Paws::GameLift::GameSession
This class represents one of two things:
Use the attributes of this class as arguments to methods. You shouldn't make instances of this class. Each attribute should be used as a named argument in the calls that expect this type of object.
As an example, if Att1 is expected to be a Paws::GameLift::GameSession object:
$service_obj->Method(Att1 => { CreationTime => $value, ..., TerminationTime => $value });
Use accessors for each attribute. If Att1 is expected to be an Paws::GameLift::GameSession object:
$result = $service_obj->Method(...); $result->Att1->CreationTime
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.
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.
Related actions
CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
"1469498468.057"
A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
Number of players currently in the game session.
The DNS identifier assigned to the instance that is running the game session. Values have the following format:
TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com.
<unique identifier>.<region identifier>.amazongamelift.com
Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).)
ec2-<unique identifier>.compute.amazonaws.com
When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) associated with the GameLift fleet that this game session is running on.
A unique identifier for the fleet that the game session is running on.
A 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. You can search for active game sessions based on this custom data with SearchGameSessions.
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.
A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.
arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>
The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.
us-west-2
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 (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). Matchmaker data is useful when requesting match backfills, and is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
The maximum number of players that can be connected simultaneously to the game session.
A descriptive label that is associated with a game session. Session names do not need to be unique.
Indicates whether or not the game session is accepting new players.
The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.
Current status of the game session. A game session must have an ACTIVE status to have player sessions.
ACTIVE
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.
INTERRUPTED
A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
This class forms part of Paws, describing an object used in Paws::GameLift
The source code is located here: https://github.com/pplu/aws-sdk-perl
Please report bugs to: https://github.com/pplu/aws-sdk-perl/issues
To install Paws, copy and paste the appropriate command in to your terminal.
cpanm
cpanm Paws
CPAN shell
perl -MCPAN -e shell install Paws
For more information on module installation, please visit the detailed CPAN module installation guide.