windows2012 

Instances

Bounded OperatingSystem # 
Enum OperatingSystem # 
Eq OperatingSystem # 
Data OperatingSystem # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> OperatingSystem -> c OperatingSystem #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c OperatingSystem #

toConstr :: OperatingSystem -> Constr #

dataTypeOf :: OperatingSystem -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c OperatingSystem) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c OperatingSystem) #

gmapT :: (forall b. Data b => b -> b) -> OperatingSystem -> OperatingSystem #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> OperatingSystem -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> OperatingSystem -> r #

gmapQ :: (forall d. Data d => d -> u) -> OperatingSystem -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> OperatingSystem -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> OperatingSystem -> m OperatingSystem #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> OperatingSystem -> m OperatingSystem #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> OperatingSystem -> m OperatingSystem #

Ord OperatingSystem # 
Read OperatingSystem # 
Show OperatingSystem # 
Generic OperatingSystem # 
Hashable OperatingSystem # 
ToJSON OperatingSystem # 
FromJSON OperatingSystem # 
NFData OperatingSystem # 

Methods

rnf :: OperatingSystem -> () #

ToHeader OperatingSystem # 
ToQuery OperatingSystem # 
ToByteString OperatingSystem # 
FromText OperatingSystem # 
ToText OperatingSystem # 
type Rep OperatingSystem # 
type Rep OperatingSystem = D1 * (MetaData "OperatingSystem" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "AmazonLinux" PrefixI False) (U1 *)) (C1 * (MetaCons "Windows2012" PrefixI False) (U1 *)))

PlayerSessionCreationPolicy

data PlayerSessionCreationPolicy #

Constructors

AcceptAll 
DenyAll 

Instances

Bounded PlayerSessionCreationPolicy # 
Enum PlayerSessionCreationPolicy # 
Eq PlayerSessionCreationPolicy # 
Data PlayerSessionCreationPolicy # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> PlayerSessionCreationPolicy -> c PlayerSessionCreationPolicy #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c PlayerSessionCreationPolicy #

toConstr :: PlayerSessionCreationPolicy -> Constr #

dataTypeOf :: PlayerSessionCreationPolicy -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c PlayerSessionCreationPolicy) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c PlayerSessionCreationPolicy) #

gmapT :: (forall b. Data b => b -> b) -> PlayerSessionCreationPolicy -> PlayerSessionCreationPolicy #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> PlayerSessionCreationPolicy -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> PlayerSessionCreationPolicy -> r #

gmapQ :: (forall d. Data d => d -> u) -> PlayerSessionCreationPolicy -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> PlayerSessionCreationPolicy -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> PlayerSessionCreationPolicy -> m PlayerSessionCreationPolicy #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerSessionCreationPolicy -> m PlayerSessionCreationPolicy #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerSessionCreationPolicy -> m PlayerSessionCreationPolicy #

Ord PlayerSessionCreationPolicy # 
Read PlayerSessionCreationPolicy # 
Show PlayerSessionCreationPolicy # 
Generic PlayerSessionCreationPolicy # 
Hashable PlayerSessionCreationPolicy # 
ToJSON PlayerSessionCreationPolicy # 
FromJSON PlayerSessionCreationPolicy # 
NFData PlayerSessionCreationPolicy # 
ToHeader PlayerSessionCreationPolicy # 
ToQuery PlayerSessionCreationPolicy # 
ToByteString PlayerSessionCreationPolicy # 
FromText PlayerSessionCreationPolicy # 
ToText PlayerSessionCreationPolicy # 
type Rep PlayerSessionCreationPolicy # 
type Rep PlayerSessionCreationPolicy = D1 * (MetaData "PlayerSessionCreationPolicy" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "AcceptAll" PrefixI False) (U1 *)) (C1 * (MetaCons "DenyAll" PrefixI False) (U1 *)))

PlayerSessionStatus

data PlayerSessionStatus #

Instances

Bounded PlayerSessionStatus # 
Enum PlayerSessionStatus # 
Eq PlayerSessionStatus # 
Data PlayerSessionStatus # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> PlayerSessionStatus -> c PlayerSessionStatus #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c PlayerSessionStatus #

toConstr :: PlayerSessionStatus -> Constr #

dataTypeOf :: PlayerSessionStatus -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c PlayerSessionStatus) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c PlayerSessionStatus) #

gmapT :: (forall b. Data b => b -> b) -> PlayerSessionStatus -> PlayerSessionStatus #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> PlayerSessionStatus -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> PlayerSessionStatus -> r #

gmapQ :: (forall d. Data d => d -> u) -> PlayerSessionStatus -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> PlayerSessionStatus -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> PlayerSessionStatus -> m PlayerSessionStatus #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerSessionStatus -> m PlayerSessionStatus #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerSessionStatus -> m PlayerSessionStatus #

Ord PlayerSessionStatus # 
Read PlayerSessionStatus # 
Show PlayerSessionStatus # 
Generic PlayerSessionStatus # 
Hashable PlayerSessionStatus # 
FromJSON PlayerSessionStatus # 
NFData PlayerSessionStatus # 

Methods

rnf :: PlayerSessionStatus -> () #

ToHeader PlayerSessionStatus # 
ToQuery PlayerSessionStatus # 
ToByteString PlayerSessionStatus # 
FromText PlayerSessionStatus # 
ToText PlayerSessionStatus # 
type Rep PlayerSessionStatus # 
type Rep PlayerSessionStatus = D1 * (MetaData "PlayerSessionStatus" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * (C1 * (MetaCons "PSSActive" PrefixI False) (U1 *)) (C1 * (MetaCons "PSSCompleted" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "PSSReserved" PrefixI False) (U1 *)) (C1 * (MetaCons "PSSTimedout" PrefixI False) (U1 *))))

PolicyType

data PolicyType #

Constructors

RuleBased 
TargetBased 

Instances

Bounded PolicyType # 
Enum PolicyType # 
Eq PolicyType # 
Data PolicyType # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> PolicyType -> c PolicyType #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c PolicyType #

toConstr :: PolicyType -> Constr #

dataTypeOf :: PolicyType -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c PolicyType) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c PolicyType) #

gmapT :: (forall b. Data b => b -> b) -> PolicyType -> PolicyType #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> PolicyType -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> PolicyType -> r #

gmapQ :: (forall d. Data d => d -> u) -> PolicyType -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> PolicyType -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> PolicyType -> m PolicyType #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> PolicyType -> m PolicyType #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> PolicyType -> m PolicyType #

Ord PolicyType # 
Read PolicyType # 
Show PolicyType # 
Generic PolicyType # 

Associated Types

type Rep PolicyType :: * -> * #

Hashable PolicyType # 
ToJSON PolicyType # 
FromJSON PolicyType # 
NFData PolicyType # 

Methods

rnf :: PolicyType -> () #

ToHeader PolicyType # 
ToQuery PolicyType # 
ToByteString PolicyType # 
FromText PolicyType # 
ToText PolicyType # 

Methods

toText :: PolicyType -> Text #

type Rep PolicyType # 
type Rep PolicyType = D1 * (MetaData "PolicyType" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "RuleBased" PrefixI False) (U1 *)) (C1 * (MetaCons "TargetBased" PrefixI False) (U1 *)))

ProtectionPolicy

data ProtectionPolicy #

Instances

Bounded ProtectionPolicy # 
Enum ProtectionPolicy # 
Eq ProtectionPolicy # 
Data ProtectionPolicy # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> ProtectionPolicy -> c ProtectionPolicy #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c ProtectionPolicy #

toConstr :: ProtectionPolicy -> Constr #

dataTypeOf :: ProtectionPolicy -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c ProtectionPolicy) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c ProtectionPolicy) #

gmapT :: (forall b. Data b => b -> b) -> ProtectionPolicy -> ProtectionPolicy #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> ProtectionPolicy -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> ProtectionPolicy -> r #

gmapQ :: (forall d. Data d => d -> u) -> ProtectionPolicy -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> ProtectionPolicy -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> ProtectionPolicy -> m ProtectionPolicy #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> ProtectionPolicy -> m ProtectionPolicy #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> ProtectionPolicy -> m ProtectionPolicy #

Ord ProtectionPolicy # 
Read ProtectionPolicy # 
Show ProtectionPolicy # 
Generic ProtectionPolicy # 
Hashable ProtectionPolicy # 
ToJSON ProtectionPolicy # 
FromJSON ProtectionPolicy # 
NFData ProtectionPolicy # 

Methods

rnf :: ProtectionPolicy -> () #

ToHeader ProtectionPolicy # 
ToQuery ProtectionPolicy # 
ToByteString ProtectionPolicy # 
FromText ProtectionPolicy # 
ToText ProtectionPolicy # 
type Rep ProtectionPolicy # 
type Rep ProtectionPolicy = D1 * (MetaData "ProtectionPolicy" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "FullProtection" PrefixI False) (U1 *)) (C1 * (MetaCons "NoProtection" PrefixI False) (U1 *)))

RoutingStrategyType

data RoutingStrategyType #

Constructors

Simple 
Terminal 

Instances

Bounded RoutingStrategyType # 
Enum RoutingStrategyType # 
Eq RoutingStrategyType # 
Data RoutingStrategyType # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> RoutingStrategyType -> c RoutingStrategyType #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c RoutingStrategyType #

toConstr :: RoutingStrategyType -> Constr #

dataTypeOf :: RoutingStrategyType -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c RoutingStrategyType) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c RoutingStrategyType) #

gmapT :: (forall b. Data b => b -> b) -> RoutingStrategyType -> RoutingStrategyType #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> RoutingStrategyType -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> RoutingStrategyType -> r #

gmapQ :: (forall d. Data d => d -> u) -> RoutingStrategyType -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> RoutingStrategyType -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> RoutingStrategyType -> m RoutingStrategyType #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> RoutingStrategyType -> m RoutingStrategyType #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> RoutingStrategyType -> m RoutingStrategyType #

Ord RoutingStrategyType # 
Read RoutingStrategyType # 
Show RoutingStrategyType # 
Generic RoutingStrategyType # 
Hashable RoutingStrategyType # 
ToJSON RoutingStrategyType # 
FromJSON RoutingStrategyType # 
NFData RoutingStrategyType # 

Methods

rnf :: RoutingStrategyType -> () #

ToHeader RoutingStrategyType # 
ToQuery RoutingStrategyType # 
ToByteString RoutingStrategyType # 
FromText RoutingStrategyType # 
ToText RoutingStrategyType # 
type Rep RoutingStrategyType # 
type Rep RoutingStrategyType = D1 * (MetaData "RoutingStrategyType" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "Simple" PrefixI False) (U1 *)) (C1 * (MetaCons "Terminal" PrefixI False) (U1 *)))

ScalingAdjustmentType

data ScalingAdjustmentType #

Instances

Bounded ScalingAdjustmentType # 
Enum ScalingAdjustmentType # 
Eq ScalingAdjustmentType # 
Data ScalingAdjustmentType # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> ScalingAdjustmentType -> c ScalingAdjustmentType #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c ScalingAdjustmentType #

toConstr :: ScalingAdjustmentType -> Constr #

dataTypeOf :: ScalingAdjustmentType -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c ScalingAdjustmentType) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c ScalingAdjustmentType) #

gmapT :: (forall b. Data b => b -> b) -> ScalingAdjustmentType -> ScalingAdjustmentType #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> ScalingAdjustmentType -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> ScalingAdjustmentType -> r #

gmapQ :: (forall d. Data d => d -> u) -> ScalingAdjustmentType -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> ScalingAdjustmentType -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> ScalingAdjustmentType -> m ScalingAdjustmentType #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> ScalingAdjustmentType -> m ScalingAdjustmentType #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> ScalingAdjustmentType -> m ScalingAdjustmentType #

Ord ScalingAdjustmentType # 
Read ScalingAdjustmentType # 
Show ScalingAdjustmentType # 
Generic ScalingAdjustmentType # 
Hashable ScalingAdjustmentType # 
ToJSON ScalingAdjustmentType # 
FromJSON ScalingAdjustmentType # 
NFData ScalingAdjustmentType # 

Methods

rnf :: ScalingAdjustmentType -> () #

ToHeader ScalingAdjustmentType # 
ToQuery ScalingAdjustmentType # 
ToByteString ScalingAdjustmentType # 
FromText ScalingAdjustmentType # 
ToText ScalingAdjustmentType # 
type Rep ScalingAdjustmentType # 
type Rep ScalingAdjustmentType = D1 * (MetaData "ScalingAdjustmentType" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * (C1 * (MetaCons "ChangeInCapacity" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "ExactCapacity" PrefixI False) (U1 *)) (C1 * (MetaCons "PercentChangeInCapacity" PrefixI False) (U1 *))))

ScalingStatusType

data ScalingStatusType #

Instances

Bounded ScalingStatusType # 
Enum ScalingStatusType # 
Eq ScalingStatusType # 
Data ScalingStatusType # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> ScalingStatusType -> c ScalingStatusType #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c ScalingStatusType #

toConstr :: ScalingStatusType -> Constr #

dataTypeOf :: ScalingStatusType -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c ScalingStatusType) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c ScalingStatusType) #

gmapT :: (forall b. Data b => b -> b) -> ScalingStatusType -> ScalingStatusType #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> ScalingStatusType -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> ScalingStatusType -> r #

gmapQ :: (forall d. Data d => d -> u) -> ScalingStatusType -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> ScalingStatusType -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> ScalingStatusType -> m ScalingStatusType #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> ScalingStatusType -> m ScalingStatusType #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> ScalingStatusType -> m ScalingStatusType #

Ord ScalingStatusType # 
Read ScalingStatusType # 
Show ScalingStatusType # 
Generic ScalingStatusType # 
Hashable ScalingStatusType # 
ToJSON ScalingStatusType # 
FromJSON ScalingStatusType # 
NFData ScalingStatusType # 

Methods

rnf :: ScalingStatusType -> () #

ToHeader ScalingStatusType # 
ToQuery ScalingStatusType # 
ToByteString ScalingStatusType # 
FromText ScalingStatusType # 
ToText ScalingStatusType # 
type Rep ScalingStatusType # 
type Rep ScalingStatusType = D1 * (MetaData "ScalingStatusType" "Network.AWS.GameLift.Types.Sum" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) ((:+:) * ((:+:) * (C1 * (MetaCons "Active" PrefixI False) (U1 *)) ((:+:) * (C1 * (MetaCons "DeleteRequested" PrefixI False) (U1 *)) (C1 * (MetaCons "Deleted" PrefixI False) (U1 *)))) ((:+:) * ((:+:) * (C1 * (MetaCons "Deleting" PrefixI False) (U1 *)) (C1 * (MetaCons "Error'" PrefixI False) (U1 *))) ((:+:) * (C1 * (MetaCons "UpdateRequested" PrefixI False) (U1 *)) (C1 * (MetaCons "Updating" PrefixI False) (U1 *)))))

AWSCredentials

data AWSCredentials #

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

See: awsCredentials smart constructor.

Instances

Eq AWSCredentials # 
Data AWSCredentials # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> AWSCredentials -> c AWSCredentials #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c AWSCredentials #

toConstr :: AWSCredentials -> Constr #

dataTypeOf :: AWSCredentials -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c AWSCredentials) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c AWSCredentials) #

gmapT :: (forall b. Data b => b -> b) -> AWSCredentials -> AWSCredentials #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> AWSCredentials -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> AWSCredentials -> r #

gmapQ :: (forall d. Data d => d -> u) -> AWSCredentials -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> AWSCredentials -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> AWSCredentials -> m AWSCredentials #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> AWSCredentials -> m AWSCredentials #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> AWSCredentials -> m AWSCredentials #

Show AWSCredentials # 
Generic AWSCredentials # 

Associated Types

type Rep AWSCredentials :: * -> * #

Hashable AWSCredentials # 
FromJSON AWSCredentials # 
NFData AWSCredentials # 

Methods

rnf :: AWSCredentials -> () #

type Rep AWSCredentials # 
type Rep AWSCredentials = D1 * (MetaData "AWSCredentials" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "AWSCredentials'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_acSecretAccessKey") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) ((:*:) * (S1 * (MetaSel (Just Symbol "_acSessionToken") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_acAccessKeyId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))))

awsCredentials :: AWSCredentials #

Creates a value of AWSCredentials with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • acSecretAccessKey - Temporary secret key allowing access to the Amazon GameLift S3 account.
  • acSessionToken - Token used to associate a specific build ID with the files uploaded using these credentials.
  • acAccessKeyId - Temporary key allowing access to the Amazon GameLift S3 account.

acSecretAccessKey :: Lens' AWSCredentials (Maybe Text) #

Temporary secret key allowing access to the Amazon GameLift S3 account.

acSessionToken :: Lens' AWSCredentials (Maybe Text) #

Token used to associate a specific build ID with the files uploaded using these credentials.

acAccessKeyId :: Lens' AWSCredentials (Maybe Text) #

Temporary key allowing access to the Amazon GameLift S3 account.

Alias

data Alias #

Properties describing a fleet alias.

Alias-related operations include:

  • CreateAlias
  • ListAliases
  • DescribeAlias
  • UpdateAlias
  • DeleteAlias
  • ResolveAlias

See: alias smart constructor.

Instances

Eq Alias # 

Methods

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

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

Data Alias # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> Alias -> c Alias #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c Alias #

toConstr :: Alias -> Constr #

dataTypeOf :: Alias -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c Alias) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c Alias) #

gmapT :: (forall b. Data b => b -> b) -> Alias -> Alias #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> Alias -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> Alias -> r #

gmapQ :: (forall d. Data d => d -> u) -> Alias -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> Alias -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> Alias -> m Alias #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> Alias -> m Alias #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> Alias -> m Alias #

Read Alias # 
Show Alias # 

Methods

showsPrec :: Int -> Alias -> ShowS #

show :: Alias -> String #

showList :: [Alias] -> ShowS #

Generic Alias # 

Associated Types

type Rep Alias :: * -> * #

Methods

from :: Alias -> Rep Alias x #

to :: Rep Alias x -> Alias #

Hashable Alias # 

Methods

hashWithSalt :: Int -> Alias -> Int #

hash :: Alias -> Int #

FromJSON Alias # 
NFData Alias # 

Methods

rnf :: Alias -> () #

type Rep Alias # 

alias :: Alias #

Creates a value of Alias with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • aCreationTime - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • aLastUpdatedTime - Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • aAliasId - Unique identifier for an alias; alias IDs are unique within a region.
  • aRoutingStrategy - Alias configuration for the alias, including routing type and settings.
  • aName - Descriptive label that is associated with an alias. Alias names do not need to be unique.
  • aAliasARN - Unique identifier for an alias; alias ARNs are unique across all regions.
  • aDescription - Human-readable description of an alias.

aCreationTime :: Lens' Alias (Maybe UTCTime) #

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

aLastUpdatedTime :: Lens' Alias (Maybe UTCTime) #

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

aAliasId :: Lens' Alias (Maybe Text) #

Unique identifier for an alias; alias IDs are unique within a region.

aRoutingStrategy :: Lens' Alias (Maybe RoutingStrategy) #

Alias configuration for the alias, including routing type and settings.

aName :: Lens' Alias (Maybe Text) #

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

aAliasARN :: Lens' Alias (Maybe Text) #

Unique identifier for an alias; alias ARNs are unique across all regions.

aDescription :: Lens' Alias (Maybe Text) #

Human-readable description of an alias.

AttributeValue

data AttributeValue #

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: attributeValue smart constructor.

Instances

Eq AttributeValue # 
Data AttributeValue # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> AttributeValue -> c AttributeValue #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c AttributeValue #

toConstr :: AttributeValue -> Constr #

dataTypeOf :: AttributeValue -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c AttributeValue) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c AttributeValue) #

gmapT :: (forall b. Data b => b -> b) -> AttributeValue -> AttributeValue #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> AttributeValue -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> AttributeValue -> r #

gmapQ :: (forall d. Data d => d -> u) -> AttributeValue -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> AttributeValue -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> AttributeValue -> m AttributeValue #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> AttributeValue -> m AttributeValue #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> AttributeValue -> m AttributeValue #

Read AttributeValue # 
Show AttributeValue # 
Generic AttributeValue # 

Associated Types

type Rep AttributeValue :: * -> * #

Hashable AttributeValue # 
ToJSON AttributeValue # 
FromJSON AttributeValue # 
NFData AttributeValue # 

Methods

rnf :: AttributeValue -> () #

type Rep AttributeValue # 
type Rep AttributeValue = D1 * (MetaData "AttributeValue" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "AttributeValue'" PrefixI True) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_avSL") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [Text]))) (S1 * (MetaSel (Just Symbol "_avSDM") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe (Map Text Double))))) ((:*:) * (S1 * (MetaSel (Just Symbol "_avN") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Double))) (S1 * (MetaSel (Just Symbol "_avS") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))))

attributeValue :: AttributeValue #

Creates a value of AttributeValue with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • avSL - For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
  • avSDM - For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.
  • avN - For number values, expressed as double.
  • avS - For single string values. Maximum string length is 100 characters.

avSL :: Lens' AttributeValue [Text] #

For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

avSDM :: Lens' AttributeValue (HashMap Text Double) #

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

avN :: Lens' AttributeValue (Maybe Double) #

For number values, expressed as double.

avS :: Lens' AttributeValue (Maybe Text) #

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

Build

data Build #

Properties describing a game build.

Build-related operations include:

  • CreateBuild
  • ListBuilds
  • DescribeBuild
  • UpdateBuild
  • DeleteBuild

See: build smart constructor.

Instances

Eq Build # 

Methods

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

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

Data Build # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> Build -> c Build #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c Build #

toConstr :: Build -> Constr #

dataTypeOf :: Build -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c Build) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c Build) #

gmapT :: (forall b. Data b => b -> b) -> Build -> Build #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> Build -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> Build -> r #

gmapQ :: (forall d. Data d => d -> u) -> Build -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> Build -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> Build -> m Build #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> Build -> m Build #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> Build -> m Build #

Read Build # 
Show Build # 

Methods

showsPrec :: Int -> Build -> ShowS #

show :: Build -> String #

showList :: [Build] -> ShowS #

Generic Build # 

Associated Types

type Rep Build :: * -> * #

Methods

from :: Build -> Rep Build x #

to :: Rep Build x -> Build #

Hashable Build # 

Methods

hashWithSalt :: Int -> Build -> Int #

hash :: Build -> Int #

FromJSON Build # 
NFData Build # 

Methods

rnf :: Build -> () #

type Rep Build # 

build :: Build #

Creates a value of Build with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • bCreationTime - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • bStatus - Current status of the build. Possible build statuses include the following: * INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value. * READY -- The game build has been successfully uploaded. You can now create new fleets for this build. * FAILED -- The game build upload failed. You cannot create new fleets for this build.
  • bOperatingSystem - Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.
  • bBuildId - Unique identifier for a build.
  • bName - Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild .
  • bVersion - Version that is associated with this build. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild .
  • bSizeOnDisk - File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED , this value is 0.

bCreationTime :: Lens' Build (Maybe UTCTime) #

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

bStatus :: Lens' Build (Maybe BuildStatus) #

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

bOperatingSystem :: Lens' Build (Maybe OperatingSystem) #

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

bBuildId :: Lens' Build (Maybe Text) #

Unique identifier for a build.

bName :: Lens' Build (Maybe Text) #

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

bVersion :: Lens' Build (Maybe Text) #

Version that is associated with this build. Version strings do not need to be unique. This value can be set using CreateBuild or UpdateBuild .

bSizeOnDisk :: Lens' Build (Maybe Natural) #

File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED , this value is 0.

DesiredPlayerSession

data DesiredPlayerSession #

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

See: desiredPlayerSession smart constructor.

Instances

Eq DesiredPlayerSession # 
Data DesiredPlayerSession # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> DesiredPlayerSession -> c DesiredPlayerSession #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c DesiredPlayerSession #

toConstr :: DesiredPlayerSession -> Constr #

dataTypeOf :: DesiredPlayerSession -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c DesiredPlayerSession) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c DesiredPlayerSession) #

gmapT :: (forall b. Data b => b -> b) -> DesiredPlayerSession -> DesiredPlayerSession #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> DesiredPlayerSession -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> DesiredPlayerSession -> r #

gmapQ :: (forall d. Data d => d -> u) -> DesiredPlayerSession -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> DesiredPlayerSession -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> DesiredPlayerSession -> m DesiredPlayerSession #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> DesiredPlayerSession -> m DesiredPlayerSession #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> DesiredPlayerSession -> m DesiredPlayerSession #

Read DesiredPlayerSession # 
Show DesiredPlayerSession # 
Generic DesiredPlayerSession # 
Hashable DesiredPlayerSession # 
ToJSON DesiredPlayerSession # 
NFData DesiredPlayerSession # 

Methods

rnf :: DesiredPlayerSession -> () #

type Rep DesiredPlayerSession # 
type Rep DesiredPlayerSession = D1 * (MetaData "DesiredPlayerSession" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "DesiredPlayerSession'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_dpsPlayerData") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_dpsPlayerId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))

desiredPlayerSession :: DesiredPlayerSession #

Creates a value of DesiredPlayerSession with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • dpsPlayerData - Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
  • dpsPlayerId - Unique identifier for a player to associate with the player session.

dpsPlayerData :: Lens' DesiredPlayerSession (Maybe Text) #

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

dpsPlayerId :: Lens' DesiredPlayerSession (Maybe Text) #

Unique identifier for a player to associate with the player session.

EC2InstanceCounts

data EC2InstanceCounts #

Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.

Fleet-related operations include:

  • CreateFleet
  • ListFleets
  • DeleteFleet
  • Describe fleets:
  • DescribeFleetAttributes
  • DescribeFleetCapacity
  • DescribeFleetPortSettings
  • DescribeFleetUtilization
  • DescribeRuntimeConfiguration
  • DescribeEC2InstanceLimits
  • DescribeFleetEvents
  • Update fleets:
  • UpdateFleetAttributes
  • UpdateFleetCapacity
  • UpdateFleetPortSettings
  • UpdateRuntimeConfiguration
  • Manage fleet actions:
  • StartFleetActions
  • StopFleetActions

See: ec2InstanceCounts smart constructor.

Instances

Eq EC2InstanceCounts # 
Data EC2InstanceCounts # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> EC2InstanceCounts -> c EC2InstanceCounts #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c EC2InstanceCounts #

toConstr :: EC2InstanceCounts -> Constr #

dataTypeOf :: EC2InstanceCounts -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c EC2InstanceCounts) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c EC2InstanceCounts) #

gmapT :: (forall b. Data b => b -> b) -> EC2InstanceCounts -> EC2InstanceCounts #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> EC2InstanceCounts -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> EC2InstanceCounts -> r #

gmapQ :: (forall d. Data d => d -> u) -> EC2InstanceCounts -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> EC2InstanceCounts -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> EC2InstanceCounts -> m EC2InstanceCounts #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> EC2InstanceCounts -> m EC2InstanceCounts #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> EC2InstanceCounts -> m EC2InstanceCounts #

Read EC2InstanceCounts # 
Show EC2InstanceCounts # 
Generic EC2InstanceCounts # 
Hashable EC2InstanceCounts # 
FromJSON EC2InstanceCounts # 
NFData EC2InstanceCounts # 

Methods

rnf :: EC2InstanceCounts -> () #

type Rep EC2InstanceCounts # 

ec2InstanceCounts :: EC2InstanceCounts #

Creates a value of EC2InstanceCounts with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • eicIdLE - Number of active instances in the fleet that are not currently hosting a game session.
  • eicTERMINATING - Number of instances in the fleet that are no longer active but haven't yet been terminated.
  • eicPENDING - Number of instances in the fleet that are starting but not yet active.
  • eicMAXIMUM - Maximum value allowed for the fleet's instance count.
  • eicDESIRED - Ideal number of active instances in the fleet.
  • eicMINIMUM - Minimum value allowed for the fleet's instance count.
  • eicACTIVE - Actual number of active instances in the fleet.

eicIdLE :: Lens' EC2InstanceCounts (Maybe Natural) #

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

eicTERMINATING :: Lens' EC2InstanceCounts (Maybe Natural) #

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

eicPENDING :: Lens' EC2InstanceCounts (Maybe Natural) #

Number of instances in the fleet that are starting but not yet active.

eicMAXIMUM :: Lens' EC2InstanceCounts (Maybe Natural) #

Maximum value allowed for the fleet's instance count.

eicDESIRED :: Lens' EC2InstanceCounts (Maybe Natural) #

Ideal number of active instances in the fleet.

eicMINIMUM :: Lens' EC2InstanceCounts (Maybe Natural) #

Minimum value allowed for the fleet's instance count.

eicACTIVE :: Lens' EC2InstanceCounts (Maybe Natural) #

Actual number of active instances in the fleet.

EC2InstanceLimit

data EC2InstanceLimit #

Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits .

See: ec2InstanceLimit smart constructor.

Instances

Eq EC2InstanceLimit # 
Data EC2InstanceLimit # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> EC2InstanceLimit -> c EC2InstanceLimit #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c EC2InstanceLimit #

toConstr :: EC2InstanceLimit -> Constr #

dataTypeOf :: EC2InstanceLimit -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c EC2InstanceLimit) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c EC2InstanceLimit) #

gmapT :: (forall b. Data b => b -> b) -> EC2InstanceLimit -> EC2InstanceLimit #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> EC2InstanceLimit -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> EC2InstanceLimit -> r #

gmapQ :: (forall d. Data d => d -> u) -> EC2InstanceLimit -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> EC2InstanceLimit -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> EC2InstanceLimit -> m EC2InstanceLimit #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> EC2InstanceLimit -> m EC2InstanceLimit #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> EC2InstanceLimit -> m EC2InstanceLimit #

Read EC2InstanceLimit # 
Show EC2InstanceLimit # 
Generic EC2InstanceLimit # 
Hashable EC2InstanceLimit # 
FromJSON EC2InstanceLimit # 
NFData EC2InstanceLimit # 

Methods

rnf :: EC2InstanceLimit -> () #

type Rep EC2InstanceLimit # 
type Rep EC2InstanceLimit = D1 * (MetaData "EC2InstanceLimit" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "EC2InstanceLimit'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_eilEC2InstanceType") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe EC2InstanceType))) ((:*:) * (S1 * (MetaSel (Just Symbol "_eilCurrentInstances") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) (S1 * (MetaSel (Just Symbol "_eilInstanceLimit") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))))))

ec2InstanceLimit :: EC2InstanceLimit #

Creates a value of EC2InstanceLimit with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • eilEC2InstanceType - Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
  • eilCurrentInstances - Number of instances of the specified type that are currently in use by this AWS account.
  • eilInstanceLimit - Number of instances allowed.

eilEC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType) #

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

eilCurrentInstances :: Lens' EC2InstanceLimit (Maybe Natural) #

Number of instances of the specified type that are currently in use by this AWS account.

eilInstanceLimit :: Lens' EC2InstanceLimit (Maybe Natural) #

Number of instances allowed.

Event

data Event #

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

See: event smart constructor.

Instances

Eq Event # 

Methods

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

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

Data Event # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> Event -> c Event #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c Event #

toConstr :: Event -> Constr #

dataTypeOf :: Event -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c Event) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c Event) #

gmapT :: (forall b. Data b => b -> b) -> Event -> Event #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> Event -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> Event -> r #

gmapQ :: (forall d. Data d => d -> u) -> Event -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> Event -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> Event -> m Event #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> Event -> m Event #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> Event -> m Event #

Read Event # 
Show Event # 

Methods

showsPrec :: Int -> Event -> ShowS #

show :: Event -> String #

showList :: [Event] -> ShowS #

Generic Event # 

Associated Types

type Rep Event :: * -> * #

Methods

from :: Event -> Rep Event x #

to :: Rep Event x -> Event #

Hashable Event # 

Methods

hashWithSalt :: Int -> Event -> Int #

hash :: Event -> Int #

FromJSON Event # 
NFData Event # 

Methods

rnf :: Event -> () #

type Rep Event # 

event :: Event #

Creates a value of Event with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • eResourceId - Unique identifier for an event resource, such as a fleet ID.
  • ePreSignedLogURL - Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.
  • eEventTime - Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • eMessage - Additional information related to the event.
  • eEventCode - Type of event being logged. The following events are currently in use: Fleet creation events: * FLEET_CREATED -- A fleet record was successfully created with a status of NEW . Event messaging includes the fleet ID. * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING . The compressed build has started downloading to a fleet instance for installation. * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl . * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the Amazon GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl . * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the Amazon GameLift is now verifying that the game server launch paths, which are specified in the fleet's run-time configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl . * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING . * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance. * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING . * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance. * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING . * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service. * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE . The fleet is now ready to host game sessions. VPC peering events: * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections ) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. 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.
  • eEventId - Unique identifier for a fleet event.

eResourceId :: Lens' Event (Maybe Text) #

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

ePreSignedLogURL :: Lens' Event (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 Amazon GameLift console.

eEventTime :: Lens' Event (Maybe UTCTime) #

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

eMessage :: Lens' Event (Maybe Text) #

Additional information related to the event.

eEventCode :: Lens' Event (Maybe EventCode) #

Type of event being logged. The following events are currently in use: Fleet creation events: * FLEET_CREATED -- A fleet record was successfully created with a status of NEW . Event messaging includes the fleet ID. * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING . The compressed build has started downloading to a fleet instance for installation. * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl . * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the Amazon GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl . * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the Amazon GameLift is now verifying that the game server launch paths, which are specified in the fleet's run-time configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl . * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING . * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance. * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING . * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance. * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING . * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service. * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE . The fleet is now ready to host game sessions. VPC peering events: * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see DescribeVpcPeeringConnections ) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. Spot instance events: * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification. 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.

eEventId :: Lens' Event (Maybe Text) #

Unique identifier for a fleet event.

FleetAttributes

data FleetAttributes #

General properties describing a fleet.

Fleet-related operations include:

  • CreateFleet
  • ListFleets
  • DeleteFleet
  • Describe fleets:
  • DescribeFleetAttributes
  • DescribeFleetCapacity
  • DescribeFleetPortSettings
  • DescribeFleetUtilization
  • DescribeRuntimeConfiguration
  • DescribeEC2InstanceLimits
  • DescribeFleetEvents
  • Update fleets:
  • UpdateFleetAttributes
  • UpdateFleetCapacity
  • UpdateFleetPortSettings
  • UpdateRuntimeConfiguration
  • Manage fleet actions:
  • StartFleetActions
  • StopFleetActions

See: fleetAttributes smart constructor.

Instances

Eq FleetAttributes # 
Data FleetAttributes # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> FleetAttributes -> c FleetAttributes #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c FleetAttributes #

toConstr :: FleetAttributes -> Constr #

dataTypeOf :: FleetAttributes -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c FleetAttributes) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c FleetAttributes) #

gmapT :: (forall b. Data b => b -> b) -> FleetAttributes -> FleetAttributes #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> FleetAttributes -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> FleetAttributes -> r #

gmapQ :: (forall d. Data d => d -> u) -> FleetAttributes -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> FleetAttributes -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> FleetAttributes -> m FleetAttributes #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetAttributes -> m FleetAttributes #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetAttributes -> m FleetAttributes #

Read FleetAttributes # 
Show FleetAttributes # 
Generic FleetAttributes # 
Hashable FleetAttributes # 
FromJSON FleetAttributes # 
NFData FleetAttributes # 

Methods

rnf :: FleetAttributes -> () #

type Rep FleetAttributes # 
type Rep FleetAttributes = D1 * (MetaData "FleetAttributes" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "FleetAttributes'" PrefixI True) ((:*:) * ((:*:) * ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_faCreationTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX))) (S1 * (MetaSel (Just Symbol "_faStatus") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe FleetStatus)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_faServerLaunchParameters") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_faLogPaths") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [Text]))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_faOperatingSystem") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe OperatingSystem))) (S1 * (MetaSel (Just Symbol "_faBuildId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_faFleetARN") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) ((:*:) * (S1 * (MetaSel (Just Symbol "_faFleetType") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe FleetType))) (S1 * (MetaSel (Just Symbol "_faTerminationTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX))))))) ((:*:) * ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_faInstanceType") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe EC2InstanceType))) (S1 * (MetaSel (Just Symbol "_faStoppedActions") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe (List1 FleetAction))))) ((:*:) * (S1 * (MetaSel (Just Symbol "_faNewGameSessionProtectionPolicy") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe ProtectionPolicy))) (S1 * (MetaSel (Just Symbol "_faName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_faServerLaunchPath") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_faMetricGroups") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [Text])))) ((:*:) * (S1 * (MetaSel (Just Symbol "_faFleetId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) ((:*:) * (S1 * (MetaSel (Just Symbol "_faDescription") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_faResourceCreationLimitPolicy") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe ResourceCreationLimitPolicy)))))))))

fleetAttributes :: FleetAttributes #

Creates a value of FleetAttributes with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • faCreationTime - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • faStatus - Current status of the fleet. Possible fleet statuses include the following: * NEW -- A new fleet has been defined and desired instances is set to 1. * DOWNLOADINGVALIDATINGBUILDING/ACTIVATING -- Amazon GameLift is setting up the new fleet, creating new instances with the game build and starting server processes. * ACTIVE -- Hosts can now accept game sessions. * ERROR -- An error occurred when downloading, validating, building, or activating the fleet. * DELETING -- Hosts are responding to a delete fleet request. * TERMINATED -- The fleet no longer exists.
  • faServerLaunchParameters - Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration .
  • faLogPaths - Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide . If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:gamelogs (for Windows) or localgame/logs (for Linux). Use the Amazon GameLift console to access stored logs.
  • faOperatingSystem - Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.
  • faBuildId - Unique identifier for a build.
  • faFleetARN - Identifier for a fleet that is unique across all regions.
  • faFleetType - Indicates whether the fleet uses on-demand or spot instances. A spot instance in use may be interrupted with a two-minute notification.
  • faTerminationTime - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • faInstanceType - EC2 instance type indicating the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.
  • faStoppedActions - List of fleet actions that have been suspended using StopFleetActions . This includes auto-scaling.
  • faNewGameSessionProtectionPolicy - Type of game session protection to set for all new instances started in the fleet. * NoProtection -- The game session can be terminated during a scale-down event. * FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
  • faName - Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
  • faServerLaunchPath - Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration .
  • faMetricGroups - Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.
  • faFleetId - Unique identifier for a fleet.
  • faDescription - Human-readable description of the fleet.
  • faResourceCreationLimitPolicy - Fleet policy to limit the number of game sessions an individual player can create over a span of time.

faCreationTime :: Lens' FleetAttributes (Maybe UTCTime) #

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

faStatus :: Lens' FleetAttributes (Maybe FleetStatus) #

Current status of the fleet. Possible fleet statuses include the following: * NEW -- A new fleet has been defined and desired instances is set to 1. * DOWNLOADINGVALIDATINGBUILDING/ACTIVATING -- Amazon GameLift is setting up the new fleet, creating new instances with the game build and starting server processes. * ACTIVE -- Hosts can now accept game sessions. * ERROR -- An error occurred when downloading, validating, building, or activating the fleet. * DELETING -- Hosts are responding to a delete fleet request. * TERMINATED -- The fleet no longer exists.

faServerLaunchParameters :: Lens' FleetAttributes (Maybe Text) #

Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration .

faLogPaths :: Lens' FleetAttributes [Text] #

Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide . If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:gamelogs (for Windows) or localgame/logs (for Linux). Use the Amazon GameLift console to access stored logs.

faOperatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem) #

Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.

faBuildId :: Lens' FleetAttributes (Maybe Text) #

Unique identifier for a build.

faFleetARN :: Lens' FleetAttributes (Maybe Text) #

Identifier for a fleet that is unique across all regions.

faFleetType :: Lens' FleetAttributes (Maybe FleetType) #

Indicates whether the fleet uses on-demand or spot instances. A spot instance in use may be interrupted with a two-minute notification.

faTerminationTime :: Lens' FleetAttributes (Maybe UTCTime) #

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

faInstanceType :: Lens' FleetAttributes (Maybe EC2InstanceType) #

EC2 instance type indicating the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.

faStoppedActions :: Lens' FleetAttributes (Maybe (NonEmpty FleetAction)) #

List of fleet actions that have been suspended using StopFleetActions . This includes auto-scaling.

faNewGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy) #

Type of game session protection to set for all new instances started in the fleet. * NoProtection -- The game session can be terminated during a scale-down event. * FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

faName :: Lens' FleetAttributes (Maybe Text) #

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

faServerLaunchPath :: Lens' FleetAttributes (Maybe Text) #

Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration .

faMetricGroups :: Lens' FleetAttributes [Text] #

Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.

faFleetId :: Lens' FleetAttributes (Maybe Text) #

Unique identifier for a fleet.

faDescription :: Lens' FleetAttributes (Maybe Text) #

Human-readable description of the fleet.

faResourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy) #

Fleet policy to limit the number of game sessions an individual player can create over a span of time.

FleetCapacity

data FleetCapacity #

Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.

Fleet-related operations include:

  • CreateFleet
  • ListFleets
  • DeleteFleet
  • Describe fleets:
  • DescribeFleetAttributes
  • DescribeFleetCapacity
  • DescribeFleetPortSettings
  • DescribeFleetUtilization
  • DescribeRuntimeConfiguration
  • DescribeEC2InstanceLimits
  • DescribeFleetEvents
  • Update fleets:
  • UpdateFleetAttributes
  • UpdateFleetCapacity
  • UpdateFleetPortSettings
  • UpdateRuntimeConfiguration
  • Manage fleet actions:
  • StartFleetActions
  • StopFleetActions

See: fleetCapacity smart constructor.

Instances

Eq FleetCapacity # 
Data FleetCapacity # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> FleetCapacity -> c FleetCapacity #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c FleetCapacity #

toConstr :: FleetCapacity -> Constr #

dataTypeOf :: FleetCapacity -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c FleetCapacity) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c FleetCapacity) #

gmapT :: (forall b. Data b => b -> b) -> FleetCapacity -> FleetCapacity #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> FleetCapacity -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> FleetCapacity -> r #

gmapQ :: (forall d. Data d => d -> u) -> FleetCapacity -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> FleetCapacity -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> FleetCapacity -> m FleetCapacity #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetCapacity -> m FleetCapacity #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetCapacity -> m FleetCapacity #

Read FleetCapacity # 
Show FleetCapacity # 
Generic FleetCapacity # 

Associated Types

type Rep FleetCapacity :: * -> * #

Hashable FleetCapacity # 
FromJSON FleetCapacity # 
NFData FleetCapacity # 

Methods

rnf :: FleetCapacity -> () #

type Rep FleetCapacity # 
type Rep FleetCapacity = D1 * (MetaData "FleetCapacity" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "FleetCapacity'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_fcInstanceType") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe EC2InstanceType))) ((:*:) * (S1 * (MetaSel (Just Symbol "_fcFleetId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_fcInstanceCounts") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe EC2InstanceCounts))))))

fleetCapacity :: FleetCapacity #

Creates a value of FleetCapacity with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • fcInstanceType - Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
  • fcFleetId - Unique identifier for a fleet.
  • fcInstanceCounts - Current status of fleet capacity.

fcInstanceType :: Lens' FleetCapacity (Maybe EC2InstanceType) #

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

fcFleetId :: Lens' FleetCapacity (Maybe Text) #

Unique identifier for a fleet.

fcInstanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts) #

Current status of fleet capacity.

FleetUtilization

data FleetUtilization #

Current status of fleet utilization, including the number of game and player sessions being hosted.

Fleet-related operations include:

  • CreateFleet
  • ListFleets
  • DeleteFleet
  • Describe fleets:
  • DescribeFleetAttributes
  • DescribeFleetCapacity
  • DescribeFleetPortSettings
  • DescribeFleetUtilization
  • DescribeRuntimeConfiguration
  • DescribeEC2InstanceLimits
  • DescribeFleetEvents
  • Update fleets:
  • UpdateFleetAttributes
  • UpdateFleetCapacity
  • UpdateFleetPortSettings
  • UpdateRuntimeConfiguration
  • Manage fleet actions:
  • StartFleetActions
  • StopFleetActions

See: fleetUtilization smart constructor.

Instances

Eq FleetUtilization # 
Data FleetUtilization # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> FleetUtilization -> c FleetUtilization #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c FleetUtilization #

toConstr :: FleetUtilization -> Constr #

dataTypeOf :: FleetUtilization -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c FleetUtilization) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c FleetUtilization) #

gmapT :: (forall b. Data b => b -> b) -> FleetUtilization -> FleetUtilization #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> FleetUtilization -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> FleetUtilization -> r #

gmapQ :: (forall d. Data d => d -> u) -> FleetUtilization -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> FleetUtilization -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> FleetUtilization -> m FleetUtilization #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetUtilization -> m FleetUtilization #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> FleetUtilization -> m FleetUtilization #

Read FleetUtilization # 
Show FleetUtilization # 
Generic FleetUtilization # 
Hashable FleetUtilization # 
FromJSON FleetUtilization # 
NFData FleetUtilization # 

Methods

rnf :: FleetUtilization -> () #

type Rep FleetUtilization # 
type Rep FleetUtilization = D1 * (MetaData "FleetUtilization" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "FleetUtilization'" PrefixI True) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_fuActiveGameSessionCount") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) (S1 * (MetaSel (Just Symbol "_fuMaximumPlayerSessionCount") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_fuCurrentPlayerSessionCount") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) ((:*:) * (S1 * (MetaSel (Just Symbol "_fuFleetId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_fuActiveServerProcessCount") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat)))))))

fleetUtilization :: FleetUtilization #

Creates a value of FleetUtilization with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

fuActiveGameSessionCount :: Lens' FleetUtilization (Maybe Natural) #

Number of active game sessions currently being hosted on all instances in the fleet.

fuMaximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) #

Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.

fuCurrentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) #

Number of active player sessions currently being hosted on all instances in the fleet.

fuFleetId :: Lens' FleetUtilization (Maybe Text) #

Unique identifier for a fleet.

fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural) #

Number of server processes in an ACTIVE status currently running across all instances in the fleet

GameProperty

data GameProperty #

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

See: gameProperty smart constructor.

Instances

Eq GameProperty # 
Data GameProperty # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameProperty -> c GameProperty #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameProperty #

toConstr :: GameProperty -> Constr #

dataTypeOf :: GameProperty -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameProperty) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameProperty) #

gmapT :: (forall b. Data b => b -> b) -> GameProperty -> GameProperty #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameProperty -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameProperty -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameProperty -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameProperty -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameProperty -> m GameProperty #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameProperty -> m GameProperty #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameProperty -> m GameProperty #

Read GameProperty # 
Show GameProperty # 
Generic GameProperty # 

Associated Types

type Rep GameProperty :: * -> * #

Hashable GameProperty # 
ToJSON GameProperty # 
FromJSON GameProperty # 
NFData GameProperty # 

Methods

rnf :: GameProperty -> () #

type Rep GameProperty # 
type Rep GameProperty = D1 * (MetaData "GameProperty" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "GameProperty'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_gpKey") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * Text)) (S1 * (MetaSel (Just Symbol "_gpValue") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * Text))))

gameProperty #

Creates a value of GameProperty with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • gpKey - Game property identifier.
  • gpValue - Game property value.

gpKey :: Lens' GameProperty Text #

Game property identifier.

gpValue :: Lens' GameProperty Text #

Game property value.

GameSession

data GameSession #

Properties describing a game session.

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

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

Game-session-related operations include:

  • CreateGameSession
  • DescribeGameSessions
  • DescribeGameSessionDetails
  • SearchGameSessions
  • UpdateGameSession
  • GetGameSessionLogUrl
  • Game session placements
  • StartGameSessionPlacement
  • DescribeGameSessionPlacement
  • StopGameSessionPlacement

See: gameSession smart constructor.

Instances

Eq GameSession # 
Data GameSession # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameSession -> c GameSession #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameSession #

toConstr :: GameSession -> Constr #

dataTypeOf :: GameSession -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameSession) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameSession) #

gmapT :: (forall b. Data b => b -> b) -> GameSession -> GameSession #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameSession -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameSession -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameSession -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameSession -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameSession -> m GameSession #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSession -> m GameSession #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSession -> m GameSession #

Read GameSession # 
Show GameSession # 
Generic GameSession # 

Associated Types

type Rep GameSession :: * -> * #

Hashable GameSession # 
FromJSON GameSession # 
NFData GameSession # 

Methods

rnf :: GameSession -> () #

type Rep GameSession # 
type Rep GameSession = D1 * (MetaData "GameSession" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "GameSession'" PrefixI True) ((:*:) * ((:*:) * ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gsCreationTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX))) (S1 * (MetaSel (Just Symbol "_gsStatus") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe GameSessionStatus)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gsGameProperties") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [GameProperty]))) (S1 * (MetaSel (Just Symbol "_gsIPAddress") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gsGameSessionId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_gsMatchmakerData") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gsMaximumPlayerSessionCount") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) (S1 * (MetaSel (Just Symbol "_gsTerminationTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX)))))) ((:*:) * ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gsPlayerSessionCreationPolicy") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe PlayerSessionCreationPolicy))) (S1 * (MetaSel (Just Symbol "_gsName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gsCurrentPlayerSessionCount") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) (S1 * (MetaSel (Just Symbol "_gsStatusReason") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe GameSessionStatusReason))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gsGameSessionData") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_gsFleetId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gsCreatorId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_gsPort") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))))))))

gameSession :: GameSession #

Creates a value of GameSession with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • gsCreationTime - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • gsStatus - Current status of the game session. A game session must have an ACTIVE status to have player sessions.
  • gsGameProperties - Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session ). You can search for active game sessions based on this custom data with SearchGameSessions .
  • gsIPAddress - IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
  • gsGameSessionId - Unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:region::gamesessionIDID string or idempotency token .
  • gsMatchmakerData - 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 ).
  • gsMaximumPlayerSessionCount - Maximum number of players that can be connected simultaneously to the game session.
  • gsTerminationTime - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • gsPlayerSessionCreationPolicy - Indicates whether or not the game session is accepting new players.
  • gsName - Descriptive label that is associated with a game session. Session names do not need to be unique.
  • gsCurrentPlayerSessionCount - Number of players currently in the game session.
  • gsStatusReason - 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.
  • gsGameSessionData - 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 ).
  • gsFleetId - Unique identifier for a fleet that the game session is running on.
  • gsCreatorId - Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
  • gsPort - Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

gsCreationTime :: Lens' GameSession (Maybe UTCTime) #

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

gsStatus :: Lens' GameSession (Maybe GameSessionStatus) #

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

gsGameProperties :: Lens' GameSession [GameProperty] #

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session ). You can search for active game sessions based on this custom data with SearchGameSessions .

gsIPAddress :: Lens' GameSession (Maybe Text) #

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

gsGameSessionId :: Lens' GameSession (Maybe Text) #

Unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:region::gamesessionIDID string or idempotency token .

gsMatchmakerData :: Lens' GameSession (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 ).

gsMaximumPlayerSessionCount :: Lens' GameSession (Maybe Natural) #

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

gsTerminationTime :: Lens' GameSession (Maybe UTCTime) #

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

gsPlayerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy) #

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

gsName :: Lens' GameSession (Maybe Text) #

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

gsCurrentPlayerSessionCount :: Lens' GameSession (Maybe Natural) #

Number of players currently in the game session.

gsStatusReason :: Lens' GameSession (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.

gsGameSessionData :: Lens' GameSession (Maybe Text) #

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 ).

gsFleetId :: Lens' GameSession (Maybe Text) #

Unique identifier for a fleet that the game session is running on.

gsCreatorId :: Lens' GameSession (Maybe Text) #

Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.

gsPort :: Lens' GameSession (Maybe Natural) #

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

GameSessionConnectionInfo

data GameSessionConnectionInfo #

Connection information for the new game session that is created with matchmaking. (with StartMatchmaking ). Once a match is set, the FlexMatch engine places the match and creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the MatchmakingTicket , which can be retrieved by calling DescribeMatchmaking .

See: gameSessionConnectionInfo smart constructor.

Instances

Eq GameSessionConnectionInfo # 
Data GameSessionConnectionInfo # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameSessionConnectionInfo -> c GameSessionConnectionInfo #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameSessionConnectionInfo #

toConstr :: GameSessionConnectionInfo -> Constr #

dataTypeOf :: GameSessionConnectionInfo -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameSessionConnectionInfo) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameSessionConnectionInfo) #

gmapT :: (forall b. Data b => b -> b) -> GameSessionConnectionInfo -> GameSessionConnectionInfo #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionConnectionInfo -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionConnectionInfo -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameSessionConnectionInfo -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameSessionConnectionInfo -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameSessionConnectionInfo -> m GameSessionConnectionInfo #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionConnectionInfo -> m GameSessionConnectionInfo #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionConnectionInfo -> m GameSessionConnectionInfo #

Read GameSessionConnectionInfo # 
Show GameSessionConnectionInfo # 
Generic GameSessionConnectionInfo # 
Hashable GameSessionConnectionInfo # 
FromJSON GameSessionConnectionInfo # 
NFData GameSessionConnectionInfo # 
type Rep GameSessionConnectionInfo # 
type Rep GameSessionConnectionInfo = D1 * (MetaData "GameSessionConnectionInfo" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "GameSessionConnectionInfo'" PrefixI True) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gsciMatchedPlayerSessions") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [MatchedPlayerSession]))) (S1 * (MetaSel (Just Symbol "_gsciIPAddress") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gsciGameSessionARN") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_gsciPort") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))))))

gameSessionConnectionInfo :: GameSessionConnectionInfo #

Creates a value of GameSessionConnectionInfo with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • gsciMatchedPlayerSessions - Collection of player session IDs, one for each player ID that was included in the original matchmaking request.
  • gsciIPAddress - IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
  • gsciGameSessionARN - Amazon Resource Name (ARN ) that is assigned to a game session and uniquely identifies it.
  • gsciPort - Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

gsciMatchedPlayerSessions :: Lens' GameSessionConnectionInfo [MatchedPlayerSession] #

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

gsciIPAddress :: Lens' GameSessionConnectionInfo (Maybe Text) #

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

gsciGameSessionARN :: Lens' GameSessionConnectionInfo (Maybe Text) #

Amazon Resource Name (ARN ) that is assigned to a game session and uniquely identifies it.

gsciPort :: Lens' GameSessionConnectionInfo (Maybe Natural) #

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

GameSessionDetail

data GameSessionDetail #

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

See: gameSessionDetail smart constructor.

Instances

Eq GameSessionDetail # 
Data GameSessionDetail # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameSessionDetail -> c GameSessionDetail #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameSessionDetail #

toConstr :: GameSessionDetail -> Constr #

dataTypeOf :: GameSessionDetail -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameSessionDetail) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameSessionDetail) #

gmapT :: (forall b. Data b => b -> b) -> GameSessionDetail -> GameSessionDetail #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionDetail -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionDetail -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameSessionDetail -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameSessionDetail -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameSessionDetail -> m GameSessionDetail #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionDetail -> m GameSessionDetail #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionDetail -> m GameSessionDetail #

Read GameSessionDetail # 
Show GameSessionDetail # 
Generic GameSessionDetail # 
Hashable GameSessionDetail # 
FromJSON GameSessionDetail # 
NFData GameSessionDetail # 

Methods

rnf :: GameSessionDetail -> () #

type Rep GameSessionDetail # 
type Rep GameSessionDetail = D1 * (MetaData "GameSessionDetail" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "GameSessionDetail'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_gsdGameSession") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe GameSession))) (S1 * (MetaSel (Just Symbol "_gsdProtectionPolicy") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe ProtectionPolicy)))))

gameSessionDetail :: GameSessionDetail #

Creates a value of GameSessionDetail with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • gsdGameSession - Object that describes a game session.
  • gsdProtectionPolicy - Current status of protection for the game session. * NoProtection -- The game session can be terminated during a scale-down event. * FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

gsdGameSession :: Lens' GameSessionDetail (Maybe GameSession) #

Object that describes a game session.

gsdProtectionPolicy :: Lens' GameSessionDetail (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.

GameSessionPlacement

data GameSessionPlacement #

Object that describes a StartGameSessionPlacement request. This object includes the full details of the original request plus the current status and start/end time stamps.

Game session placement-related operations include:

  • StartGameSessionPlacement
  • DescribeGameSessionPlacement
  • StopGameSessionPlacement

See: gameSessionPlacement smart constructor.

Instances

Eq GameSessionPlacement # 
Data GameSessionPlacement # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameSessionPlacement -> c GameSessionPlacement #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameSessionPlacement #

toConstr :: GameSessionPlacement -> Constr #

dataTypeOf :: GameSessionPlacement -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameSessionPlacement) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameSessionPlacement) #

gmapT :: (forall b. Data b => b -> b) -> GameSessionPlacement -> GameSessionPlacement #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionPlacement -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionPlacement -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameSessionPlacement -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameSessionPlacement -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameSessionPlacement -> m GameSessionPlacement #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionPlacement -> m GameSessionPlacement #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionPlacement -> m GameSessionPlacement #

Read GameSessionPlacement # 
Show GameSessionPlacement # 
Generic GameSessionPlacement # 
Hashable GameSessionPlacement # 
FromJSON GameSessionPlacement # 
NFData GameSessionPlacement # 

Methods

rnf :: GameSessionPlacement -> () #

type Rep GameSessionPlacement # 
type Rep GameSessionPlacement = D1 * (MetaData "GameSessionPlacement" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "GameSessionPlacement'" PrefixI True) ((:*:) * ((:*:) * ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gspStatus") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe GameSessionPlacementState))) (S1 * (MetaSel (Just Symbol "_gspPlacementId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gspGameProperties") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [GameProperty]))) (S1 * (MetaSel (Just Symbol "_gspIPAddress") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gspGameSessionName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_gspStartTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gspGameSessionId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_gspGameSessionRegion") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))) ((:*:) * ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gspMatchmakerData") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_gspMaximumPlayerSessionCount") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gspEndTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX))) (S1 * (MetaSel (Just Symbol "_gspGameSessionARN") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gspPlayerLatencies") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [PlayerLatency]))) (S1 * (MetaSel (Just Symbol "_gspGameSessionData") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gspGameSessionQueueName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gspPlacedPlayerSessions") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [PlacedPlayerSession]))) (S1 * (MetaSel (Just Symbol "_gspPort") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat)))))))))

gameSessionPlacement :: GameSessionPlacement #

Creates a value of GameSessionPlacement with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • gspStatus - Current status of the game session placement request. * PENDING -- The placement request is currently in the queue waiting to be processed. * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values for GameSessionArn and GameSessionRegion are available. * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement . * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.
  • gspPlacementId - Unique identifier for a game session placement.
  • gspGameProperties - Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session ).
  • gspIPAddress - IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED ).
  • gspGameSessionName - Descriptive label that is associated with a game session. Session names do not need to be unique.
  • gspStartTime - Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • gspGameSessionId - Unique identifier for the game session. This value is set once the new game session is placed (placement status is FULFILLED ).
  • gspGameSessionRegion - Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED ).
  • gspMatchmakerData - 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 .
  • gspMaximumPlayerSessionCount - Maximum number of players that can be connected simultaneously to the game session.
  • gspEndTime - Time stamp indicating when this request was completed, canceled, or timed out.
  • gspGameSessionARN - Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED ). This identifier is unique across all regions. You can use this value as a GameSessionId value as needed.
  • gspPlayerLatencies - Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.
  • gspGameSessionData - Set of 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 ).
  • gspGameSessionQueueName - Descriptive label that is associated with game session queue. Queue names must be unique within each region.
  • gspPlacedPlayerSessions - Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED ). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.
  • gspPort - Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED ).

gspStatus :: Lens' GameSessionPlacement (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 with a call to StopGameSessionPlacement . * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.

gspPlacementId :: Lens' GameSessionPlacement (Maybe Text) #

Unique identifier for a game session placement.

gspGameProperties :: Lens' GameSessionPlacement [GameProperty] #

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session ).

gspIPAddress :: Lens' GameSessionPlacement (Maybe Text) #

IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED ).

gspGameSessionName :: Lens' GameSessionPlacement (Maybe Text) #

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

gspStartTime :: Lens' GameSessionPlacement (Maybe UTCTime) #

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

gspGameSessionId :: Lens' GameSessionPlacement (Maybe Text) #

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

gspGameSessionRegion :: Lens' GameSessionPlacement (Maybe Text) #

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 ).

gspMatchmakerData :: Lens' GameSessionPlacement (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 .

gspMaximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural) #

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

gspEndTime :: Lens' GameSessionPlacement (Maybe UTCTime) #

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

gspGameSessionARN :: Lens' GameSessionPlacement (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.

gspPlayerLatencies :: Lens' GameSessionPlacement [PlayerLatency] #

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.

gspGameSessionData :: Lens' GameSessionPlacement (Maybe Text) #

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 ).

gspGameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text) #

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

gspPlacedPlayerSessions :: Lens' GameSessionPlacement [PlacedPlayerSession] #

Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is FULFILLED ). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the player session ID.

gspPort :: Lens' GameSessionPlacement (Maybe Natural) #

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED ).

GameSessionQueue

data GameSessionQueue #

Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:

  • The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.
  • The length of time that placement requests can wait in the queue before timing out.
  • A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.

Queue-related operations include:

  • CreateGameSessionQueue
  • DescribeGameSessionQueues
  • UpdateGameSessionQueue
  • DeleteGameSessionQueue

See: gameSessionQueue smart constructor.

Instances

Eq GameSessionQueue # 
Data GameSessionQueue # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameSessionQueue -> c GameSessionQueue #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameSessionQueue #

toConstr :: GameSessionQueue -> Constr #

dataTypeOf :: GameSessionQueue -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameSessionQueue) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameSessionQueue) #

gmapT :: (forall b. Data b => b -> b) -> GameSessionQueue -> GameSessionQueue #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionQueue -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionQueue -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameSessionQueue -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameSessionQueue -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameSessionQueue -> m GameSessionQueue #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionQueue -> m GameSessionQueue #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionQueue -> m GameSessionQueue #

Read GameSessionQueue # 
Show GameSessionQueue # 
Generic GameSessionQueue # 
Hashable GameSessionQueue # 
FromJSON GameSessionQueue # 
NFData GameSessionQueue # 

Methods

rnf :: GameSessionQueue -> () #

type Rep GameSessionQueue # 
type Rep GameSessionQueue = D1 * (MetaData "GameSessionQueue" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "GameSessionQueue'" PrefixI True) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_gsqGameSessionQueueARN") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_gsqPlayerLatencyPolicies") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [PlayerLatencyPolicy])))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gsqTimeoutInSeconds") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) ((:*:) * (S1 * (MetaSel (Just Symbol "_gsqDestinations") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [GameSessionQueueDestination]))) (S1 * (MetaSel (Just Symbol "_gsqName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))))

gameSessionQueue :: GameSessionQueue #

Creates a value of GameSessionQueue with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • gsqGameSessionQueueARN - Amazon Resource Name (ARN ) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:region::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 .
  • gsqPlayerLatencyPolicies - Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
  • gsqTimeoutInSeconds - Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.
  • gsqDestinations - List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
  • gsqName - Descriptive label that is associated with game session queue. Queue names must be unique within each region.

gsqGameSessionQueueARN :: Lens' GameSessionQueue (Maybe Text) #

Amazon Resource Name (ARN ) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:region::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 .

gsqPlayerLatencyPolicies :: Lens' GameSessionQueue [PlayerLatencyPolicy] #

Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.

gsqTimeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural) #

Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

gsqDestinations :: Lens' GameSessionQueue [GameSessionQueueDestination] #

List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

gsqName :: Lens' GameSessionQueue (Maybe Text) #

Descriptive label that is associated with game session queue. Queue names must be unique within each region.

GameSessionQueueDestination

data GameSessionQueueDestination #

Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue.

Queue-related operations include:

  • CreateGameSessionQueue
  • DescribeGameSessionQueues
  • UpdateGameSessionQueue
  • DeleteGameSessionQueue

See: gameSessionQueueDestination smart constructor.

Instances

Eq GameSessionQueueDestination # 
Data GameSessionQueueDestination # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> GameSessionQueueDestination -> c GameSessionQueueDestination #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c GameSessionQueueDestination #

toConstr :: GameSessionQueueDestination -> Constr #

dataTypeOf :: GameSessionQueueDestination -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c GameSessionQueueDestination) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c GameSessionQueueDestination) #

gmapT :: (forall b. Data b => b -> b) -> GameSessionQueueDestination -> GameSessionQueueDestination #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionQueueDestination -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> GameSessionQueueDestination -> r #

gmapQ :: (forall d. Data d => d -> u) -> GameSessionQueueDestination -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> GameSessionQueueDestination -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> GameSessionQueueDestination -> m GameSessionQueueDestination #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionQueueDestination -> m GameSessionQueueDestination #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> GameSessionQueueDestination -> m GameSessionQueueDestination #

Read GameSessionQueueDestination # 
Show GameSessionQueueDestination # 
Generic GameSessionQueueDestination # 
Hashable GameSessionQueueDestination # 
ToJSON GameSessionQueueDestination # 
FromJSON GameSessionQueueDestination # 
NFData GameSessionQueueDestination # 
type Rep GameSessionQueueDestination # 
type Rep GameSessionQueueDestination = D1 * (MetaData "GameSessionQueueDestination" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" True) (C1 * (MetaCons "GameSessionQueueDestination'" PrefixI True) (S1 * (MetaSel (Just Symbol "_gsqdDestinationARN") NoSourceUnpackedness NoSourceStrictness DecidedLazy) (Rec0 * (Maybe Text))))

gameSessionQueueDestination :: GameSessionQueueDestination #

Creates a value of GameSessionQueueDestination with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • gsqdDestinationARN - Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.

gsqdDestinationARN :: Lens' GameSessionQueueDestination (Maybe Text) #

Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.

IPPermission

data IPPermission #

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on Amazon GameLift. Each game session hosted on a fleet is assigned a unique combination of IP address and port number, which must fall into the fleet's allowed ranges. This combination is included in the GameSession object.

See: ipPermission smart constructor.

Instances

Eq IPPermission # 
Data IPPermission # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> IPPermission -> c IPPermission #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c IPPermission #

toConstr :: IPPermission -> Constr #

dataTypeOf :: IPPermission -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c IPPermission) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c IPPermission) #

gmapT :: (forall b. Data b => b -> b) -> IPPermission -> IPPermission #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> IPPermission -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> IPPermission -> r #

gmapQ :: (forall d. Data d => d -> u) -> IPPermission -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> IPPermission -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> IPPermission -> m IPPermission #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> IPPermission -> m IPPermission #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> IPPermission -> m IPPermission #

Read IPPermission # 
Show IPPermission # 
Generic IPPermission # 

Associated Types

type Rep IPPermission :: * -> * #

Hashable IPPermission # 
ToJSON IPPermission # 
FromJSON IPPermission # 
NFData IPPermission # 

Methods

rnf :: IPPermission -> () #

type Rep IPPermission # 
type Rep IPPermission = D1 * (MetaData "IPPermission" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "IPPermission'" PrefixI True) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_ipFromPort") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * Nat)) (S1 * (MetaSel (Just Symbol "_ipToPort") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * Nat))) ((:*:) * (S1 * (MetaSel (Just Symbol "_ipIPRange") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * Text)) (S1 * (MetaSel (Just Symbol "_ipProtocol") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * IPProtocol)))))

ipPermission #

Creates a value of IPPermission with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • ipFromPort - Starting value for a range of allowed port numbers.
  • ipToPort - Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort .
  • ipIPRange - Range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask] " or optionally the shortened version "0.0.0.0/[subnet mask] ".
  • ipProtocol - Network communication protocol used by the fleet.

ipFromPort :: Lens' IPPermission Natural #

Starting value for a range of allowed port numbers.

ipToPort :: Lens' IPPermission Natural #

Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort .

ipIPRange :: Lens' IPPermission Text #

Range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask] " or optionally the shortened version "0.0.0.0/[subnet mask] ".

ipProtocol :: Lens' IPPermission IPProtocol #

Network communication protocol used by the fleet.

Instance

data Instance #

Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.

See: instance' smart constructor.

Instances

Eq Instance # 
Data Instance # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> Instance -> c Instance #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c Instance #

toConstr :: Instance -> Constr #

dataTypeOf :: Instance -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c Instance) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c Instance) #

gmapT :: (forall b. Data b => b -> b) -> Instance -> Instance #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> Instance -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> Instance -> r #

gmapQ :: (forall d. Data d => d -> u) -> Instance -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> Instance -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> Instance -> m Instance #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> Instance -> m Instance #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> Instance -> m Instance #

Read Instance # 
Show Instance # 
Generic Instance # 

Associated Types

type Rep Instance :: * -> * #

Methods

from :: Instance -> Rep Instance x #

to :: Rep Instance x -> Instance #

Hashable Instance # 

Methods

hashWithSalt :: Int -> Instance -> Int #

hash :: Instance -> Int #

FromJSON Instance # 
NFData Instance # 

Methods

rnf :: Instance -> () #

type Rep Instance # 

instance' :: Instance #

Creates a value of Instance with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • iCreationTime - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • iInstanceId - Unique identifier for an instance.
  • iStatus - Current status of the instance. Possible statuses include the following: * PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration. * ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to Amazon GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions. * TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.
  • iIPAddress - IP address assigned to the instance.
  • iOperatingSystem - Operating system that is running on this instance.
  • iType - EC2 instance type that defines the computing resources of this instance.
  • iFleetId - Unique identifier for a fleet that the instance is in.

iCreationTime :: Lens' Instance (Maybe UTCTime) #

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

iInstanceId :: Lens' Instance (Maybe Text) #

Unique identifier for an instance.

iStatus :: Lens' Instance (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 Amazon GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions. * TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.

iIPAddress :: Lens' Instance (Maybe Text) #

IP address assigned to the instance.

iOperatingSystem :: Lens' Instance (Maybe OperatingSystem) #

Operating system that is running on this instance.

iType :: Lens' Instance (Maybe EC2InstanceType) #

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

iFleetId :: Lens' Instance (Maybe Text) #

Unique identifier for a fleet that the instance is in.

InstanceAccess

data InstanceAccess #

Information required to remotely connect to a fleet instance. Access is requested by calling GetInstanceAccess .

See: instanceAccess smart constructor.

Instances

Eq InstanceAccess # 
Data InstanceAccess # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> InstanceAccess -> c InstanceAccess #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c InstanceAccess #

toConstr :: InstanceAccess -> Constr #

dataTypeOf :: InstanceAccess -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c InstanceAccess) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c InstanceAccess) #

gmapT :: (forall b. Data b => b -> b) -> InstanceAccess -> InstanceAccess #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> InstanceAccess -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> InstanceAccess -> r #

gmapQ :: (forall d. Data d => d -> u) -> InstanceAccess -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> InstanceAccess -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> InstanceAccess -> m InstanceAccess #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> InstanceAccess -> m InstanceAccess #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> InstanceAccess -> m InstanceAccess #

Show InstanceAccess # 
Generic InstanceAccess # 

Associated Types

type Rep InstanceAccess :: * -> * #

Hashable InstanceAccess # 
FromJSON InstanceAccess # 
NFData InstanceAccess # 

Methods

rnf :: InstanceAccess -> () #

type Rep InstanceAccess # 
type Rep InstanceAccess = D1 * (MetaData "InstanceAccess" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "InstanceAccess'" PrefixI True) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_iaInstanceId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_iaIPAddress") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_iaOperatingSystem") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe OperatingSystem))) ((:*:) * (S1 * (MetaSel (Just Symbol "_iaCredentials") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe (Sensitive InstanceCredentials)))) (S1 * (MetaSel (Just Symbol "_iaFleetId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))))

instanceAccess :: InstanceAccess #

Creates a value of InstanceAccess with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • iaInstanceId - Unique identifier for an instance being accessed.
  • iaIPAddress - IP address assigned to the instance.
  • iaOperatingSystem - Operating system that is running on the instance.
  • iaCredentials - Credentials required to access the instance.
  • iaFleetId - Unique identifier for a fleet containing the instance being accessed.

iaInstanceId :: Lens' InstanceAccess (Maybe Text) #

Unique identifier for an instance being accessed.

iaIPAddress :: Lens' InstanceAccess (Maybe Text) #

IP address assigned to the instance.

iaOperatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem) #

Operating system that is running on the instance.

iaCredentials :: Lens' InstanceAccess (Maybe InstanceCredentials) #

Credentials required to access the instance.

iaFleetId :: Lens' InstanceAccess (Maybe Text) #

Unique identifier for a fleet containing the instance being accessed.

InstanceCredentials

data InstanceCredentials #

Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling GetInstanceAccess and returned in an InstanceAccess object.

See: instanceCredentials smart constructor.

Instances

Eq InstanceCredentials # 
Data InstanceCredentials # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> InstanceCredentials -> c InstanceCredentials #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c InstanceCredentials #

toConstr :: InstanceCredentials -> Constr #

dataTypeOf :: InstanceCredentials -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c InstanceCredentials) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c InstanceCredentials) #

gmapT :: (forall b. Data b => b -> b) -> InstanceCredentials -> InstanceCredentials #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> InstanceCredentials -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> InstanceCredentials -> r #

gmapQ :: (forall d. Data d => d -> u) -> InstanceCredentials -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> InstanceCredentials -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> InstanceCredentials -> m InstanceCredentials #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> InstanceCredentials -> m InstanceCredentials #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> InstanceCredentials -> m InstanceCredentials #

Show InstanceCredentials # 
Generic InstanceCredentials # 
Hashable InstanceCredentials # 
FromJSON InstanceCredentials # 
NFData InstanceCredentials # 

Methods

rnf :: InstanceCredentials -> () #

type Rep InstanceCredentials # 
type Rep InstanceCredentials = D1 * (MetaData "InstanceCredentials" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "InstanceCredentials'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_icUserName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_icSecret") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))

instanceCredentials :: InstanceCredentials #

Creates a value of InstanceCredentials with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • icUserName - User login string.
  • icSecret - Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it is a private key (which must be saved as a .pem file) for use with SSH.

icSecret :: Lens' InstanceCredentials (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.

MatchedPlayerSession

data MatchedPlayerSession #

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

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

See: matchedPlayerSession smart constructor.

Instances

Eq MatchedPlayerSession # 
Data MatchedPlayerSession # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> MatchedPlayerSession -> c MatchedPlayerSession #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c MatchedPlayerSession #

toConstr :: MatchedPlayerSession -> Constr #

dataTypeOf :: MatchedPlayerSession -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c MatchedPlayerSession) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c MatchedPlayerSession) #

gmapT :: (forall b. Data b => b -> b) -> MatchedPlayerSession -> MatchedPlayerSession #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> MatchedPlayerSession -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> MatchedPlayerSession -> r #

gmapQ :: (forall d. Data d => d -> u) -> MatchedPlayerSession -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> MatchedPlayerSession -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> MatchedPlayerSession -> m MatchedPlayerSession #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchedPlayerSession -> m MatchedPlayerSession #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchedPlayerSession -> m MatchedPlayerSession #

Read MatchedPlayerSession # 
Show MatchedPlayerSession # 
Generic MatchedPlayerSession # 
Hashable MatchedPlayerSession # 
FromJSON MatchedPlayerSession # 
NFData MatchedPlayerSession # 

Methods

rnf :: MatchedPlayerSession -> () #

type Rep MatchedPlayerSession # 
type Rep MatchedPlayerSession = D1 * (MetaData "MatchedPlayerSession" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "MatchedPlayerSession'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_mpsPlayerSessionId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_mpsPlayerId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))

matchedPlayerSession :: MatchedPlayerSession #

Creates a value of MatchedPlayerSession with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

mpsPlayerSessionId :: Lens' MatchedPlayerSession (Maybe Text) #

Unique identifier for a player session

mpsPlayerId :: Lens' MatchedPlayerSession (Maybe Text) #

Unique identifier for a player

MatchmakingConfiguration

data MatchmakingConfiguration #

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

See: matchmakingConfiguration smart constructor.

Instances

Eq MatchmakingConfiguration # 
Data MatchmakingConfiguration # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> MatchmakingConfiguration -> c MatchmakingConfiguration #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c MatchmakingConfiguration #

toConstr :: MatchmakingConfiguration -> Constr #

dataTypeOf :: MatchmakingConfiguration -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c MatchmakingConfiguration) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c MatchmakingConfiguration) #

gmapT :: (forall b. Data b => b -> b) -> MatchmakingConfiguration -> MatchmakingConfiguration #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> MatchmakingConfiguration -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> MatchmakingConfiguration -> r #

gmapQ :: (forall d. Data d => d -> u) -> MatchmakingConfiguration -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> MatchmakingConfiguration -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> MatchmakingConfiguration -> m MatchmakingConfiguration #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchmakingConfiguration -> m MatchmakingConfiguration #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchmakingConfiguration -> m MatchmakingConfiguration #

Read MatchmakingConfiguration # 
Show MatchmakingConfiguration # 
Generic MatchmakingConfiguration # 
Hashable MatchmakingConfiguration # 
FromJSON MatchmakingConfiguration # 
NFData MatchmakingConfiguration # 
type Rep MatchmakingConfiguration # 
type Rep MatchmakingConfiguration = D1 * (MetaData "MatchmakingConfiguration" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "MatchmakingConfiguration'" PrefixI True) ((:*:) * ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_mcCreationTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mcGameProperties") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [GameProperty]))) (S1 * (MetaSel (Just Symbol "_mcRuleSetName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mcAcceptanceTimeoutSeconds") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mcRequestTimeoutSeconds") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) (S1 * (MetaSel (Just Symbol "_mcNotificationTarget") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_mcGameSessionQueueARNs") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [Text]))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mcName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_mcCustomEventData") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_mcAcceptanceRequired") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Bool))) (S1 * (MetaSel (Just Symbol "_mcGameSessionData") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mcDescription") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_mcAdditionalPlayerCount") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))))))))

matchmakingConfiguration :: MatchmakingConfiguration #

Creates a value of MatchmakingConfiguration with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • mcCreationTime - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • mcGameProperties - Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession object that is created for a successful match.
  • mcRuleSetName - Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.
  • mcAcceptanceTimeoutSeconds - Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
  • mcRequestTimeoutSeconds - Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.
  • mcNotificationTarget - SNS topic ARN that is set up to receive matchmaking notifications.
  • mcGameSessionQueueARNs - Amazon Resource Name (ARN ) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:region::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.
  • mcName - Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
  • mcCustomEventData - Information to attached to all events related to the matchmaking configuration.
  • mcAcceptanceRequired - Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
  • mcGameSessionData - Set of 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 ). This information is added to the new GameSession object that is created for a successful match.
  • mcDescription - Descriptive label that is associated with matchmaking configuration.
  • mcAdditionalPlayerCount - Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

mcCreationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime) #

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

mcGameProperties :: Lens' MatchmakingConfiguration [GameProperty] #

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session ). This information is added to the new GameSession object that is created for a successful match.

mcRuleSetName :: Lens' MatchmakingConfiguration (Maybe Text) #

Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.

mcAcceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) #

Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

mcRequestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural) #

Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.

mcNotificationTarget :: Lens' MatchmakingConfiguration (Maybe Text) #

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

mcGameSessionQueueARNs :: Lens' MatchmakingConfiguration [Text] #

Amazon Resource Name (ARN ) that is assigned to a game session queue and uniquely identifies it. Format is arn:aws:gamelift:region::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.

mcName :: Lens' MatchmakingConfiguration (Maybe Text) #

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

mcCustomEventData :: Lens' MatchmakingConfiguration (Maybe Text) #

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

mcAcceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool) #

Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.

mcGameSessionData :: Lens' MatchmakingConfiguration (Maybe Text) #

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 ). This information is added to the new GameSession object that is created for a successful match.

mcDescription :: Lens' MatchmakingConfiguration (Maybe Text) #

Descriptive label that is associated with matchmaking configuration.

mcAdditionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural) #

Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.

MatchmakingRuleSet

data MatchmakingRuleSet #

Set of rule statements, used with FlexMatch, that determine how to build a certain kind of player match. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see 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: matchmakingRuleSet smart constructor.

Instances

Eq MatchmakingRuleSet # 
Data MatchmakingRuleSet # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> MatchmakingRuleSet -> c MatchmakingRuleSet #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c MatchmakingRuleSet #

toConstr :: MatchmakingRuleSet -> Constr #

dataTypeOf :: MatchmakingRuleSet -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c MatchmakingRuleSet) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c MatchmakingRuleSet) #

gmapT :: (forall b. Data b => b -> b) -> MatchmakingRuleSet -> MatchmakingRuleSet #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> MatchmakingRuleSet -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> MatchmakingRuleSet -> r #

gmapQ :: (forall d. Data d => d -> u) -> MatchmakingRuleSet -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> MatchmakingRuleSet -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> MatchmakingRuleSet -> m MatchmakingRuleSet #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchmakingRuleSet -> m MatchmakingRuleSet #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchmakingRuleSet -> m MatchmakingRuleSet #

Read MatchmakingRuleSet # 
Show MatchmakingRuleSet # 
Generic MatchmakingRuleSet # 
Hashable MatchmakingRuleSet # 
FromJSON MatchmakingRuleSet # 
NFData MatchmakingRuleSet # 

Methods

rnf :: MatchmakingRuleSet -> () #

type Rep MatchmakingRuleSet # 
type Rep MatchmakingRuleSet = D1 * (MetaData "MatchmakingRuleSet" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "MatchmakingRuleSet'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_mrsCreationTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mrsRuleSetName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_mrsRuleSetBody") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * Text)))))

matchmakingRuleSet #

Creates a value of MatchmakingRuleSet with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • mrsCreationTime - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • mrsRuleSetName - Unique identifier for a matchmaking rule set
  • mrsRuleSetBody - Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)

mrsCreationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime) #

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

mrsRuleSetName :: Lens' MatchmakingRuleSet (Maybe Text) #

Unique identifier for a matchmaking rule set

mrsRuleSetBody :: Lens' MatchmakingRuleSet Text #

Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)

MatchmakingTicket

data MatchmakingTicket #

Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with StartMatchmaking . Tickets can be retrieved by calling DescribeMatchmaking with the ticket ID.

See: matchmakingTicket smart constructor.

Instances

Eq MatchmakingTicket # 
Data MatchmakingTicket # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> MatchmakingTicket -> c MatchmakingTicket #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c MatchmakingTicket #

toConstr :: MatchmakingTicket -> Constr #

dataTypeOf :: MatchmakingTicket -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c MatchmakingTicket) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c MatchmakingTicket) #

gmapT :: (forall b. Data b => b -> b) -> MatchmakingTicket -> MatchmakingTicket #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> MatchmakingTicket -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> MatchmakingTicket -> r #

gmapQ :: (forall d. Data d => d -> u) -> MatchmakingTicket -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> MatchmakingTicket -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> MatchmakingTicket -> m MatchmakingTicket #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchmakingTicket -> m MatchmakingTicket #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> MatchmakingTicket -> m MatchmakingTicket #

Read MatchmakingTicket # 
Show MatchmakingTicket # 
Generic MatchmakingTicket # 
Hashable MatchmakingTicket # 
FromJSON MatchmakingTicket # 
NFData MatchmakingTicket # 

Methods

rnf :: MatchmakingTicket -> () #

type Rep MatchmakingTicket # 
type Rep MatchmakingTicket = D1 * (MetaData "MatchmakingTicket" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "MatchmakingTicket'" PrefixI True) ((:*:) * ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_mtStatus") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe MatchmakingConfigurationStatus))) (S1 * (MetaSel (Just Symbol "_mtConfigurationName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mtStartTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mtGameSessionConnectionInfo") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe GameSessionConnectionInfo))) (S1 * (MetaSel (Just Symbol "_mtTicketId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_mtEstimatedWaitTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) (S1 * (MetaSel (Just Symbol "_mtStatusMessage") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mtEndTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX))) ((:*:) * (S1 * (MetaSel (Just Symbol "_mtStatusReason") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_mtPlayers") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe [Player]))))))))

matchmakingTicket :: MatchmakingTicket #

Creates a value of MatchmakingTicket with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • mtStatus - Current status of the matchmaking request. * QUEUED -- The matchmaking request has been received and is currently waiting to be processed. * SEARCHING -- The matchmaking request is currently being processed. * REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match (see AcceptMatch ). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement. * PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match. * COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players. * FAILED -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in FAILED status. * CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking . * TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.
  • mtConfigurationName - Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
  • mtStartTime - Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • mtGameSessionConnectionInfo - Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.
  • mtTicketId - Unique identifier for a matchmaking ticket.
  • mtEstimatedWaitTime - Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
  • mtStatusMessage - Additional information about the current status.
  • mtEndTime - Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • mtStatusReason - Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING status after a proposed match fails to receive player acceptances.
  • mtPlayers - 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.

mtStatus :: Lens' MatchmakingTicket (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 (see AcceptMatch ). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement. * PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match. * COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players. * FAILED -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in FAILED status. * CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking . * TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.

mtConfigurationName :: Lens' MatchmakingTicket (Maybe Text) #

Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

mtStartTime :: Lens' MatchmakingTicket (Maybe UTCTime) #

Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

mtGameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo) #

Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.

mtTicketId :: Lens' MatchmakingTicket (Maybe Text) #

Unique identifier for a matchmaking ticket.

mtEstimatedWaitTime :: Lens' MatchmakingTicket (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.

mtStatusMessage :: Lens' MatchmakingTicket (Maybe Text) #

Additional information about the current status.

mtEndTime :: Lens' MatchmakingTicket (Maybe UTCTime) #

Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

mtStatusReason :: Lens' MatchmakingTicket (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.

mtPlayers :: Lens' MatchmakingTicket [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.

PlacedPlayerSession

data PlacedPlayerSession #

Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

Player-session-related operations include:

  • CreatePlayerSession
  • CreatePlayerSessions
  • DescribePlayerSessions
  • Game session placements
  • StartGameSessionPlacement
  • DescribeGameSessionPlacement
  • StopGameSessionPlacement

See: placedPlayerSession smart constructor.

Instances

Eq PlacedPlayerSession # 
Data PlacedPlayerSession # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> PlacedPlayerSession -> c PlacedPlayerSession #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c PlacedPlayerSession #

toConstr :: PlacedPlayerSession -> Constr #

dataTypeOf :: PlacedPlayerSession -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c PlacedPlayerSession) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c PlacedPlayerSession) #

gmapT :: (forall b. Data b => b -> b) -> PlacedPlayerSession -> PlacedPlayerSession #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> PlacedPlayerSession -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> PlacedPlayerSession -> r #

gmapQ :: (forall d. Data d => d -> u) -> PlacedPlayerSession -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> PlacedPlayerSession -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> PlacedPlayerSession -> m PlacedPlayerSession #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> PlacedPlayerSession -> m PlacedPlayerSession #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> PlacedPlayerSession -> m PlacedPlayerSession #

Read PlacedPlayerSession # 
Show PlacedPlayerSession # 
Generic PlacedPlayerSession # 
Hashable PlacedPlayerSession # 
FromJSON PlacedPlayerSession # 
NFData PlacedPlayerSession # 

Methods

rnf :: PlacedPlayerSession -> () #

type Rep PlacedPlayerSession # 
type Rep PlacedPlayerSession = D1 * (MetaData "PlacedPlayerSession" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "PlacedPlayerSession'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_ppsPlayerSessionId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_ppsPlayerId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))

placedPlayerSession :: PlacedPlayerSession #

Creates a value of PlacedPlayerSession with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • ppsPlayerSessionId - Unique identifier for a player session.
  • ppsPlayerId - Unique identifier for a player that is associated with this player session.

ppsPlayerSessionId :: Lens' PlacedPlayerSession (Maybe Text) #

Unique identifier for a player session.

ppsPlayerId :: Lens' PlacedPlayerSession (Maybe Text) #

Unique identifier for a player that is associated with this player session.

Player

data Player #

Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.

See: player smart constructor.

Instances

Eq Player # 

Methods

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

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

Data Player # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> Player -> c Player #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c Player #

toConstr :: Player -> Constr #

dataTypeOf :: Player -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c Player) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c Player) #

gmapT :: (forall b. Data b => b -> b) -> Player -> Player #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> Player -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> Player -> r #

gmapQ :: (forall d. Data d => d -> u) -> Player -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> Player -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> Player -> m Player #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> Player -> m Player #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> Player -> m Player #

Read Player # 
Show Player # 
Generic Player # 

Associated Types

type Rep Player :: * -> * #

Methods

from :: Player -> Rep Player x #

to :: Rep Player x -> Player #

Hashable Player # 

Methods

hashWithSalt :: Int -> Player -> Int #

hash :: Player -> Int #

ToJSON Player # 
FromJSON Player # 
NFData Player # 

Methods

rnf :: Player -> () #

type Rep Player # 
type Rep Player = D1 * (MetaData "Player" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "Player'" PrefixI True) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_pPlayerAttributes") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe (Map Text AttributeValue)))) (S1 * (MetaSel (Just Symbol "_pTeam") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_pPlayerId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_pLatencyInMs") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe (Map Text Nat)))))))

player :: Player #

Creates a value of Player with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • pPlayerAttributes - Collection of 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"}} .
  • pTeam - Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
  • pPlayerId - Unique identifier for a player
  • pLatencyInMs - Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported. If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.

pPlayerAttributes :: Lens' Player (HashMap Text AttributeValue) #

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"}} .

pTeam :: Lens' Player (Maybe Text) #

Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.

pPlayerId :: Lens' Player (Maybe Text) #

Unique identifier for a player

pLatencyInMs :: Lens' Player (HashMap Text Natural) #

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported. If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.

PlayerLatency

data PlayerLatency #

Regional latency information for a player, used when requesting a new game session with StartGameSessionPlacement . This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified region. The relative difference between a player's latency values for multiple regions are used to determine which fleets are best suited to place a new game session for the player.

See: playerLatency smart constructor.

Instances

Eq PlayerLatency # 
Data PlayerLatency # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> PlayerLatency -> c PlayerLatency #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c PlayerLatency #

toConstr :: PlayerLatency -> Constr #

dataTypeOf :: PlayerLatency -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c PlayerLatency) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c PlayerLatency) #

gmapT :: (forall b. Data b => b -> b) -> PlayerLatency -> PlayerLatency #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> PlayerLatency -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> PlayerLatency -> r #

gmapQ :: (forall d. Data d => d -> u) -> PlayerLatency -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> PlayerLatency -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> PlayerLatency -> m PlayerLatency #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerLatency -> m PlayerLatency #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerLatency -> m PlayerLatency #

Read PlayerLatency # 
Show PlayerLatency # 
Generic PlayerLatency # 

Associated Types

type Rep PlayerLatency :: * -> * #

Hashable PlayerLatency # 
ToJSON PlayerLatency # 
FromJSON PlayerLatency # 
NFData PlayerLatency # 

Methods

rnf :: PlayerLatency -> () #

type Rep PlayerLatency # 
type Rep PlayerLatency = D1 * (MetaData "PlayerLatency" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "PlayerLatency'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_plLatencyInMilliseconds") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Double))) ((:*:) * (S1 * (MetaSel (Just Symbol "_plRegionIdentifier") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_plPlayerId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))))

playerLatency :: PlayerLatency #

Creates a value of PlayerLatency with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • plLatencyInMilliseconds - Amount of time that represents the time lag experienced by the player when connected to the specified region.
  • plRegionIdentifier - Name of the region that is associated with the latency value.
  • plPlayerId - Unique identifier for a player associated with the latency data.

plLatencyInMilliseconds :: Lens' PlayerLatency (Maybe Double) #

Amount of time that represents the time lag experienced by the player when connected to the specified region.

plRegionIdentifier :: Lens' PlayerLatency (Maybe Text) #

Name of the region that is associated with the latency value.

plPlayerId :: Lens' PlayerLatency (Maybe Text) #

Unique identifier for a player associated with the latency data.

PlayerLatencyPolicy

data PlayerLatencyPolicy #

Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed at any destination in a region where a player is reporting latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.

Queue-related operations include:

  • CreateGameSessionQueue
  • DescribeGameSessionQueues
  • UpdateGameSessionQueue
  • DeleteGameSessionQueue

See: playerLatencyPolicy smart constructor.

Instances

Eq PlayerLatencyPolicy # 
Data PlayerLatencyPolicy # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> PlayerLatencyPolicy -> c PlayerLatencyPolicy #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c PlayerLatencyPolicy #

toConstr :: PlayerLatencyPolicy -> Constr #

dataTypeOf :: PlayerLatencyPolicy -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c PlayerLatencyPolicy) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c PlayerLatencyPolicy) #

gmapT :: (forall b. Data b => b -> b) -> PlayerLatencyPolicy -> PlayerLatencyPolicy #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> PlayerLatencyPolicy -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> PlayerLatencyPolicy -> r #

gmapQ :: (forall d. Data d => d -> u) -> PlayerLatencyPolicy -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> PlayerLatencyPolicy -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> PlayerLatencyPolicy -> m PlayerLatencyPolicy #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerLatencyPolicy -> m PlayerLatencyPolicy #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerLatencyPolicy -> m PlayerLatencyPolicy #

Read PlayerLatencyPolicy # 
Show PlayerLatencyPolicy # 
Generic PlayerLatencyPolicy # 
Hashable PlayerLatencyPolicy # 
ToJSON PlayerLatencyPolicy # 
FromJSON PlayerLatencyPolicy # 
NFData PlayerLatencyPolicy # 

Methods

rnf :: PlayerLatencyPolicy -> () #

type Rep PlayerLatencyPolicy # 
type Rep PlayerLatencyPolicy = D1 * (MetaData "PlayerLatencyPolicy" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "PlayerLatencyPolicy'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_plpPolicyDurationSeconds") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) (S1 * (MetaSel (Just Symbol "_plpMaximumIndividualPlayerLatencyMilliseconds") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat)))))

playerLatencyPolicy :: PlayerLatencyPolicy #

Creates a value of PlayerLatencyPolicy with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • plpPolicyDurationSeconds - The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.
  • plpMaximumIndividualPlayerLatencyMilliseconds - The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

plpPolicyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural) #

The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.

plpMaximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural) #

The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

PlayerSession

data PlayerSession #

Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED ) or actual player activity in a game session (status ACTIVE ). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.

When a player disconnects, the player session status changes to COMPLETED . Once the session ends, the player session object is retained for 30 days and then removed.

Player-session-related operations include:

  • CreatePlayerSession
  • CreatePlayerSessions
  • DescribePlayerSessions
  • Game session placements
  • StartGameSessionPlacement
  • DescribeGameSessionPlacement
  • StopGameSessionPlacement

See: playerSession smart constructor.

Instances

Eq PlayerSession # 
Data PlayerSession # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> PlayerSession -> c PlayerSession #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c PlayerSession #

toConstr :: PlayerSession -> Constr #

dataTypeOf :: PlayerSession -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c PlayerSession) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c PlayerSession) #

gmapT :: (forall b. Data b => b -> b) -> PlayerSession -> PlayerSession #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> PlayerSession -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> PlayerSession -> r #

gmapQ :: (forall d. Data d => d -> u) -> PlayerSession -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> PlayerSession -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> PlayerSession -> m PlayerSession #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerSession -> m PlayerSession #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> PlayerSession -> m PlayerSession #

Read PlayerSession # 
Show PlayerSession # 
Generic PlayerSession # 

Associated Types

type Rep PlayerSession :: * -> * #

Hashable PlayerSession # 
FromJSON PlayerSession # 
NFData PlayerSession # 

Methods

rnf :: PlayerSession -> () #

type Rep PlayerSession # 

playerSession :: PlayerSession #

Creates a value of PlayerSession with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • psCreationTime - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • psStatus - Current status of the player session. Possible player session statuses include the following: * RESERVED -- The player session request has been received, but the player has not yet connected to the server process andor been validated. * ACTIVE -- The player has been validated by the server process and is currently connected. * COMPLETED -- The player connection has been dropped. * TIMEDOUT -- A player session request was received, but the player did not connect andor was not validated within the timeout limit (60 seconds).
  • psIPAddress - IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.
  • psGameSessionId - Unique identifier for the game session that the player session is connected to.
  • psTerminationTime - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • psPlayerSessionId - Unique identifier for a player session.
  • psFleetId - Unique identifier for a fleet that the player's game session is running on.
  • psPlayerData - Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
  • psPlayerId - Unique identifier for a player that is associated with this player session.
  • psPort - Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

psCreationTime :: Lens' PlayerSession (Maybe UTCTime) #

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

psStatus :: Lens' PlayerSession (Maybe PlayerSessionStatus) #

Current status of the player session. Possible player session statuses include the following: * RESERVED -- The player session request has been received, but the player has not yet connected to the server process andor been validated. * ACTIVE -- The player has been validated by the server process and is currently connected. * COMPLETED -- The player connection has been dropped. * TIMEDOUT -- A player session request was received, but the player did not connect andor was not validated within the timeout limit (60 seconds).

psIPAddress :: Lens' PlayerSession (Maybe Text) #

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

psGameSessionId :: Lens' PlayerSession (Maybe Text) #

Unique identifier for the game session that the player session is connected to.

psTerminationTime :: Lens' PlayerSession (Maybe UTCTime) #

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

psPlayerSessionId :: Lens' PlayerSession (Maybe Text) #

Unique identifier for a player session.

psFleetId :: Lens' PlayerSession (Maybe Text) #

Unique identifier for a fleet that the player's game session is running on.

psPlayerData :: Lens' PlayerSession (Maybe Text) #

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

psPlayerId :: Lens' PlayerSession (Maybe Text) #

Unique identifier for a player that is associated with this player session.

psPort :: Lens' PlayerSession (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.

ResourceCreationLimitPolicy

data ResourceCreationLimitPolicy #

Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".

The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId ) has created fewer than 10 game sessions in the past 60 minutes.

See: resourceCreationLimitPolicy smart constructor.

Instances

Eq ResourceCreationLimitPolicy # 
Data ResourceCreationLimitPolicy # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> ResourceCreationLimitPolicy -> c ResourceCreationLimitPolicy #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c ResourceCreationLimitPolicy #

toConstr :: ResourceCreationLimitPolicy -> Constr #

dataTypeOf :: ResourceCreationLimitPolicy -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c ResourceCreationLimitPolicy) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c ResourceCreationLimitPolicy) #

gmapT :: (forall b. Data b => b -> b) -> ResourceCreationLimitPolicy -> ResourceCreationLimitPolicy #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> ResourceCreationLimitPolicy -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> ResourceCreationLimitPolicy -> r #

gmapQ :: (forall d. Data d => d -> u) -> ResourceCreationLimitPolicy -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> ResourceCreationLimitPolicy -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> ResourceCreationLimitPolicy -> m ResourceCreationLimitPolicy #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> ResourceCreationLimitPolicy -> m ResourceCreationLimitPolicy #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> ResourceCreationLimitPolicy -> m ResourceCreationLimitPolicy #

Read ResourceCreationLimitPolicy # 
Show ResourceCreationLimitPolicy # 
Generic ResourceCreationLimitPolicy # 
Hashable ResourceCreationLimitPolicy # 
ToJSON ResourceCreationLimitPolicy # 
FromJSON ResourceCreationLimitPolicy # 
NFData ResourceCreationLimitPolicy # 
type Rep ResourceCreationLimitPolicy # 
type Rep ResourceCreationLimitPolicy = D1 * (MetaData "ResourceCreationLimitPolicy" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "ResourceCreationLimitPolicy'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_rclpNewGameSessionsPerCreator") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) (S1 * (MetaSel (Just Symbol "_rclpPolicyPeriodInMinutes") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat)))))

resourceCreationLimitPolicy :: ResourceCreationLimitPolicy #

Creates a value of ResourceCreationLimitPolicy with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

rclpNewGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural) #

Maximum number of game sessions that an individual can create during the policy period.

rclpPolicyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural) #

Time span used in evaluating the resource creation limit policy.

RoutingStrategy

data RoutingStrategy #

Routing configuration for a fleet alias.

Fleet-related operations include:

  • CreateFleet
  • ListFleets
  • DeleteFleet
  • Describe fleets:
  • DescribeFleetAttributes
  • DescribeFleetCapacity
  • DescribeFleetPortSettings
  • DescribeFleetUtilization
  • DescribeRuntimeConfiguration
  • DescribeEC2InstanceLimits
  • DescribeFleetEvents
  • Update fleets:
  • UpdateFleetAttributes
  • UpdateFleetCapacity
  • UpdateFleetPortSettings
  • UpdateRuntimeConfiguration
  • Manage fleet actions:
  • StartFleetActions
  • StopFleetActions

See: routingStrategy smart constructor.

Instances

Eq RoutingStrategy # 
Data RoutingStrategy # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> RoutingStrategy -> c RoutingStrategy #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c RoutingStrategy #

toConstr :: RoutingStrategy -> Constr #

dataTypeOf :: RoutingStrategy -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c RoutingStrategy) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c RoutingStrategy) #

gmapT :: (forall b. Data b => b -> b) -> RoutingStrategy -> RoutingStrategy #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> RoutingStrategy -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> RoutingStrategy -> r #

gmapQ :: (forall d. Data d => d -> u) -> RoutingStrategy -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> RoutingStrategy -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> RoutingStrategy -> m RoutingStrategy #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> RoutingStrategy -> m RoutingStrategy #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> RoutingStrategy -> m RoutingStrategy #

Read RoutingStrategy # 
Show RoutingStrategy # 
Generic RoutingStrategy # 
Hashable RoutingStrategy # 
ToJSON RoutingStrategy # 
FromJSON RoutingStrategy # 
NFData RoutingStrategy # 

Methods

rnf :: RoutingStrategy -> () #

type Rep RoutingStrategy # 
type Rep RoutingStrategy = D1 * (MetaData "RoutingStrategy" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "RoutingStrategy'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_rsType") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe RoutingStrategyType))) ((:*:) * (S1 * (MetaSel (Just Symbol "_rsMessage") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_rsFleetId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))))

routingStrategy :: RoutingStrategy #

Creates a value of RoutingStrategy with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • rsType - Type of routing strategy. Possible routing types include the following: * SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets. * TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
  • rsMessage - Message text to be used with a terminal routing strategy.
  • rsFleetId - Unique identifier for a fleet that the alias points to.

rsType :: Lens' RoutingStrategy (Maybe RoutingStrategyType) #

Type of routing strategy. Possible routing types include the following: * SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets. * TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.

rsMessage :: Lens' RoutingStrategy (Maybe Text) #

Message text to be used with a terminal routing strategy.

rsFleetId :: Lens' RoutingStrategy (Maybe Text) #

Unique identifier for a fleet that the alias points to.

RuntimeConfiguration

data RuntimeConfiguration #

A collection of server process configurations that describe what processes to run on each instance in a fleet. All fleets must have a run-time configuration. Each instance in the fleet launches the server processes specified in the run-time configuration and launches new ones as existing processes end. Each instance regularly checks for an updated run-time configuration and follows the new instructions.

The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Potential scenarios are as follows: (1) Run multiple processes of a single game server executable to maximize usage of your hosting resources. (2) Run one or more processes of different build executables, such as your game server executable and a related program, or two or more different versions of a game server. (3) Run multiple processes of a single game server but with different launch parameters, for example to run one process on each instance in debug mode.

A Amazon GameLift instance is limited to 50 processes running simultaneously. A run-time configuration must specify fewer than this limit. To calculate the total number of processes specified in a run-time configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object in the run-time configuration.

Fleet-related operations include:

  • CreateFleet
  • ListFleets
  • DeleteFleet
  • Describe fleets:
  • DescribeFleetAttributes
  • DescribeFleetCapacity
  • DescribeFleetPortSettings
  • DescribeFleetUtilization
  • DescribeRuntimeConfiguration
  • DescribeEC2InstanceLimits
  • DescribeFleetEvents
  • Update fleets:
  • UpdateFleetAttributes
  • UpdateFleetCapacity
  • UpdateFleetPortSettings
  • UpdateRuntimeConfiguration
  • Manage fleet actions:
  • StartFleetActions
  • StopFleetActions

See: runtimeConfiguration smart constructor.

Instances

Eq RuntimeConfiguration # 
Data RuntimeConfiguration # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> RuntimeConfiguration -> c RuntimeConfiguration #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c RuntimeConfiguration #

toConstr :: RuntimeConfiguration -> Constr #

dataTypeOf :: RuntimeConfiguration -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c RuntimeConfiguration) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c RuntimeConfiguration) #

gmapT :: (forall b. Data b => b -> b) -> RuntimeConfiguration -> RuntimeConfiguration #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> RuntimeConfiguration -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> RuntimeConfiguration -> r #

gmapQ :: (forall d. Data d => d -> u) -> RuntimeConfiguration -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> RuntimeConfiguration -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> RuntimeConfiguration -> m RuntimeConfiguration #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> RuntimeConfiguration -> m RuntimeConfiguration #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> RuntimeConfiguration -> m RuntimeConfiguration #

Read RuntimeConfiguration # 
Show RuntimeConfiguration # 
Generic RuntimeConfiguration # 
Hashable RuntimeConfiguration # 
ToJSON RuntimeConfiguration # 
FromJSON RuntimeConfiguration # 
NFData RuntimeConfiguration # 

Methods

rnf :: RuntimeConfiguration -> () #

type Rep RuntimeConfiguration # 
type Rep RuntimeConfiguration = D1 * (MetaData "RuntimeConfiguration" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "RuntimeConfiguration'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_rcGameSessionActivationTimeoutSeconds") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) ((:*:) * (S1 * (MetaSel (Just Symbol "_rcServerProcesses") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe (List1 ServerProcess)))) (S1 * (MetaSel (Just Symbol "_rcMaxConcurrentGameSessionActivations") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))))))

runtimeConfiguration :: RuntimeConfiguration #

Creates a value of RuntimeConfiguration with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • rcGameSessionActivationTimeoutSeconds - Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING . If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED .
  • rcServerProcesses - Collection of server process configurations that describe which server processes to run on each instance in a fleet.
  • rcMaxConcurrentGameSessionActivations - Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

rcGameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural) #

Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING . If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED .

rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess)) #

Collection of server process configurations that describe which server processes to run on each instance in a fleet.

rcMaxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural) #

Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

S3Location

data S3Location #

Location in Amazon Simple Storage Service (Amazon S3) where build files can be stored for access by Amazon GameLift. This location is specified in a CreateBuild request. For more details, see the Create a Build with Files in Amazon S3 .

See: s3Location smart constructor.

Instances

Eq S3Location # 
Data S3Location # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> S3Location -> c S3Location #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c S3Location #

toConstr :: S3Location -> Constr #

dataTypeOf :: S3Location -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c S3Location) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c S3Location) #

gmapT :: (forall b. Data b => b -> b) -> S3Location -> S3Location #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> S3Location -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> S3Location -> r #

gmapQ :: (forall d. Data d => d -> u) -> S3Location -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> S3Location -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> S3Location -> m S3Location #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> S3Location -> m S3Location #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> S3Location -> m S3Location #

Read S3Location # 
Show S3Location # 
Generic S3Location # 

Associated Types

type Rep S3Location :: * -> * #

Hashable S3Location # 
ToJSON S3Location # 
FromJSON S3Location # 
NFData S3Location # 

Methods

rnf :: S3Location -> () #

type Rep S3Location # 
type Rep S3Location = D1 * (MetaData "S3Location" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "S3Location'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_slBucket") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) ((:*:) * (S1 * (MetaSel (Just Symbol "_slKey") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_slRoleARN") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))))

s3Location :: S3Location #

Creates a value of S3Location with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • slBucket - Amazon S3 bucket identifier. This is the name of your S3 bucket.
  • slKey - Name of the zip file containing your build files.
  • slRoleARN - Amazon Resource Name (ARN ) for the access role that allows Amazon GameLift to access your S3 bucket.

slBucket :: Lens' S3Location (Maybe Text) #

Amazon S3 bucket identifier. This is the name of your S3 bucket.

slKey :: Lens' S3Location (Maybe Text) #

Name of the zip file containing your build files.

slRoleARN :: Lens' S3Location (Maybe Text) #

Amazon Resource Name (ARN ) for the access role that allows Amazon GameLift to access your S3 bucket.

ScalingPolicy

data ScalingPolicy #

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

Operations related to fleet capacity scaling include:

  • DescribeFleetCapacity
  • UpdateFleetCapacity
  • DescribeEC2InstanceLimits
  • Manage scaling policies:
  • PutScalingPolicy (auto-scaling)
  • DescribeScalingPolicies (auto-scaling)
  • DeleteScalingPolicy (auto-scaling)
  • Manage fleet actions:
  • StartFleetActions
  • StopFleetActions

See: scalingPolicy smart constructor.

Instances

Eq ScalingPolicy # 
Data ScalingPolicy # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> ScalingPolicy -> c ScalingPolicy #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c ScalingPolicy #

toConstr :: ScalingPolicy -> Constr #

dataTypeOf :: ScalingPolicy -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c ScalingPolicy) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c ScalingPolicy) #

gmapT :: (forall b. Data b => b -> b) -> ScalingPolicy -> ScalingPolicy #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> ScalingPolicy -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> ScalingPolicy -> r #

gmapQ :: (forall d. Data d => d -> u) -> ScalingPolicy -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> ScalingPolicy -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> ScalingPolicy -> m ScalingPolicy #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> ScalingPolicy -> m ScalingPolicy #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> ScalingPolicy -> m ScalingPolicy #

Read ScalingPolicy # 
Show ScalingPolicy # 
Generic ScalingPolicy # 

Associated Types

type Rep ScalingPolicy :: * -> * #

Hashable ScalingPolicy # 
FromJSON ScalingPolicy # 
NFData ScalingPolicy # 

Methods

rnf :: ScalingPolicy -> () #

type Rep ScalingPolicy # 
type Rep ScalingPolicy = D1 * (MetaData "ScalingPolicy" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "ScalingPolicy'" PrefixI True) ((:*:) * ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_spStatus") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe ScalingStatusType))) (S1 * (MetaSel (Just Symbol "_spScalingAdjustmentType") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe ScalingAdjustmentType)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_spEvaluationPeriods") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Nat))) ((:*:) * (S1 * (MetaSel (Just Symbol "_spPolicyType") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe PolicyType))) (S1 * (MetaSel (Just Symbol "_spMetricName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe MetricName)))))) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_spComparisonOperator") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe ComparisonOperatorType))) ((:*:) * (S1 * (MetaSel (Just Symbol "_spName") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_spThreshold") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Double))))) ((:*:) * (S1 * (MetaSel (Just Symbol "_spScalingAdjustment") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Int))) ((:*:) * (S1 * (MetaSel (Just Symbol "_spFleetId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_spTargetConfiguration") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe TargetConfiguration))))))))

scalingPolicy :: ScalingPolicy #

Creates a value of ScalingPolicy with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • spStatus - Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets (see StopFleetActions ; if suspended for a fleet, the policy status does not change. View a fleet's stopped actions by calling DescribeFleetCapacity . * 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.
  • spScalingAdjustmentType - Type of adjustment to make to a fleet's instance count (see FleetCapacity ): * ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. * ExactCapacity -- set the instance count to the scaling adjustment value. * PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.
  • spEvaluationPeriods - Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
  • spPolicyType - 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 .
  • spMetricName - 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.
  • spComparisonOperator - Comparison operator to use when measuring a metric against the threshold value.
  • spName - Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.
  • spThreshold - Metric value used to trigger a scaling event.
  • spScalingAdjustment - Amount of adjustment to make, based on the scaling adjustment type.
  • spFleetId - Unique identifier for a fleet that is associated with this scaling policy.
  • spTargetConfiguration - Object that contains settings for a target-based scaling policy.

spStatus :: Lens' ScalingPolicy (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 (see StopFleetActions ; if suspended for a fleet, the policy status does not change. View a fleet's stopped actions by calling DescribeFleetCapacity . * 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.

spScalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType) #

Type of adjustment to make to a fleet's instance count (see FleetCapacity ): * ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. * ExactCapacity -- set the instance count to the scaling adjustment value. * PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.

spEvaluationPeriods :: Lens' ScalingPolicy (Maybe Natural) #

Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

spPolicyType :: Lens' ScalingPolicy (Maybe PolicyType) #

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 .

spMetricName :: Lens' ScalingPolicy (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.

spComparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType) #

Comparison operator to use when measuring a metric against the threshold value.

spName :: Lens' ScalingPolicy (Maybe Text) #

Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

spThreshold :: Lens' ScalingPolicy (Maybe Double) #

Metric value used to trigger a scaling event.

spScalingAdjustment :: Lens' ScalingPolicy (Maybe Int) #

Amount of adjustment to make, based on the scaling adjustment type.

spFleetId :: Lens' ScalingPolicy (Maybe Text) #

Unique identifier for a fleet that is associated with this scaling policy.

spTargetConfiguration :: Lens' ScalingPolicy (Maybe TargetConfiguration) #

Object that contains settings for a target-based scaling policy.

ServerProcess

data ServerProcess #

A set of instructions for launching server processes on each instance in a fleet. Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration .

See: serverProcess smart constructor.

Instances

Eq ServerProcess # 
Data ServerProcess # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> ServerProcess -> c ServerProcess #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c ServerProcess #

toConstr :: ServerProcess -> Constr #

dataTypeOf :: ServerProcess -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c ServerProcess) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c ServerProcess) #

gmapT :: (forall b. Data b => b -> b) -> ServerProcess -> ServerProcess #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> ServerProcess -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> ServerProcess -> r #

gmapQ :: (forall d. Data d => d -> u) -> ServerProcess -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> ServerProcess -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> ServerProcess -> m ServerProcess #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> ServerProcess -> m ServerProcess #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> ServerProcess -> m ServerProcess #

Read ServerProcess # 
Show ServerProcess # 
Generic ServerProcess # 

Associated Types

type Rep ServerProcess :: * -> * #

Hashable ServerProcess # 
ToJSON ServerProcess # 
FromJSON ServerProcess # 
NFData ServerProcess # 

Methods

rnf :: ServerProcess -> () #

type Rep ServerProcess # 
type Rep ServerProcess = D1 * (MetaData "ServerProcess" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "ServerProcess'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_spParameters") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) ((:*:) * (S1 * (MetaSel (Just Symbol "_spLaunchPath") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * Text)) (S1 * (MetaSel (Just Symbol "_spConcurrentExecutions") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * Nat)))))

serverProcess #

Creates a value of ServerProcess with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • spParameters - Optional list of parameters to pass to the server executable on launch.
  • spLaunchPath - Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances C:game , and for Linux instances localgame . A Windows game build with an executable file located at MyGamelatestserver.exe must have a launch path of "C:gameMyGamelatestserver.exe ". A Linux game build with an executable file located at MyGamelatestserver.exe must have a launch path of "localgameMyGamelatest/server.exe ".
  • spConcurrentExecutions - Number of server processes using this configuration to run concurrently on an instance.

spParameters :: Lens' ServerProcess (Maybe Text) #

Optional list of parameters to pass to the server executable on launch.

spLaunchPath :: Lens' ServerProcess Text #

Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances C:game , and for Linux instances localgame . A Windows game build with an executable file located at MyGamelatestserver.exe must have a launch path of "C:gameMyGamelatestserver.exe ". A Linux game build with an executable file located at MyGamelatestserver.exe must have a launch path of "localgameMyGamelatest/server.exe ".

spConcurrentExecutions :: Lens' ServerProcess Natural #

Number of server processes using this configuration to run concurrently on an instance.

TargetConfiguration

data TargetConfiguration #

Settings for a target-based scaling policy (see ScalingPolicy . 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.

Operations related to fleet capacity scaling include:

  • DescribeFleetCapacity
  • UpdateFleetCapacity
  • DescribeEC2InstanceLimits
  • Manage scaling policies:
  • PutScalingPolicy (auto-scaling)
  • DescribeScalingPolicies (auto-scaling)
  • DeleteScalingPolicy (auto-scaling)
  • Manage fleet actions:
  • StartFleetActions
  • StopFleetActions

See: targetConfiguration smart constructor.

Instances

Eq TargetConfiguration # 
Data TargetConfiguration # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> TargetConfiguration -> c TargetConfiguration #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c TargetConfiguration #

toConstr :: TargetConfiguration -> Constr #

dataTypeOf :: TargetConfiguration -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c TargetConfiguration) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c TargetConfiguration) #

gmapT :: (forall b. Data b => b -> b) -> TargetConfiguration -> TargetConfiguration #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> TargetConfiguration -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> TargetConfiguration -> r #

gmapQ :: (forall d. Data d => d -> u) -> TargetConfiguration -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> TargetConfiguration -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> TargetConfiguration -> m TargetConfiguration #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> TargetConfiguration -> m TargetConfiguration #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> TargetConfiguration -> m TargetConfiguration #

Read TargetConfiguration # 
Show TargetConfiguration # 
Generic TargetConfiguration # 
Hashable TargetConfiguration # 
ToJSON TargetConfiguration # 
FromJSON TargetConfiguration # 
NFData TargetConfiguration # 

Methods

rnf :: TargetConfiguration -> () #

type Rep TargetConfiguration # 
type Rep TargetConfiguration = D1 * (MetaData "TargetConfiguration" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" True) (C1 * (MetaCons "TargetConfiguration'" PrefixI True) (S1 * (MetaSel (Just Symbol "_tcTargetValue") NoSourceUnpackedness NoSourceStrictness DecidedLazy) (Rec0 * Double)))

targetConfiguration #

Creates a value of TargetConfiguration with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • tcTargetValue - 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).

tcTargetValue :: Lens' TargetConfiguration 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).

VPCPeeringAuthorization

data VPCPeeringAuthorization #

Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.

VPC peering connection operations include:

  • CreateVpcPeeringAuthorization
  • DescribeVpcPeeringAuthorizations
  • DeleteVpcPeeringAuthorization
  • CreateVpcPeeringConnection
  • DescribeVpcPeeringConnections
  • DeleteVpcPeeringConnection

See: vpcPeeringAuthorization smart constructor.

Instances

Eq VPCPeeringAuthorization # 
Data VPCPeeringAuthorization # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> VPCPeeringAuthorization -> c VPCPeeringAuthorization #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c VPCPeeringAuthorization #

toConstr :: VPCPeeringAuthorization -> Constr #

dataTypeOf :: VPCPeeringAuthorization -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c VPCPeeringAuthorization) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c VPCPeeringAuthorization) #

gmapT :: (forall b. Data b => b -> b) -> VPCPeeringAuthorization -> VPCPeeringAuthorization #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> VPCPeeringAuthorization -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> VPCPeeringAuthorization -> r #

gmapQ :: (forall d. Data d => d -> u) -> VPCPeeringAuthorization -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> VPCPeeringAuthorization -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> VPCPeeringAuthorization -> m VPCPeeringAuthorization #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> VPCPeeringAuthorization -> m VPCPeeringAuthorization #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> VPCPeeringAuthorization -> m VPCPeeringAuthorization #

Read VPCPeeringAuthorization # 
Show VPCPeeringAuthorization # 
Generic VPCPeeringAuthorization # 
Hashable VPCPeeringAuthorization # 
FromJSON VPCPeeringAuthorization # 
NFData VPCPeeringAuthorization # 

Methods

rnf :: VPCPeeringAuthorization -> () #

type Rep VPCPeeringAuthorization # 
type Rep VPCPeeringAuthorization = D1 * (MetaData "VPCPeeringAuthorization" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "VPCPeeringAuthorization'" PrefixI True) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_vpaCreationTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX))) (S1 * (MetaSel (Just Symbol "_vpaPeerVPCId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))) ((:*:) * (S1 * (MetaSel (Just Symbol "_vpaPeerVPCAWSAccountId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) ((:*:) * (S1 * (MetaSel (Just Symbol "_vpaGameLiftAWSAccountId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_vpaExpirationTime") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe POSIX)))))))

vpcPeeringAuthorization :: VPCPeeringAuthorization #

Creates a value of VPCPeeringAuthorization with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • vpaCreationTime - Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
  • vpaPeerVPCId - Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
  • vpaPeerVPCAWSAccountId -
  • vpaGameLiftAWSAccountId - Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.
  • vpaExpirationTime - Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

vpaCreationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime) #

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

vpaPeerVPCId :: Lens' VPCPeeringAuthorization (Maybe Text) #

Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.

vpaGameLiftAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text) #

Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

vpaExpirationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime) #

Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

VPCPeeringConnection

data VPCPeeringConnection #

Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.

VPC peering connection operations include:

  • CreateVpcPeeringAuthorization
  • DescribeVpcPeeringAuthorizations
  • DeleteVpcPeeringAuthorization
  • CreateVpcPeeringConnection
  • DescribeVpcPeeringConnections
  • DeleteVpcPeeringConnection

See: vpcPeeringConnection smart constructor.

Instances

Eq VPCPeeringConnection # 
Data VPCPeeringConnection # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> VPCPeeringConnection -> c VPCPeeringConnection #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c VPCPeeringConnection #

toConstr :: VPCPeeringConnection -> Constr #

dataTypeOf :: VPCPeeringConnection -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c VPCPeeringConnection) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c VPCPeeringConnection) #

gmapT :: (forall b. Data b => b -> b) -> VPCPeeringConnection -> VPCPeeringConnection #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> VPCPeeringConnection -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> VPCPeeringConnection -> r #

gmapQ :: (forall d. Data d => d -> u) -> VPCPeeringConnection -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> VPCPeeringConnection -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> VPCPeeringConnection -> m VPCPeeringConnection #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> VPCPeeringConnection -> m VPCPeeringConnection #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> VPCPeeringConnection -> m VPCPeeringConnection #

Read VPCPeeringConnection # 
Show VPCPeeringConnection # 
Generic VPCPeeringConnection # 
Hashable VPCPeeringConnection # 
FromJSON VPCPeeringConnection # 
NFData VPCPeeringConnection # 

Methods

rnf :: VPCPeeringConnection -> () #

type Rep VPCPeeringConnection # 
type Rep VPCPeeringConnection = D1 * (MetaData "VPCPeeringConnection" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "VPCPeeringConnection'" PrefixI True) ((:*:) * ((:*:) * (S1 * (MetaSel (Just Symbol "_vpcVPCPeeringConnectionId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) ((:*:) * (S1 * (MetaSel (Just Symbol "_vpcStatus") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe VPCPeeringConnectionStatus))) (S1 * (MetaSel (Just Symbol "_vpcPeerVPCId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))))) ((:*:) * (S1 * (MetaSel (Just Symbol "_vpcIPV4CidrBlock") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) ((:*:) * (S1 * (MetaSel (Just Symbol "_vpcGameLiftVPCId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_vpcFleetId") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))))

vpcPeeringConnection :: VPCPeeringConnection #

Creates a value of VPCPeeringConnection with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • vpcVPCPeeringConnectionId - Unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection .
  • vpcStatus - Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.
  • vpcPeerVPCId - Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.
  • vpcIPV4CidrBlock - CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.
  • vpcGameLiftVPCId - Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.
  • vpcFleetId - Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

vpcVPCPeeringConnectionId :: Lens' VPCPeeringConnection (Maybe Text) #

Unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection .

vpcStatus :: Lens' VPCPeeringConnection (Maybe VPCPeeringConnectionStatus) #

Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.

vpcPeerVPCId :: Lens' VPCPeeringConnection (Maybe Text) #

Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.

vpcIPV4CidrBlock :: Lens' VPCPeeringConnection (Maybe Text) #

CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.

vpcGameLiftVPCId :: Lens' VPCPeeringConnection (Maybe Text) #

Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.

vpcFleetId :: Lens' VPCPeeringConnection (Maybe Text) #

Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

VPCPeeringConnectionStatus

data VPCPeeringConnectionStatus #

Represents status information for a VPC peering connection. Status is associated with a VpcPeeringConnection object. Status codes and messages are provided from EC2 (see VpcPeeringConnectionStateReason ). Connection status information is also communicated as a fleet Event .

See: vpcPeeringConnectionStatus smart constructor.

Instances

Eq VPCPeeringConnectionStatus # 
Data VPCPeeringConnectionStatus # 

Methods

gfoldl :: (forall d b. Data d => c (d -> b) -> d -> c b) -> (forall g. g -> c g) -> VPCPeeringConnectionStatus -> c VPCPeeringConnectionStatus #

gunfold :: (forall b r. Data b => c (b -> r) -> c r) -> (forall r. r -> c r) -> Constr -> c VPCPeeringConnectionStatus #

toConstr :: VPCPeeringConnectionStatus -> Constr #

dataTypeOf :: VPCPeeringConnectionStatus -> DataType #

dataCast1 :: Typeable (* -> *) t => (forall d. Data d => c (t d)) -> Maybe (c VPCPeeringConnectionStatus) #

dataCast2 :: Typeable (* -> * -> *) t => (forall d e. (Data d, Data e) => c (t d e)) -> Maybe (c VPCPeeringConnectionStatus) #

gmapT :: (forall b. Data b => b -> b) -> VPCPeeringConnectionStatus -> VPCPeeringConnectionStatus #

gmapQl :: (r -> r' -> r) -> r -> (forall d. Data d => d -> r') -> VPCPeeringConnectionStatus -> r #

gmapQr :: (r' -> r -> r) -> r -> (forall d. Data d => d -> r') -> VPCPeeringConnectionStatus -> r #

gmapQ :: (forall d. Data d => d -> u) -> VPCPeeringConnectionStatus -> [u] #

gmapQi :: Int -> (forall d. Data d => d -> u) -> VPCPeeringConnectionStatus -> u #

gmapM :: Monad m => (forall d. Data d => d -> m d) -> VPCPeeringConnectionStatus -> m VPCPeeringConnectionStatus #

gmapMp :: MonadPlus m => (forall d. Data d => d -> m d) -> VPCPeeringConnectionStatus -> m VPCPeeringConnectionStatus #

gmapMo :: MonadPlus m => (forall d. Data d => d -> m d) -> VPCPeeringConnectionStatus -> m VPCPeeringConnectionStatus #

Read VPCPeeringConnectionStatus # 
Show VPCPeeringConnectionStatus # 
Generic VPCPeeringConnectionStatus # 
Hashable VPCPeeringConnectionStatus # 
FromJSON VPCPeeringConnectionStatus # 
NFData VPCPeeringConnectionStatus # 
type Rep VPCPeeringConnectionStatus # 
type Rep VPCPeeringConnectionStatus = D1 * (MetaData "VPCPeeringConnectionStatus" "Network.AWS.GameLift.Types.Product" "amazonka-gamelift-1.6.0-AFaGsb9wXmY9FImAlEHdkb" False) (C1 * (MetaCons "VPCPeeringConnectionStatus'" PrefixI True) ((:*:) * (S1 * (MetaSel (Just Symbol "_vpcsCode") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text))) (S1 * (MetaSel (Just Symbol "_vpcsMessage") NoSourceUnpackedness SourceStrict DecidedStrict) (Rec0 * (Maybe Text)))))

vpcPeeringConnectionStatus :: VPCPeeringConnectionStatus #

Creates a value of VPCPeeringConnectionStatus with the minimum fields required to make a request.

Use one of the following lenses to modify other fields as desired:

  • vpcsCode - Code indicating the status of a VPC peering connection.
  • vpcsMessage - Additional messaging associated with the connection status.

vpcsCode :: Lens' VPCPeeringConnectionStatus (Maybe Text) #

Code indicating the status of a VPC peering connection.

vpcsMessage :: Lens' VPCPeeringConnectionStatus (Maybe Text) #

Additional messaging associated with the connection status.