packages feed

amazonka-gamelift 1.4.3 → 1.4.4

raw patch · 48 files changed

+1162/−273 lines, 48 filesdep ~amazonka-coredep ~amazonka-gameliftdep ~amazonka-testPVP: major bump suggested

API removals or changes: PVP suggests a major version bump

Dependency ranges changed: amazonka-core, amazonka-gamelift, amazonka-test

API changes (from Hackage documentation)

- Network.AWS.GameLift.CreateAlias: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateAlias.CreateAlias
- Network.AWS.GameLift.CreateBuild: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateBuild.CreateBuild
- Network.AWS.GameLift.CreateFleet: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateFleet.CreateFleet
- Network.AWS.GameLift.CreateGameSession: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateGameSession.CreateGameSession
- Network.AWS.GameLift.CreatePlayerSession: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
- Network.AWS.GameLift.CreatePlayerSessions: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
- Network.AWS.GameLift.DeleteAlias: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteAlias.DeleteAlias
- Network.AWS.GameLift.DeleteBuild: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteBuild.DeleteBuild
- Network.AWS.GameLift.DeleteFleet: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteFleet.DeleteFleet
- Network.AWS.GameLift.DeleteScalingPolicy: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
- Network.AWS.GameLift.DescribeAlias: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeAlias.DescribeAlias
- Network.AWS.GameLift.DescribeBuild: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeBuild.DescribeBuild
- Network.AWS.GameLift.DescribeEC2InstanceLimits: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
- Network.AWS.GameLift.DescribeFleetAttributes: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
- Network.AWS.GameLift.DescribeFleetCapacity: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
- Network.AWS.GameLift.DescribeFleetEvents: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
- Network.AWS.GameLift.DescribeFleetPortSettings: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
- Network.AWS.GameLift.DescribeFleetUtilization: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
- Network.AWS.GameLift.DescribeGameSessionDetails: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
- Network.AWS.GameLift.DescribeGameSessions: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
- Network.AWS.GameLift.DescribePlayerSessions: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
- Network.AWS.GameLift.DescribeScalingPolicies: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
- Network.AWS.GameLift.GetGameSessionLogURL: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
- Network.AWS.GameLift.ListAliases: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.ListAliases.ListAliases
- Network.AWS.GameLift.ListBuilds: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.ListBuilds.ListBuilds
- Network.AWS.GameLift.ListFleets: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.ListFleets.ListFleets
- Network.AWS.GameLift.PutScalingPolicy: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
- Network.AWS.GameLift.RequestUploadCredentials: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
- Network.AWS.GameLift.ResolveAlias: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.ResolveAlias.ResolveAlias
- Network.AWS.GameLift.UpdateAlias: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateAlias.UpdateAlias
- Network.AWS.GameLift.UpdateBuild: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateBuild.UpdateBuild
- Network.AWS.GameLift.UpdateFleetAttributes: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
- Network.AWS.GameLift.UpdateFleetCapacity: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
- Network.AWS.GameLift.UpdateFleetPortSettings: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
- Network.AWS.GameLift.UpdateGameSession: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
+ Network.AWS.GameLift: AmazonLinux :: OperatingSystem
+ Network.AWS.GameLift: Windows2012 :: OperatingSystem
+ Network.AWS.GameLift: bOperatingSystem :: Lens' Build (Maybe OperatingSystem)
+ Network.AWS.GameLift: data OperatingSystem
+ Network.AWS.GameLift: data RuntimeConfiguration
+ Network.AWS.GameLift: data ServerProcess
+ Network.AWS.GameLift: faOperatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem)
+ Network.AWS.GameLift: fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural)
+ Network.AWS.GameLift: gsPort :: Lens' GameSession (Maybe Natural)
+ Network.AWS.GameLift: psPort :: Lens' PlayerSession (Maybe Natural)
+ Network.AWS.GameLift: rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))
+ Network.AWS.GameLift: runtimeConfiguration :: RuntimeConfiguration
+ Network.AWS.GameLift: serverProcess :: Text -> Natural -> ServerProcess
+ Network.AWS.GameLift: spConcurrentExecutions :: Lens' ServerProcess Natural
+ Network.AWS.GameLift: spLaunchPath :: Lens' ServerProcess Text
+ Network.AWS.GameLift: spParameters :: Lens' ServerProcess (Maybe Text)
+ Network.AWS.GameLift.CreateAlias: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.CreateAlias.CreateAlias
+ Network.AWS.GameLift.CreateBuild: cbOperatingSystem :: Lens' CreateBuild (Maybe OperatingSystem)
+ Network.AWS.GameLift.CreateBuild: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.CreateBuild.CreateBuild
+ Network.AWS.GameLift.CreateFleet: cfRuntimeConfiguration :: Lens' CreateFleet (Maybe RuntimeConfiguration)
+ Network.AWS.GameLift.CreateFleet: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.CreateFleet.CreateFleet
+ Network.AWS.GameLift.CreateGameSession: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.CreateGameSession.CreateGameSession
+ Network.AWS.GameLift.CreatePlayerSession: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
+ Network.AWS.GameLift.CreatePlayerSessions: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
+ Network.AWS.GameLift.DeleteAlias: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DeleteAlias.DeleteAlias
+ Network.AWS.GameLift.DeleteBuild: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DeleteBuild.DeleteBuild
+ Network.AWS.GameLift.DeleteFleet: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DeleteFleet.DeleteFleet
+ Network.AWS.GameLift.DeleteScalingPolicy: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
+ Network.AWS.GameLift.DescribeAlias: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeAlias.DescribeAlias
+ Network.AWS.GameLift.DescribeBuild: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeBuild.DescribeBuild
+ Network.AWS.GameLift.DescribeEC2InstanceLimits: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
+ Network.AWS.GameLift.DescribeFleetAttributes: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
+ Network.AWS.GameLift.DescribeFleetCapacity: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
+ Network.AWS.GameLift.DescribeFleetEvents: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
+ Network.AWS.GameLift.DescribeFleetPortSettings: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
+ Network.AWS.GameLift.DescribeFleetUtilization: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
+ Network.AWS.GameLift.DescribeGameSessionDetails: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
+ Network.AWS.GameLift.DescribeGameSessions: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
+ Network.AWS.GameLift.DescribePlayerSessions: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: data DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: data DescribeRuntimeConfigurationResponse
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: describeRuntimeConfiguration :: Text -> DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: describeRuntimeConfigurationResponse :: Int -> DescribeRuntimeConfigurationResponse
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: drcFleetId :: Lens' DescribeRuntimeConfiguration Text
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: drcrsResponseStatus :: Lens' DescribeRuntimeConfigurationResponse Int
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: drcrsRuntimeConfiguration :: Lens' DescribeRuntimeConfigurationResponse (Maybe RuntimeConfiguration)
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Data.Data.Data Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Data.Data.Data Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance GHC.Read.Read Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance GHC.Read.Read Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance GHC.Show.Show Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance GHC.Show.Show Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ Network.AWS.GameLift.DescribeScalingPolicies: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
+ Network.AWS.GameLift.GetGameSessionLogURL: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
+ Network.AWS.GameLift.ListAliases: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.ListAliases.ListAliases
+ Network.AWS.GameLift.ListBuilds: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.ListBuilds.ListBuilds
+ Network.AWS.GameLift.ListFleets: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.ListFleets.ListFleets
+ Network.AWS.GameLift.PutScalingPolicy: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
+ Network.AWS.GameLift.RequestUploadCredentials: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
+ Network.AWS.GameLift.ResolveAlias: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.ResolveAlias.ResolveAlias
+ Network.AWS.GameLift.SearchGameSessions: data SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: data SearchGameSessionsResponse
+ Network.AWS.GameLift.SearchGameSessions: instance Control.DeepSeq.NFData Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance Control.DeepSeq.NFData Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
+ Network.AWS.GameLift.SearchGameSessions: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance Data.Data.Data Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance Data.Data.Data Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
+ Network.AWS.GameLift.SearchGameSessions: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance GHC.Classes.Eq Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance GHC.Classes.Eq Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
+ Network.AWS.GameLift.SearchGameSessions: instance GHC.Generics.Generic Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance GHC.Generics.Generic Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
+ Network.AWS.GameLift.SearchGameSessions: instance GHC.Read.Read Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance GHC.Read.Read Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
+ Network.AWS.GameLift.SearchGameSessions: instance GHC.Show.Show Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance GHC.Show.Show Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
+ Network.AWS.GameLift.SearchGameSessions: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: searchGameSessions :: SearchGameSessions
+ Network.AWS.GameLift.SearchGameSessions: searchGameSessionsResponse :: Int -> SearchGameSessionsResponse
+ Network.AWS.GameLift.SearchGameSessions: sgsAliasId :: Lens' SearchGameSessions (Maybe Text)
+ Network.AWS.GameLift.SearchGameSessions: sgsFilterExpression :: Lens' SearchGameSessions (Maybe Text)
+ Network.AWS.GameLift.SearchGameSessions: sgsFleetId :: Lens' SearchGameSessions (Maybe Text)
+ Network.AWS.GameLift.SearchGameSessions: sgsLimit :: Lens' SearchGameSessions (Maybe Natural)
+ Network.AWS.GameLift.SearchGameSessions: sgsNextToken :: Lens' SearchGameSessions (Maybe Text)
+ Network.AWS.GameLift.SearchGameSessions: sgsSortExpression :: Lens' SearchGameSessions (Maybe Text)
+ Network.AWS.GameLift.SearchGameSessions: sgsrsGameSessions :: Lens' SearchGameSessionsResponse [GameSession]
+ Network.AWS.GameLift.SearchGameSessions: sgsrsNextToken :: Lens' SearchGameSessionsResponse (Maybe Text)
+ Network.AWS.GameLift.SearchGameSessions: sgsrsResponseStatus :: Lens' SearchGameSessionsResponse Int
+ Network.AWS.GameLift.Types: AmazonLinux :: OperatingSystem
+ Network.AWS.GameLift.Types: Windows2012 :: OperatingSystem
+ Network.AWS.GameLift.Types: bOperatingSystem :: Lens' Build (Maybe OperatingSystem)
+ Network.AWS.GameLift.Types: data OperatingSystem
+ Network.AWS.GameLift.Types: data RuntimeConfiguration
+ Network.AWS.GameLift.Types: data ServerProcess
+ Network.AWS.GameLift.Types: faOperatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem)
+ Network.AWS.GameLift.Types: fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural)
+ Network.AWS.GameLift.Types: gsPort :: Lens' GameSession (Maybe Natural)
+ Network.AWS.GameLift.Types: psPort :: Lens' PlayerSession (Maybe Natural)
+ Network.AWS.GameLift.Types: rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))
+ Network.AWS.GameLift.Types: runtimeConfiguration :: RuntimeConfiguration
+ Network.AWS.GameLift.Types: serverProcess :: Text -> Natural -> ServerProcess
+ Network.AWS.GameLift.Types: spConcurrentExecutions :: Lens' ServerProcess Natural
+ Network.AWS.GameLift.Types: spLaunchPath :: Lens' ServerProcess Text
+ Network.AWS.GameLift.Types: spParameters :: Lens' ServerProcess (Maybe Text)
+ Network.AWS.GameLift.UpdateAlias: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.UpdateAlias.UpdateAlias
+ Network.AWS.GameLift.UpdateBuild: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.UpdateBuild.UpdateBuild
+ Network.AWS.GameLift.UpdateFleetAttributes: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
+ Network.AWS.GameLift.UpdateFleetCapacity: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
+ Network.AWS.GameLift.UpdateFleetPortSettings: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
+ Network.AWS.GameLift.UpdateGameSession: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: data UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: data UpdateRuntimeConfigurationResponse
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Data.Data.Data Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Data.Data.Data Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance GHC.Read.Read Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance GHC.Read.Read Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance GHC.Show.Show Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance GHC.Show.Show Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: updateRuntimeConfiguration :: Text -> RuntimeConfiguration -> UpdateRuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: updateRuntimeConfigurationResponse :: Int -> UpdateRuntimeConfigurationResponse
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: urcFleetId :: Lens' UpdateRuntimeConfiguration Text
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: urcRuntimeConfiguration :: Lens' UpdateRuntimeConfiguration RuntimeConfiguration
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: urcrsResponseStatus :: Lens' UpdateRuntimeConfigurationResponse Int
+ Network.AWS.GameLift.UpdateRuntimeConfiguration: urcrsRuntimeConfiguration :: Lens' UpdateRuntimeConfigurationResponse (Maybe RuntimeConfiguration)
- Network.AWS.GameLift.CreateFleet: cfServerLaunchPath :: Lens' CreateFleet Text
+ Network.AWS.GameLift.CreateFleet: cfServerLaunchPath :: Lens' CreateFleet (Maybe Text)
- Network.AWS.GameLift.CreateFleet: createFleet :: Text -> Text -> Text -> EC2InstanceType -> CreateFleet
+ Network.AWS.GameLift.CreateFleet: createFleet :: Text -> Text -> EC2InstanceType -> CreateFleet

Files

README.md view
@@ -8,26 +8,34 @@  ## Version -`1.4.3`+`1.4.4`   ## Description  Amazon GameLift Service -Welcome to the /Amazon GameLift API Reference/. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management. For more information about the GameLift service, including a feature overview, getting started guide, and tutorial, see the accompanying <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide>.+Welcome to the /Amazon GameLift API Reference/. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management. -This reference describes the low-level service API for GameLift. You can call this API directly or use the <https://aws.amazon.com/tools/ AWS SDK> for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the <https://aws.amazon.com/cli/ AWS command-line interface> (CLI) tool, which includes commands for GameLift. For administrative actions, you can use the Amazon GameLift console.+This reference describes the low-level service API for GameLift. You can call this API directly or use the <https://aws.amazon.com/tools/#sdk AWS SDK> for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the <https://aws.amazon.com/cli/ AWS command-line interface> (CLI) tool, which includes commands for GameLift. For administrative actions, you can also use the Amazon GameLift console. -__Managing Game and Player Sessions Through GameLift__+__More Resources__ -Call these actions from your game clients and\/or services to create and manage multiplayer game sessions.+-   <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide>: Learn more about GameLift features and how to use them+-   <https://gamedev.amazon.com/forums/tutorials Lumberyard and GameLift Tutorials>: Get started fast with walkthroughs and sample projects+-   <https://aws.amazon.com/blogs/gamedev/ GameDev Blog>: Stay up to date with new features and techniques+-   <https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html GameDev Forums>: Connect with the GameDev community +__Manage Games and Players Through GameLift__++Call these actions from your game clients and\/or services to create and manage multiplayer game sessions and player sessions.+ -   __Game sessions__     -   < CreateGameSession>     -   < DescribeGameSessions>     -   < DescribeGameSessionDetails>     -   < UpdateGameSession>+    -   < SearchGameSessions> -   __Player sessions__     -   < CreatePlayerSession>     -   < CreatePlayerSessions>@@ -35,43 +43,47 @@ -   __Other actions:__     -   < GetGameSessionLogUrl> -__Setting Up Game Servers__+__Set Up and Manage Game Servers__ -Use these administrative actions to configure GameLift to host your game servers. When configuring GameLift, you\'ll need to (1) configure a build for your game and provide build files, and (2) set up one or more fleets to host game sessions.+Use these administrative actions to configure GameLift to host your game servers. When setting up GameLift, you\'ll need to (1) configure a build for your game and upload build files, and (2) set up one or more fleets to host game sessions. Once you\'ve created and activated a fleet, you can assign aliases to it, scale capacity, track performance and utilization, etc. --   __Build actions:__+-   __Manage your builds:__     -   < ListBuilds>     -   < CreateBuild>     -   < DescribeBuild>     -   < UpdateBuild>     -   < DeleteBuild>     -   < RequestUploadCredentials>--   __Fleet actions:__+-   __Manage your fleets:__     -   < ListFleets>     -   < CreateFleet>-    -   Describe fleet actions:+    -   Describe fleets:         -   < DescribeFleetAttributes>         -   < DescribeFleetCapacity>         -   < DescribeFleetPortSettings>         -   < DescribeFleetUtilization>         -   < DescribeEC2InstanceLimits>         -   < DescribeFleetEvents>-    -   Update fleet actions:+        -   < DescribeRuntimeConfiguration>+    -   Update fleets:         -   < UpdateFleetAttributes>         -   < UpdateFleetCapacity>         -   < UpdateFleetPortSettings>+        -   < UpdateRuntimeConfiguration>     -   < DeleteFleet>--   __Alias actions:__+-   __Manage fleet aliases:__     -   < ListAliases>     -   < CreateAlias>     -   < DescribeAlias>     -   < UpdateAlias>     -   < DeleteAlias>     -   < ResolveAlias>--   __Scaling policy actions:__+-   __Manage autoscaling:__     -   < PutScalingPolicy>     -   < DescribeScalingPolicies>     -   < DeleteScalingPolicy>++To view changes to the API, see the GameLift <http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html Document History> page.  Documentation is available via [Hackage](http://hackage.haskell.org/package/amazonka-gamelift) and the [AWS API Reference](https://aws.amazon.com/documentation/).
amazonka-gamelift.cabal view
@@ -1,5 +1,5 @@ name:                  amazonka-gamelift-version:               1.4.3+version:               1.4.4 synopsis:              Amazon GameLift SDK. homepage:              https://github.com/brendanhay/amazonka bug-reports:           https://github.com/brendanhay/amazonka/issues@@ -11,23 +11,31 @@ category:              Network, AWS, Cloud, Distributed Computing build-type:            Simple cabal-version:         >= 1.10-extra-source-files:    README.md fixture/*.yaml fixture/*.proto+extra-source-files:    README.md fixture/*.yaml fixture/*.proto src/.gitkeep description:     Amazon GameLift Service -    Welcome to the /Amazon GameLift API Reference/. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management. For more information about the GameLift service, including a feature overview, getting started guide, and tutorial, see the accompanying <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide>.+    Welcome to the /Amazon GameLift API Reference/. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management. -    This reference describes the low-level service API for GameLift. You can call this API directly or use the <https://aws.amazon.com/tools/ AWS SDK> for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the <https://aws.amazon.com/cli/ AWS command-line interface> (CLI) tool, which includes commands for GameLift. For administrative actions, you can use the Amazon GameLift console.+    This reference describes the low-level service API for GameLift. You can call this API directly or use the <https://aws.amazon.com/tools/#sdk AWS SDK> for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the <https://aws.amazon.com/cli/ AWS command-line interface> (CLI) tool, which includes commands for GameLift. For administrative actions, you can also use the Amazon GameLift console. -    __Managing Game and Player Sessions Through GameLift__+    __More Resources__ -    Call these actions from your game clients and\/or services to create and manage multiplayer game sessions.+    -   <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide>: Learn more about GameLift features and how to use them+    -   <https://gamedev.amazon.com/forums/tutorials Lumberyard and GameLift Tutorials>: Get started fast with walkthroughs and sample projects+    -   <https://aws.amazon.com/blogs/gamedev/ GameDev Blog>: Stay up to date with new features and techniques+    -   <https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html GameDev Forums>: Connect with the GameDev community +    __Manage Games and Players Through GameLift__++    Call these actions from your game clients and\/or services to create and manage multiplayer game sessions and player sessions.+     -   __Game sessions__         -   < CreateGameSession>         -   < DescribeGameSessions>         -   < DescribeGameSessionDetails>         -   < UpdateGameSession>+        -   < SearchGameSessions>     -   __Player sessions__         -   < CreatePlayerSession>         -   < CreatePlayerSessions>@@ -35,43 +43,47 @@     -   __Other actions:__         -   < GetGameSessionLogUrl> -    __Setting Up Game Servers__+    __Set Up and Manage Game Servers__ -    Use these administrative actions to configure GameLift to host your game servers. When configuring GameLift, you\'ll need to (1) configure a build for your game and provide build files, and (2) set up one or more fleets to host game sessions.+    Use these administrative actions to configure GameLift to host your game servers. When setting up GameLift, you\'ll need to (1) configure a build for your game and upload build files, and (2) set up one or more fleets to host game sessions. Once you\'ve created and activated a fleet, you can assign aliases to it, scale capacity, track performance and utilization, etc. -    -   __Build actions:__+    -   __Manage your builds:__         -   < ListBuilds>         -   < CreateBuild>         -   < DescribeBuild>         -   < UpdateBuild>         -   < DeleteBuild>         -   < RequestUploadCredentials>-    -   __Fleet actions:__+    -   __Manage your fleets:__         -   < ListFleets>         -   < CreateFleet>-        -   Describe fleet actions:+        -   Describe fleets:             -   < DescribeFleetAttributes>             -   < DescribeFleetCapacity>             -   < DescribeFleetPortSettings>             -   < DescribeFleetUtilization>             -   < DescribeEC2InstanceLimits>             -   < DescribeFleetEvents>-        -   Update fleet actions:+            -   < DescribeRuntimeConfiguration>+        -   Update fleets:             -   < UpdateFleetAttributes>             -   < UpdateFleetCapacity>             -   < UpdateFleetPortSettings>+            -   < UpdateRuntimeConfiguration>         -   < DeleteFleet>-    -   __Alias actions:__+    -   __Manage fleet aliases:__         -   < ListAliases>         -   < CreateAlias>         -   < DescribeAlias>         -   < UpdateAlias>         -   < DeleteAlias>         -   < ResolveAlias>-    -   __Scaling policy actions:__+    -   __Manage autoscaling:__         -   < PutScalingPolicy>         -   < DescribeScalingPolicies>         -   < DeleteScalingPolicy>++    To view changes to the API, see the GameLift <http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html Document History> page.     .     The types from this library are intended to be used with     <http://hackage.haskell.org/package/amazonka amazonka>, which provides@@ -120,6 +132,7 @@         , Network.AWS.GameLift.DescribeGameSessionDetails         , Network.AWS.GameLift.DescribeGameSessions         , Network.AWS.GameLift.DescribePlayerSessions+        , Network.AWS.GameLift.DescribeRuntimeConfiguration         , Network.AWS.GameLift.DescribeScalingPolicies         , Network.AWS.GameLift.GetGameSessionLogURL         , Network.AWS.GameLift.ListAliases@@ -128,6 +141,7 @@         , Network.AWS.GameLift.PutScalingPolicy         , Network.AWS.GameLift.RequestUploadCredentials         , Network.AWS.GameLift.ResolveAlias+        , Network.AWS.GameLift.SearchGameSessions         , Network.AWS.GameLift.Types         , Network.AWS.GameLift.UpdateAlias         , Network.AWS.GameLift.UpdateBuild@@ -135,6 +149,7 @@         , Network.AWS.GameLift.UpdateFleetCapacity         , Network.AWS.GameLift.UpdateFleetPortSettings         , Network.AWS.GameLift.UpdateGameSession+        , Network.AWS.GameLift.UpdateRuntimeConfiguration         , Network.AWS.GameLift.Waiters      other-modules:@@ -142,7 +157,7 @@         , Network.AWS.GameLift.Types.Sum      build-depends:-          amazonka-core == 1.4.3.*+          amazonka-core == 1.4.4.*         , base          >= 4.7     && < 5  test-suite amazonka-gamelift-test@@ -162,9 +177,9 @@         , Test.AWS.GameLift.Internal      build-depends:-          amazonka-core == 1.4.3.*-        , amazonka-test == 1.4.3.*-        , amazonka-gamelift == 1.4.3.*+          amazonka-core == 1.4.4.*+        , amazonka-test == 1.4.4.*+        , amazonka-gamelift == 1.4.4.*         , base         , bytestring         , tasty
+ fixture/DescribeRuntimeConfiguration.yaml view
+ fixture/DescribeRuntimeConfigurationResponse.proto view
+ fixture/SearchGameSessions.yaml view
+ fixture/SearchGameSessionsResponse.proto view
+ fixture/UpdateRuntimeConfiguration.yaml view
+ fixture/UpdateRuntimeConfigurationResponse.proto view
gen/Network/AWS/GameLift.hs view
@@ -13,19 +13,27 @@ -- -- Amazon GameLift Service ----- Welcome to the /Amazon GameLift API Reference/. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management. For more information about the GameLift service, including a feature overview, getting started guide, and tutorial, see the accompanying <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide>.+-- Welcome to the /Amazon GameLift API Reference/. Amazon GameLift is a managed Amazon Web Services (AWS) service for developers who need a scalable, server-based solution for multiplayer games. Amazon GameLift provides setup and deployment of game servers, and handles infrastructure scaling and session management. ----- This reference describes the low-level service API for GameLift. You can call this API directly or use the <https://aws.amazon.com/tools/ AWS SDK> for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the <https://aws.amazon.com/cli/ AWS command-line interface> (CLI) tool, which includes commands for GameLift. For administrative actions, you can use the Amazon GameLift console.+-- This reference describes the low-level service API for GameLift. You can call this API directly or use the <https://aws.amazon.com/tools/#sdk AWS SDK> for your preferred language. The AWS SDK includes a set of high-level GameLift actions multiplayer game sessions. Alternatively, you can use the <https://aws.amazon.com/cli/ AWS command-line interface> (CLI) tool, which includes commands for GameLift. For administrative actions, you can also use the Amazon GameLift console. ----- __Managing Game and Player Sessions Through GameLift__+-- __More Resources__ ----- Call these actions from your game clients and\/or services to create and manage multiplayer game sessions.+-- -   <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide>: Learn more about GameLift features and how to use them+-- -   <https://gamedev.amazon.com/forums/tutorials Lumberyard and GameLift Tutorials>: Get started fast with walkthroughs and sample projects+-- -   <https://aws.amazon.com/blogs/gamedev/ GameDev Blog>: Stay up to date with new features and techniques+-- -   <https://gamedev.amazon.com/forums/spaces/123/gamelift-discussion.html GameDev Forums>: Connect with the GameDev community --+-- __Manage Games and Players Through GameLift__+--+-- Call these actions from your game clients and\/or services to create and manage multiplayer game sessions and player sessions.+-- -- -   __Game sessions__ --     -   < CreateGameSession> --     -   < DescribeGameSessions> --     -   < DescribeGameSessionDetails> --     -   < UpdateGameSession>+--     -   < SearchGameSessions> -- -   __Player sessions__ --     -   < CreatePlayerSession> --     -   < CreatePlayerSessions>@@ -33,43 +41,47 @@ -- -   __Other actions:__ --     -   < GetGameSessionLogUrl> ----- __Setting Up Game Servers__+-- __Set Up and Manage Game Servers__ ----- Use these administrative actions to configure GameLift to host your game servers. When configuring GameLift, you\'ll need to (1) configure a build for your game and provide build files, and (2) set up one or more fleets to host game sessions.+-- Use these administrative actions to configure GameLift to host your game servers. When setting up GameLift, you\'ll need to (1) configure a build for your game and upload build files, and (2) set up one or more fleets to host game sessions. Once you\'ve created and activated a fleet, you can assign aliases to it, scale capacity, track performance and utilization, etc. ----- -   __Build actions:__+-- -   __Manage your builds:__ --     -   < ListBuilds> --     -   < CreateBuild> --     -   < DescribeBuild> --     -   < UpdateBuild> --     -   < DeleteBuild> --     -   < RequestUploadCredentials>--- -   __Fleet actions:__+-- -   __Manage your fleets:__ --     -   < ListFleets> --     -   < CreateFleet>---     -   Describe fleet actions:+--     -   Describe fleets: --         -   < DescribeFleetAttributes> --         -   < DescribeFleetCapacity> --         -   < DescribeFleetPortSettings> --         -   < DescribeFleetUtilization> --         -   < DescribeEC2InstanceLimits> --         -   < DescribeFleetEvents>---     -   Update fleet actions:+--         -   < DescribeRuntimeConfiguration>+--     -   Update fleets: --         -   < UpdateFleetAttributes> --         -   < UpdateFleetCapacity> --         -   < UpdateFleetPortSettings>+--         -   < UpdateRuntimeConfiguration> --     -   < DeleteFleet>--- -   __Alias actions:__+-- -   __Manage fleet aliases:__ --     -   < ListAliases> --     -   < CreateAlias> --     -   < DescribeAlias> --     -   < UpdateAlias> --     -   < DeleteAlias> --     -   < ResolveAlias>--- -   __Scaling policy actions:__+-- -   __Manage autoscaling:__ --     -   < PutScalingPolicy> --     -   < DescribeScalingPolicies> --     -   < DeleteScalingPolicy>+--+-- To view changes to the API, see the GameLift <http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html Document History> page. module Network.AWS.GameLift     (     -- * Service Configuration@@ -147,6 +159,12 @@     -- ** ListAliases     , module Network.AWS.GameLift.ListAliases +    -- ** UpdateRuntimeConfiguration+    , module Network.AWS.GameLift.UpdateRuntimeConfiguration++    -- ** SearchGameSessions+    , module Network.AWS.GameLift.SearchGameSessions+     -- ** DescribeScalingPolicies     , module Network.AWS.GameLift.DescribeScalingPolicies @@ -156,6 +174,9 @@     -- ** DescribeFleetUtilization     , module Network.AWS.GameLift.DescribeFleetUtilization +    -- ** DescribeRuntimeConfiguration+    , module Network.AWS.GameLift.DescribeRuntimeConfiguration+     -- ** GetGameSessionLogURL     , module Network.AWS.GameLift.GetGameSessionLogURL @@ -248,6 +269,9 @@     -- ** MetricName     , MetricName (..) +    -- ** OperatingSystem+    , OperatingSystem (..)+     -- ** PlayerSessionCreationPolicy     , PlayerSessionCreationPolicy (..) @@ -288,6 +312,7 @@     , build     , bCreationTime     , bStatus+    , bOperatingSystem     , bBuildId     , bName     , bVersion@@ -327,6 +352,7 @@     , faStatus     , faServerLaunchParameters     , faLogPaths+    , faOperatingSystem     , faBuildId     , faTerminationTime     , faNewGameSessionProtectionPolicy@@ -349,6 +375,7 @@     , fuMaximumPlayerSessionCount     , fuCurrentPlayerSessionCount     , fuFleetId+    , fuActiveServerProcessCount      -- ** GameProperty     , GameProperty@@ -370,6 +397,7 @@     , gsName     , gsCurrentPlayerSessionCount     , gsFleetId+    , gsPort      -- ** GameSessionDetail     , GameSessionDetail@@ -396,6 +424,7 @@     , psPlayerSessionId     , psFleetId     , psPlayerId+    , psPort      -- ** RoutingStrategy     , RoutingStrategy@@ -404,6 +433,11 @@     , rsMessage     , rsFleetId +    -- ** RuntimeConfiguration+    , RuntimeConfiguration+    , runtimeConfiguration+    , rcServerProcesses+     -- ** S3Location     , S3Location     , s3Location@@ -423,6 +457,13 @@     , spThreshold     , spScalingAdjustment     , spFleetId++    -- ** ServerProcess+    , ServerProcess+    , serverProcess+    , spParameters+    , spLaunchPath+    , spConcurrentExecutions     ) where  import           Network.AWS.GameLift.CreateAlias@@ -446,6 +487,7 @@ import           Network.AWS.GameLift.DescribeGameSessionDetails import           Network.AWS.GameLift.DescribeGameSessions import           Network.AWS.GameLift.DescribePlayerSessions+import           Network.AWS.GameLift.DescribeRuntimeConfiguration import           Network.AWS.GameLift.DescribeScalingPolicies import           Network.AWS.GameLift.GetGameSessionLogURL import           Network.AWS.GameLift.ListAliases@@ -454,6 +496,7 @@ import           Network.AWS.GameLift.PutScalingPolicy import           Network.AWS.GameLift.RequestUploadCredentials import           Network.AWS.GameLift.ResolveAlias+import           Network.AWS.GameLift.SearchGameSessions import           Network.AWS.GameLift.Types import           Network.AWS.GameLift.UpdateAlias import           Network.AWS.GameLift.UpdateBuild@@ -461,6 +504,7 @@ import           Network.AWS.GameLift.UpdateFleetCapacity import           Network.AWS.GameLift.UpdateFleetPortSettings import           Network.AWS.GameLift.UpdateGameSession+import           Network.AWS.GameLift.UpdateRuntimeConfiguration import           Network.AWS.GameLift.Waiters  {- $errors
gen/Network/AWS/GameLift/CreateAlias.hs view
@@ -75,11 +75,11 @@     , _caRoutingStrategy = pRoutingStrategy_     } --- | Human-readable description of the alias.+-- | Human-readable description of an alias. caDescription :: Lens' CreateAlias (Maybe Text) caDescription = lens _caDescription (\ s a -> s{_caDescription = a}); --- | Descriptive label associated with this alias. Alias names do not need to be unique.+-- | Descriptive label associated with an alias. Alias names do not need to be unique. caName :: Lens' CreateAlias Text caName = lens _caName (\ s a -> s{_caName = a}); 
gen/Network/AWS/GameLift/CreateBuild.hs view
@@ -18,11 +18,11 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and is in an INITIALIZED state, you can upload your game build.+-- Initializes a new build record and generates information required to upload a game build to Amazon GameLift. Once the build record has been created and its status is 'INITIALIZED', you can upload your game build. ----- To create a build, use the CLI command 'upload-build', which creates a new build record and uploads the build files in one step. (See the <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide> for more details on the CLI and the upload process.) Call the 'CreateBuild' action only if you have your own Amazon Simple Storage Service (Amazon S3) client and need to manually upload your build files.+-- Do not use this API action unless you are using your own Amazon Simple Storage Service (Amazon S3) client and need to manually upload your build files. Instead, to create a build, use the CLI command 'upload-build', which creates a new build record and uploads the build files in one step. (See the <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html Amazon GameLift Developer Guide> help on packaging and uploading your build.) ----- To create a new build, optionally specify a build name and version. This metadata is stored with other properties in the build record and is displayed in the GameLift console (but not visible to players). If successful, this action returns the newly created build record along with an Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build.+-- To create a new build, identify the operating system of the game server binaries. All game servers in a build must use the same operating system. Optionally, specify a build name and version; this metadata is stored with other properties in the build record and is displayed in the GameLift console (it is not visible to players). If successful, this action returns the newly created build record along with the Amazon S3 storage location and AWS account credentials. Use the location and credentials to upload your game build. module Network.AWS.GameLift.CreateBuild     (     -- * Creating a Request@@ -30,6 +30,7 @@     , CreateBuild     -- * Request Lenses     , cbStorageLocation+    , cbOperatingSystem     , cbName     , cbVersion @@ -55,6 +56,7 @@ -- /See:/ 'createBuild' smart constructor. data CreateBuild = CreateBuild'     { _cbStorageLocation :: !(Maybe S3Location)+    , _cbOperatingSystem :: !(Maybe OperatingSystem)     , _cbName            :: !(Maybe Text)     , _cbVersion         :: !(Maybe Text)     } deriving (Eq,Read,Show,Data,Typeable,Generic)@@ -65,6 +67,8 @@ -- -- * 'cbStorageLocation' --+-- * 'cbOperatingSystem'+-- -- * 'cbName' -- -- * 'cbVersion'@@ -73,6 +77,7 @@ createBuild =     CreateBuild'     { _cbStorageLocation = Nothing+    , _cbOperatingSystem = Nothing     , _cbName = Nothing     , _cbVersion = Nothing     }@@ -81,11 +86,15 @@ cbStorageLocation :: Lens' CreateBuild (Maybe S3Location) cbStorageLocation = lens _cbStorageLocation (\ s a -> s{_cbStorageLocation = a}); --- | Descriptive label associated with this build. Build names do not need to be unique. A build name can be changed later using < UpdateBuild>.+-- | 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.+cbOperatingSystem :: Lens' CreateBuild (Maybe OperatingSystem)+cbOperatingSystem = lens _cbOperatingSystem (\ s a -> s{_cbOperatingSystem = a});++-- | Descriptive label associated with a build. Build names do not need to be unique. A build name can be changed later using 'UpdateBuild'. cbName :: Lens' CreateBuild (Maybe Text) cbName = lens _cbName (\ s a -> s{_cbName = a}); --- | Version associated with this build. Version strings do not need to be unique to a build. A build version can be changed later using < UpdateBuild>.+-- | Version associated with this build. Version strings do not need to be unique to a build. A build version can be changed later using 'UpdateBuild'. cbVersion :: Lens' CreateBuild (Maybe Text) cbVersion = lens _cbVersion (\ s a -> s{_cbVersion = a}); @@ -119,6 +128,7 @@           = object               (catMaybes                  [("StorageLocation" .=) <$> _cbStorageLocation,+                  ("OperatingSystem" .=) <$> _cbOperatingSystem,                   ("Name" .=) <$> _cbName,                   ("Version" .=) <$> _cbVersion]) @@ -164,7 +174,7 @@ cbrsStorageLocation :: Lens' CreateBuildResponse (Maybe S3Location) cbrsStorageLocation = lens _cbrsStorageLocation (\ s a -> s{_cbrsStorageLocation = a}); --- | AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for. If you need to get fresh credentials, call < RequestUploadCredentials>.+-- | AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for. If you need to get fresh credentials, call 'RequestUploadCredentials'. cbrsUploadCredentials :: Lens' CreateBuildResponse (Maybe AWSCredentials) cbrsUploadCredentials = lens _cbrsUploadCredentials (\ s a -> s{_cbrsUploadCredentials = a}) . mapping _Sensitive; 
gen/Network/AWS/GameLift/CreateFleet.hs view
@@ -18,20 +18,24 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Creates a new fleet to host game servers. A fleet consists of a set of Amazon Elastic Compute Cloud (Amazon EC2) instances of a certain type, which defines the CPU, memory, storage, and networking capacity of each host in the fleet. See <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for more information. Each instance in the fleet hosts a game server created from the specified game build. Once a fleet is in an ACTIVE state, it can begin hosting game sessions.+-- Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple server processes to host game sessions. You configure a fleet to create instances with certain hardware specifications (see <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for more information), and deploy a specified game build to each instance. A newly created fleet passes through several statuses; once it reaches the 'ACTIVE' status, it can begin hosting game sessions. ----- To create a new fleet, provide a name and the EC2 instance type for the new fleet, and specify the build and server launch path. Builds must be in a READY state before they can be used to build fleets. When configuring the new fleet, you can optionally (1) provide a set of launch parameters to be passed to a game server when activated; (2) limit incoming traffic to a specified range of IP addresses and port numbers; (3) set game session protection for all instances in the fleet, and (4) configure Amazon GameLift to store game session logs by specifying the path to the logs stored in your game server files. If the call is successful, Amazon GameLift performs the following tasks:+-- To create a new fleet, provide a fleet name, an EC2 instance type, and a build ID of the game build to deploy. You can also configure the new fleet with the following settings: (1) a runtime configuration describing what server processes to run on each instance in the fleet (required to create fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session protection, and (4) the location of default log files for GameLift to upload and store. ----- -   Creates a fleet record and sets the state to NEW.--- -   Sets the fleet\'s capacity to 1 \"desired\" and 1 \"active\" EC2 instance count.--- -   Creates an EC2 instance and begins the process of initializing the fleet and activating a game server on the instance.+-- If the 'CreateFleet' call is successful, Amazon GameLift performs the following tasks:+--+-- -   Creates a fleet record and sets the status to 'NEW' (followed by other statuses as the fleet is activated).+-- -   Sets the fleet\'s capacity to 1 \"desired\", which causes GameLift to start one new EC2 instance.+-- -   Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, GameLift staggers each launch by a few seconds. -- -   Begins writing events to the fleet event log, which can be accessed in the GameLift console.+-- -   Sets the fleet\'s status to 'ACTIVE' once one server process in the fleet is ready to host a game session. ----- Once a fleet is created, use the following actions to change certain fleet properties (server launch parameters and log paths cannot be changed):+-- After a fleet is created, use the following actions to change fleet properties and configuration: -- -- -   < UpdateFleetAttributes> -- Update fleet metadata, including name and description. -- -   < UpdateFleetCapacity> -- Increase or decrease the number of instances you want the fleet to maintain.--- -   < UpdateFleetPortSettings> -- Change the IP addresses and ports that allow access to incoming traffic.+-- -   < UpdateFleetPortSettings> -- Change the IP address and port ranges that allow access to incoming traffic.+-- -   < UpdateRuntimeConfiguration> -- Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes. module Network.AWS.GameLift.CreateFleet     (     -- * Creating a Request@@ -41,11 +45,12 @@     , cfServerLaunchParameters     , cfLogPaths     , cfEC2InboundPermissions+    , cfRuntimeConfiguration     , cfNewGameSessionProtectionPolicy+    , cfServerLaunchPath     , cfDescription     , cfName     , cfBuildId-    , cfServerLaunchPath     , cfEC2InstanceType      -- * Destructuring the Response@@ -70,11 +75,12 @@     { _cfServerLaunchParameters         :: !(Maybe Text)     , _cfLogPaths                       :: !(Maybe [Text])     , _cfEC2InboundPermissions          :: !(Maybe [IPPermission])+    , _cfRuntimeConfiguration           :: !(Maybe RuntimeConfiguration)     , _cfNewGameSessionProtectionPolicy :: !(Maybe ProtectionPolicy)+    , _cfServerLaunchPath               :: !(Maybe Text)     , _cfDescription                    :: !(Maybe Text)     , _cfName                           :: !Text     , _cfBuildId                        :: !Text-    , _cfServerLaunchPath               :: !Text     , _cfEC2InstanceType                :: !EC2InstanceType     } deriving (Eq,Read,Show,Data,Typeable,Generic) @@ -88,72 +94,78 @@ -- -- * 'cfEC2InboundPermissions' --+-- * 'cfRuntimeConfiguration'+-- -- * 'cfNewGameSessionProtectionPolicy' --+-- * 'cfServerLaunchPath'+-- -- * 'cfDescription' -- -- * 'cfName' -- -- * 'cfBuildId' ----- * 'cfServerLaunchPath'--- -- * 'cfEC2InstanceType' createFleet     :: Text -- ^ 'cfName'     -> Text -- ^ 'cfBuildId'-    -> Text -- ^ 'cfServerLaunchPath'     -> EC2InstanceType -- ^ 'cfEC2InstanceType'     -> CreateFleet-createFleet pName_ pBuildId_ pServerLaunchPath_ pEC2InstanceType_ =+createFleet pName_ pBuildId_ pEC2InstanceType_ =     CreateFleet'     { _cfServerLaunchParameters = Nothing     , _cfLogPaths = Nothing     , _cfEC2InboundPermissions = Nothing+    , _cfRuntimeConfiguration = Nothing     , _cfNewGameSessionProtectionPolicy = Nothing+    , _cfServerLaunchPath = Nothing     , _cfDescription = Nothing     , _cfName = pName_     , _cfBuildId = pBuildId_-    , _cfServerLaunchPath = pServerLaunchPath_     , _cfEC2InstanceType = pEC2InstanceType_     } --- | Parameters required to launch your game server. These parameters should be expressed as a string of command-line parameters. Example: \"+sv_port 33435 +start_lobby\".+-- | This parameter is no longer used. Instead, specify server launch parameters in the 'RuntimeConfiguration' parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.) cfServerLaunchParameters :: Lens' CreateFleet (Maybe Text) cfServerLaunchParameters = lens _cfServerLaunchParameters (\ s a -> s{_cfServerLaunchParameters = a}); --- | Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.+-- | 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 <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code Amazon GameLift Developer Guide>. If no default log path for a fleet is specified, GameLift will automatically upload logs stored on each instance at 'C:\\game\\logs'. Use the GameLift console to access stored logs. cfLogPaths :: Lens' CreateFleet [Text] cfLogPaths = lens _cfLogPaths (\ s a -> s{_cfLogPaths = a}) . _Default . _Coerce; --- | Access limits for incoming traffic. Setting these values limits game server access to incoming traffic using specified IP ranges and port numbers. Some ports in a range may be restricted. You can provide one or more sets of permissions for the fleet.+-- | Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. If no inbound permissions are set, including both IP address range and port range, the server processes in the fleet cannot accept connections. You can specify one or more sets of permissions for a fleet. cfEC2InboundPermissions :: Lens' CreateFleet [IPPermission] cfEC2InboundPermissions = lens _cfEC2InboundPermissions (\ s a -> s{_cfEC2InboundPermissions = a}) . _Default . _Coerce; --- | Game session protection policy to apply to all instances created in this fleet. If this parameter is not set, new instances in this fleet will default to no protection. Protection can be set for individual instances using < UpdateGameSession>.+-- | Instructions for launching server processes on each instance in the fleet. The runtime configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance. A 'CreateFleet' request must include a runtime configuration with at least one server process configuration; otherwise the request will fail with an invalid request exception. (This parameter replaces the parameters 'ServerLaunchPath' and 'ServerLaunchParameters'; requests that contain values for these parameters instead of a runtime configuration will continue to work.)+cfRuntimeConfiguration :: Lens' CreateFleet (Maybe RuntimeConfiguration)+cfRuntimeConfiguration = lens _cfRuntimeConfiguration (\ s a -> s{_cfRuntimeConfiguration = a});++-- | Game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet\'s protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using < UpdateGameSession>. ----- -   NoProtection: The game session can be terminated during a scale-down event.--- -   FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.+-- -   __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. cfNewGameSessionProtectionPolicy :: Lens' CreateFleet (Maybe ProtectionPolicy) cfNewGameSessionProtectionPolicy = lens _cfNewGameSessionProtectionPolicy (\ s a -> s{_cfNewGameSessionProtectionPolicy = a}); --- | Human-readable description of the fleet.+-- | This parameter is no longer used. Instead, specify a server launch path using the 'RuntimeConfiguration' parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)+cfServerLaunchPath :: Lens' CreateFleet (Maybe Text)+cfServerLaunchPath = lens _cfServerLaunchPath (\ s a -> s{_cfServerLaunchPath = a});++-- | Human-readable description of a fleet. cfDescription :: Lens' CreateFleet (Maybe Text) cfDescription = lens _cfDescription (\ s a -> s{_cfDescription = a}); --- | Descriptive label associated with this fleet. Fleet names do not need to be unique.+-- | Descriptive label associated with a fleet. Fleet names do not need to be unique. cfName :: Lens' CreateFleet Text cfName = lens _cfName (\ s a -> s{_cfName = a}); --- | Unique identifier for the build you want the new fleet to use.+-- | Unique identifier of the build to be deployed on the new fleet. The build must have been successfully uploaded to GameLift and be in a 'READY' status. This fleet setting cannot be changed once the fleet is created. cfBuildId :: Lens' CreateFleet Text cfBuildId = lens _cfBuildId (\ s a -> s{_cfBuildId = a}); --- | Path to the launch executable for the game server. A game server is built into a 'C:\\game' drive. This value must be expressed as 'C:\\game\\[launchpath]'. Example: If, when built, your game server files are in a folder called \"MyGame\", your log path should be 'C:\\game\\MyGame\\server.exe'.-cfServerLaunchPath :: Lens' CreateFleet Text-cfServerLaunchPath = lens _cfServerLaunchPath (\ s a -> s{_cfServerLaunchPath = a});---- | Type of EC2 instances used in the fleet. EC2 instance types define the CPU, memory, storage, and networking capacity of the fleetaposs hosts. Amazon GameLift supports the EC2 instance types listed below. See <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions of each.+-- | 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. GameLift supports the following EC2 instance types. See <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions. cfEC2InstanceType :: Lens' CreateFleet EC2InstanceType cfEC2InstanceType = lens _cfEC2InstanceType (\ s a -> s{_cfEC2InstanceType = a}); @@ -188,12 +200,14 @@                   ("LogPaths" .=) <$> _cfLogPaths,                   ("EC2InboundPermissions" .=) <$>                     _cfEC2InboundPermissions,+                  ("RuntimeConfiguration" .=) <$>+                    _cfRuntimeConfiguration,                   ("NewGameSessionProtectionPolicy" .=) <$>                     _cfNewGameSessionProtectionPolicy,+                  ("ServerLaunchPath" .=) <$> _cfServerLaunchPath,                   ("Description" .=) <$> _cfDescription,                   Just ("Name" .= _cfName),                   Just ("BuildId" .= _cfBuildId),-                  Just ("ServerLaunchPath" .= _cfServerLaunchPath),                   Just ("EC2InstanceType" .= _cfEC2InstanceType)])  instance ToPath CreateFleet where
gen/Network/AWS/GameLift/CreateGameSession.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Creates a multiplayer game session for players. This action creates a game session record and assigns the new session to an instance in the specified fleet, which activates the server initialization process in your game server. A fleet must be in an ACTIVE state before a game session can be created for it.+-- Creates a multiplayer game session for players. This action creates a game session record and assigns the new session to an instance in the specified fleet, which initializes a new server process to host the game session. A fleet must be in an 'ACTIVE' status before a game session can be created in it. -- -- To create a game session, specify either a fleet ID or an alias ID and indicate the maximum number of players the game session allows. You can also provide a name and a set of properties for your game (optional). If successful, a < GameSession> object is returned containing session properties, including an IP address. By default, newly created game sessions are set to accept adding any new players to the game session. Use < UpdateGameSession> to change the creation policy. module Network.AWS.GameLift.CreateGameSession@@ -84,7 +84,7 @@     , _cgsMaximumPlayerSessionCount = _Nat # pMaximumPlayerSessionCount_     } --- | Set of properties used to administer a game session. These properties are passed to your game server.+-- | Set of properties used to administer a game session. These properties are passed to the server process hosting it. cgsGameProperties :: Lens' CreateGameSession [GameProperty] cgsGameProperties = lens _cgsGameProperties (\ s a -> s{_cgsGameProperties = a}) . _Default . _Coerce; @@ -92,7 +92,7 @@ cgsAliasId :: Lens' CreateGameSession (Maybe Text) cgsAliasId = lens _cgsAliasId (\ s a -> s{_cgsAliasId = a}); --- | Descriptive label associated with this game session. Session names do not need to be unique.+-- | Descriptive label associated with a game session. Session names do not need to be unique. cgsName :: Lens' CreateGameSession (Maybe Text) cgsName = lens _cgsName (\ s a -> s{_cgsName = a}); 
gen/Network/AWS/GameLift/CreatePlayerSession.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Adds a player to a game session and creates a player session record. A game session must be in an ACTIVE state, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.+-- Adds a player to a game session and creates a player session record. A game session must be in an 'ACTIVE' status, have a creation policy of 'ALLOW_ALL', and have an open player slot before players can be added to the session. -- -- To create a player session, specify a game session ID and player ID. If successful, the player is added to the game session and a new < PlayerSession> object is returned. module Network.AWS.GameLift.CreatePlayerSession
gen/Network/AWS/GameLift/CreatePlayerSessions.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Adds a group of players to a game session. Similar to < CreatePlayerSession>, this action allows you to add multiple players in a single call, which is useful for games that provide party and\/or matchmaking features. A game session must be in an ACTIVE state, have a creation policy of ALLOW_ALL, and have an open player slot before players can be added to the session.+-- Adds a group of players to a game session. Similar to < CreatePlayerSession>, this action allows you to add multiple players in a single call, which is useful for games that provide party and\/or matchmaking features. A game session must be in an 'ACTIVE' status, have a creation policy of 'ALLOW_ALL', and have an open player slot before players can be added to the session. -- -- To create player sessions, specify a game session ID and a list of player IDs. If successful, the players are added to the game session and a set of new < PlayerSession> objects is returned. module Network.AWS.GameLift.CreatePlayerSessions
gen/Network/AWS/GameLift/DeleteAlias.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Deletes an alias. This action removes all record of the alias; game clients attempting to access a game server using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.+-- Deletes an alias. This action removes all record of the alias; game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. module Network.AWS.GameLift.DeleteAlias     (     -- * Creating a Request
gen/Network/AWS/GameLift/DeleteBuild.hs view
@@ -20,7 +20,7 @@ -- -- Deletes a build. This action permanently deletes the build record and any uploaded build files. ----- To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets, but you can no longer create new fleets for the deleted build.+-- To delete a build, specify its ID. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build. module Network.AWS.GameLift.DeleteBuild     (     -- * Creating a Request
gen/Network/AWS/GameLift/DeleteScalingPolicy.hs view
@@ -65,7 +65,7 @@     , _dspFleetId = pFleetId_     } --- | Descriptive label associated with this scaling policy. Policy names do not need to be unique.+-- | Descriptive label associated with a scaling policy. Policy names do not need to be unique. dspName :: Lens' DeleteScalingPolicy Text dspName = lens _dspName (\ s a -> s{_dspName = a}); 
gen/Network/AWS/GameLift/DescribeBuild.hs view
@@ -62,7 +62,7 @@     { _dBuildId = pBuildId_     } --- | Unique identifier for the build you want to retrieve properties for.+-- | Unique identifier of the build that you want to retrieve properties for. dBuildId :: Lens' DescribeBuild Text dBuildId = lens _dBuildId (\ s a -> s{_dBuildId = a}); 
gen/Network/AWS/GameLift/DescribeEC2InstanceLimits.hs view
@@ -66,7 +66,7 @@     { _deilEC2InstanceType = Nothing     } --- | Type of EC2 instances used in the fleet. EC2 instance types define the CPU, memory, storage, and networking capacity of the fleetaposs hosts. Amazon GameLift supports the EC2 instance types listed below. See <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions of each. Leave this parameter blank to retrieve limits for all types.+-- | 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. GameLift supports the following EC2 instance types. See <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions. Leave this parameter blank to retrieve limits for all types. deilEC2InstanceType :: Lens' DescribeEC2InstanceLimits (Maybe EC2InstanceType) deilEC2InstanceType = lens _deilEC2InstanceType (\ s a -> s{_deilEC2InstanceType = a}); 
gen/Network/AWS/GameLift/DescribeFleetAttributes.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting all fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a < FleetAttributes> object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.+-- Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a < FleetAttributes> object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist. -- -- Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. module Network.AWS.GameLift.DescribeFleetAttributes@@ -78,11 +78,11 @@ dfaNextToken :: Lens' DescribeFleetAttributes (Maybe Text) dfaNextToken = lens _dfaNextToken (\ s a -> s{_dfaNextToken = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs. dfaLimit :: Lens' DescribeFleetAttributes (Maybe Natural) dfaLimit = lens _dfaLimit (\ s a -> s{_dfaLimit = a}) . mapping _Nat; --- | Unique identifiers for the fleet(s) that you want to retrieve attributes for. Leave this parameter empty to retrieve attributes for all fleets.+-- | Unique identifiers for the fleet(s) that you want to retrieve attributes for. To request attributes for all fleets, leave this parameter empty. dfaFleetIds :: Lens' DescribeFleetAttributes (Maybe (NonEmpty Text)) dfaFleetIds = lens _dfaFleetIds (\ s a -> s{_dfaFleetIds = a}) . mapping _List1; 
gen/Network/AWS/GameLift/DescribeFleetCapacity.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting all fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a < FleetCapacity> object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist.+-- Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of instances that have been requested for the fleet and the number currently active. You can request capacity for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a < FleetCapacity> object is returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only for fleets that currently exist. -- -- Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. module Network.AWS.GameLift.DescribeFleetCapacity@@ -78,11 +78,11 @@ dfcNextToken :: Lens' DescribeFleetCapacity (Maybe Text) dfcNextToken = lens _dfcNextToken (\ s a -> s{_dfcNextToken = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs. dfcLimit :: Lens' DescribeFleetCapacity (Maybe Natural) dfcLimit = lens _dfcLimit (\ s a -> s{_dfcLimit = a}) . mapping _Nat; --- | Unique identifier for the fleet(s) you want to retrieve capacity information for.+-- | Unique identifier for the fleet(s) you want to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty. dfcFleetIds :: Lens' DescribeFleetCapacity (Maybe (NonEmpty Text)) dfcFleetIds = lens _dfcFleetIds (\ s a -> s{_dfcFleetIds = a}) . mapping _List1; 
gen/Network/AWS/GameLift/DescribeFleetEvents.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves entries from the fleet event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.+-- Retrieves entries from the specified fleet\'s event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned. module Network.AWS.GameLift.DescribeFleetEvents     (     -- * Creating a Request@@ -83,7 +83,7 @@     , _dfeFleetId = pFleetId_     } --- | Earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". dfeStartTime :: Lens' DescribeFleetEvents (Maybe UTCTime) dfeStartTime = lens _dfeStartTime (\ s a -> s{_dfeStartTime = a}) . mapping _Time; @@ -91,11 +91,11 @@ dfeNextToken :: Lens' DescribeFleetEvents (Maybe Text) dfeNextToken = lens _dfeNextToken (\ s a -> s{_dfeNextToken = a}); --- | Most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". dfeEndTime :: Lens' DescribeFleetEvents (Maybe UTCTime) dfeEndTime = lens _dfeEndTime (\ s a -> s{_dfeEndTime = a}) . mapping _Time; --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. dfeLimit :: Lens' DescribeFleetEvents (Maybe Natural) dfeLimit = lens _dfeLimit (\ s a -> s{_dfeLimit = a}) . mapping _Nat; 
gen/Network/AWS/GameLift/DescribeFleetPortSettings.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves the port settings for a fleet. Port settings are used to limit incoming traffic access to game servers in the fleet. To get a fleet\'s port settings, specify a fleet ID. If successful, an < IpPermission> object is returned for the requested fleet ID. If the requested fleet has been deleted, the result set will be empty.+-- Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet\'s inbound connection permissions, specify a fleet ID. If successful, a collection of < IpPermission> objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty. module Network.AWS.GameLift.DescribeFleetPortSettings     (     -- * Creating a Request
gen/Network/AWS/GameLift/DescribeFleetUtilization.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting all fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a < FleetUtilization> object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist.+-- Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a < FleetUtilization> object is returned for each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets that currently exist. -- -- Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed. module Network.AWS.GameLift.DescribeFleetUtilization@@ -78,11 +78,11 @@ dfuNextToken :: Lens' DescribeFleetUtilization (Maybe Text) dfuNextToken = lens _dfuNextToken (\ s a -> s{_dfuNextToken = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs. dfuLimit :: Lens' DescribeFleetUtilization (Maybe Natural) dfuLimit = lens _dfuLimit (\ s a -> s{_dfuLimit = a}) . mapping _Nat; --- | Unique identifier for the fleet(s) you want to retrieve utilization data for. Leave this parameter empty to retrieve utilization data for all fleets.+-- | Unique identifier for the fleet(s) you want to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty. dfuFleetIds :: Lens' DescribeFleetUtilization (Maybe (NonEmpty Text)) dfuFleetIds = lens _dfuFleetIds (\ s a -> s{_dfuFleetIds = a}) . mapping _List1; 
gen/Network/AWS/GameLift/DescribeGameSessionDetails.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a /GameSessionId/ to request details for a specific game session; (2) provide either a /FleetId/ or an /AliasId/ to request properties for all game sessions running on a fleet.+-- Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be used in several ways: (1) provide a 'GameSessionId' to request details for a specific game session; (2) provide either a 'FleetId' or an 'AliasId' to request properties for all game sessions running on a fleet. -- -- To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a < GameSessionDetail> object is returned for each session matching the request. module Network.AWS.GameLift.DescribeGameSessionDetails@@ -101,11 +101,11 @@ dgsdNextToken :: Lens' DescribeGameSessionDetails (Maybe Text) dgsdNextToken = lens _dgsdNextToken (\ s a -> s{_dgsdNextToken = a}); --- | Game session status to filter results on. Possible game session states include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).+-- | Game session status to filter results on. Possible game session statuses include ACTIVE, 'TERMINATED', 'ACTIVATING' and 'TERMINATING' (the last two are transitory). dgsdStatusFilter :: Lens' DescribeGameSessionDetails (Maybe Text) dgsdStatusFilter = lens _dgsdStatusFilter (\ s a -> s{_dgsdStatusFilter = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. dgsdLimit :: Lens' DescribeGameSessionDetails (Maybe Natural) dgsdLimit = lens _dgsdLimit (\ s a -> s{_dgsdLimit = a}) . mapping _Nat; 
gen/Network/AWS/GameLift/DescribeGameSessions.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves properties for one or more game sessions. This action can be used in several ways: (1) provide a /GameSessionId/ to request properties for a specific game session; (2) provide a /FleetId/ or an /AliasId/ to request properties for all game sessions running on a fleet.+-- Retrieves properties for one or more game sessions. This action can be used in several ways: (1) provide a 'GameSessionId' to request properties for a specific game session; (2) provide a 'FleetId' or an 'AliasId' to request properties for all game sessions running on a fleet. -- -- To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a < GameSession> object is returned for each session matching the request. module Network.AWS.GameLift.DescribeGameSessions@@ -101,11 +101,11 @@ dgsNextToken :: Lens' DescribeGameSessions (Maybe Text) dgsNextToken = lens _dgsNextToken (\ s a -> s{_dgsNextToken = a}); --- | Game session status to filter results on. Possible game session states include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).+-- | Game session status to filter results on. Possible game session statuses include 'ACTIVE', 'TERMINATED', 'ACTIVATING', and 'TERMINATING' (the last two are transitory). dgsStatusFilter :: Lens' DescribeGameSessions (Maybe Text) dgsStatusFilter = lens _dgsStatusFilter (\ s a -> s{_dgsStatusFilter = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. dgsLimit :: Lens' DescribeGameSessions (Maybe Natural) dgsLimit = lens _dgsLimit (\ s a -> s{_dgsLimit = a}) . mapping _Nat; 
gen/Network/AWS/GameLift/DescribePlayerSessions.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a /PlayerSessionId/ parameter to request properties for a specific player session; (2) provide a /GameSessionId/ parameter to request properties for all player sessions in the specified game session; (3) provide a /PlayerId/ parameter to request properties for all player sessions of a specified player.+-- Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a 'PlayerSessionId' parameter to request properties for a specific player session; (2) provide a 'GameSessionId' parameter to request properties for all player sessions in the specified game session; (3) provide a 'PlayerId' parameter to request properties for all player sessions of a specified player. -- -- To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a < PlayerSession> object is returned for each session matching the request. module Network.AWS.GameLift.DescribePlayerSessions@@ -97,7 +97,7 @@ dpsNextToken :: Lens' DescribePlayerSessions (Maybe Text) dpsNextToken = lens _dpsNextToken (\ s a -> s{_dpsNextToken = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored. dpsLimit :: Lens' DescribePlayerSessions (Maybe Natural) dpsLimit = lens _dpsLimit (\ s a -> s{_dpsLimit = a}) . mapping _Nat; @@ -109,12 +109,14 @@ dpsPlayerId :: Lens' DescribePlayerSessions (Maybe Text) dpsPlayerId = lens _dpsPlayerId (\ s a -> s{_dpsPlayerId = a}); --- | Player session status to filter results on. Possible player session states include:+-- | Player session status to filter results on. ----- -   RESERVED: The player session request has been received, but the player has not yet connected to the game server and\/or been validated.--- -   ACTIVE: The player has been validated by the game server and is currently connected.--- -   COMPLETED: The player connection has been dropped.--- -   TIMEDOUT: A player session request was received, but the player did not connect and\/or was not validated within the time-out limit (60 seconds).+-- Possible player session statuses include the following:+--+-- -   __RESERVED__ – The player session request has been received, but the player has not yet connected to the server process and\/or been validated.+-- -   __ACTIVE__ – The player has been validated by the server process and is currently connected.+-- -   __COMPLETED__ – The player connection has been dropped.+-- -   __TIMEDOUT__ – A player session request was received, but the player did not connect and\/or was not validated within the time-out limit (60 seconds). dpsPlayerSessionStatusFilter :: Lens' DescribePlayerSessions (Maybe Text) dpsPlayerSessionStatusFilter = lens _dpsPlayerSessionStatusFilter (\ s a -> s{_dpsPlayerSessionStatusFilter = a}); 
+ gen/Network/AWS/GameLift/DescribeRuntimeConfiguration.hs view
@@ -0,0 +1,138 @@+{-# LANGUAGE DeriveDataTypeable #-}+{-# LANGUAGE DeriveGeneric      #-}+{-# LANGUAGE OverloadedStrings  #-}+{-# LANGUAGE RecordWildCards    #-}+{-# LANGUAGE TypeFamilies       #-}++{-# OPTIONS_GHC -fno-warn-unused-imports #-}+{-# OPTIONS_GHC -fno-warn-unused-binds   #-}+{-# OPTIONS_GHC -fno-warn-unused-matches #-}++-- Derived from AWS service descriptions, licensed under Apache 2.0.++-- |+-- Module      : Network.AWS.GameLift.DescribeRuntimeConfiguration+-- Copyright   : (c) 2013-2016 Brendan Hay+-- License     : Mozilla Public License, v. 2.0.+-- Maintainer  : Brendan Hay <brendan.g.hay@gmail.com>+-- Stability   : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.+module Network.AWS.GameLift.DescribeRuntimeConfiguration+    (+    -- * Creating a Request+      describeRuntimeConfiguration+    , DescribeRuntimeConfiguration+    -- * Request Lenses+    , drcFleetId++    -- * Destructuring the Response+    , describeRuntimeConfigurationResponse+    , DescribeRuntimeConfigurationResponse+    -- * Response Lenses+    , drcrsRuntimeConfiguration+    , drcrsResponseStatus+    ) where++import           Network.AWS.GameLift.Types+import           Network.AWS.GameLift.Types.Product+import           Network.AWS.Lens+import           Network.AWS.Prelude+import           Network.AWS.Request+import           Network.AWS.Response++-- | Represents the input for a request action.+--+-- /See:/ 'describeRuntimeConfiguration' smart constructor.+newtype DescribeRuntimeConfiguration = DescribeRuntimeConfiguration'+    { _drcFleetId :: Text+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'DescribeRuntimeConfiguration' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'drcFleetId'+describeRuntimeConfiguration+    :: Text -- ^ 'drcFleetId'+    -> DescribeRuntimeConfiguration+describeRuntimeConfiguration pFleetId_ =+    DescribeRuntimeConfiguration'+    { _drcFleetId = pFleetId_+    }++-- | Unique identifier of the fleet to get the runtime configuration for.+drcFleetId :: Lens' DescribeRuntimeConfiguration Text+drcFleetId = lens _drcFleetId (\ s a -> s{_drcFleetId = a});++instance AWSRequest DescribeRuntimeConfiguration+         where+        type Rs DescribeRuntimeConfiguration =+             DescribeRuntimeConfigurationResponse+        request = postJSON gameLift+        response+          = receiveJSON+              (\ s h x ->+                 DescribeRuntimeConfigurationResponse' <$>+                   (x .?> "RuntimeConfiguration") <*>+                     (pure (fromEnum s)))++instance Hashable DescribeRuntimeConfiguration++instance NFData DescribeRuntimeConfiguration++instance ToHeaders DescribeRuntimeConfiguration where+        toHeaders+          = const+              (mconcat+                 ["X-Amz-Target" =#+                    ("GameLift.DescribeRuntimeConfiguration" ::+                       ByteString),+                  "Content-Type" =#+                    ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DescribeRuntimeConfiguration where+        toJSON DescribeRuntimeConfiguration'{..}+          = object+              (catMaybes [Just ("FleetId" .= _drcFleetId)])++instance ToPath DescribeRuntimeConfiguration where+        toPath = const "/"++instance ToQuery DescribeRuntimeConfiguration where+        toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+-- /See:/ 'describeRuntimeConfigurationResponse' smart constructor.+data DescribeRuntimeConfigurationResponse = DescribeRuntimeConfigurationResponse'+    { _drcrsRuntimeConfiguration :: !(Maybe RuntimeConfiguration)+    , _drcrsResponseStatus       :: !Int+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'DescribeRuntimeConfigurationResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'drcrsRuntimeConfiguration'+--+-- * 'drcrsResponseStatus'+describeRuntimeConfigurationResponse+    :: Int -- ^ 'drcrsResponseStatus'+    -> DescribeRuntimeConfigurationResponse+describeRuntimeConfigurationResponse pResponseStatus_ =+    DescribeRuntimeConfigurationResponse'+    { _drcrsRuntimeConfiguration = Nothing+    , _drcrsResponseStatus = pResponseStatus_+    }++-- | Instructions describing how server processes should be launched and maintained on each instance in the fleet.+drcrsRuntimeConfiguration :: Lens' DescribeRuntimeConfigurationResponse (Maybe RuntimeConfiguration)+drcrsRuntimeConfiguration = lens _drcrsRuntimeConfiguration (\ s a -> s{_drcrsRuntimeConfiguration = a});++-- | The response status code.+drcrsResponseStatus :: Lens' DescribeRuntimeConfigurationResponse Int+drcrsResponseStatus = lens _drcrsResponseStatus (\ s a -> s{_drcrsResponseStatus = a});++instance NFData DescribeRuntimeConfigurationResponse
gen/Network/AWS/GameLift/DescribeScalingPolicies.hs view
@@ -84,19 +84,19 @@ dNextToken :: Lens' DescribeScalingPolicies (Maybe Text) dNextToken = lens _dNextToken (\ s a -> s{_dNextToken = a}); --- | Game session status to filter results on. A scaling policy is only in force when in an Active state.+-- | Scaling policy status to filter results on. A scaling policy is only in force when in an 'ACTIVE' status. ----- -   ACTIVE: The scaling policy is currently in force.--- -   UPDATEREQUESTED: A request to update the scaling policy has been received.--- -   UPDATING: A change is being made to the scaling policy.--- -   DELETEREQUESTED: A request to delete the scaling policy has been received.--- -   DELETING: The scaling policy is being deleted.--- -   DELETED: The scaling policy has been deleted.--- -   ERROR: An error occurred in creating the policy. It should be removed and recreated.+-- -   __ACTIVE__ – The scaling policy is currently in force.+-- -   __UPDATEREQUESTED__ – A request to update the scaling policy has been received.+-- -   __UPDATING__ – A change is being made to the scaling policy.+-- -   __DELETEREQUESTED__ – A request to delete the scaling policy has been received.+-- -   __DELETING__ – The scaling policy is being deleted.+-- -   __DELETED__ – The scaling policy has been deleted.+-- -   __ERROR__ – An error occurred in creating the policy. It should be removed and recreated. dStatusFilter :: Lens' DescribeScalingPolicies (Maybe ScalingStatusType) dStatusFilter = lens _dStatusFilter (\ s a -> s{_dStatusFilter = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. dLimit :: Lens' DescribeScalingPolicies (Maybe Natural) dLimit = lens _dLimit (\ s a -> s{_dLimit = a}) . mapping _Nat; 
gen/Network/AWS/GameLift/ListAliases.hs view
@@ -79,10 +79,12 @@     , _laLimit = Nothing     } --- | Type of routing to filter results on. Use this parameter to retrieve only aliases of a certain type. To retrieve all aliases, leave this parameter empty. Possible routing types include:+-- | Type of routing to filter results on. Use this parameter to retrieve only aliases of a certain type. To retrieve all aliases, leave this parameter empty. ----- -   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.+-- 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. laRoutingStrategyType :: Lens' ListAliases (Maybe RoutingStrategyType) laRoutingStrategyType = lens _laRoutingStrategyType (\ s a -> s{_laRoutingStrategyType = a}); @@ -90,11 +92,11 @@ laNextToken :: Lens' ListAliases (Maybe Text) laNextToken = lens _laNextToken (\ s a -> s{_laNextToken = a}); --- | Descriptive label associated with this alias. Alias names do not need to be unique.+-- | Descriptive label associated with an alias. Alias names do not need to be unique. laName :: Lens' ListAliases (Maybe Text) laName = lens _laName (\ s a -> s{_laName = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. laLimit :: Lens' ListAliases (Maybe Natural) laLimit = lens _laLimit (\ s a -> s{_laLimit = a}) . mapping _Nat; 
gen/Network/AWS/GameLift/ListBuilds.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves build records for all builds associated with an AWS account. You can filter the result set by build status. Use the pagination parameters to retrieve results in a set of sequential pages.+-- Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the 'Status' parameter. Use the pagination parameters to retrieve results in a set of sequential pages. -- -- Build records are not listed in any particular order. module Network.AWS.GameLift.ListBuilds@@ -74,11 +74,13 @@     , _lbLimit = Nothing     } --- | Build state to filter results on. Use this parameter to retrieve builds in a certain state. To retrieve all builds, leave this parameter empty. Possible build states include:+-- | Build status to filter results by. To retrieve all builds, leave this parameter empty. ----- -   INITIALIZED: A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this state. When a build is successfully created, the build state 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.+-- 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. lbStatus :: Lens' ListBuilds (Maybe BuildStatus) lbStatus = lens _lbStatus (\ s a -> s{_lbStatus = a}); @@ -86,7 +88,7 @@ lbNextToken :: Lens' ListBuilds (Maybe Text) lbNextToken = lens _lbNextToken (\ s a -> s{_lbNextToken = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. lbLimit :: Lens' ListBuilds (Maybe Natural) lbLimit = lens _lbLimit (\ s a -> s{_lbLimit = a}) . mapping _Nat; 
gen/Network/AWS/GameLift/ListFleets.hs view
@@ -82,7 +82,7 @@ lfNextToken :: Lens' ListFleets (Maybe Text) lfNextToken = lens _lfNextToken (\ s a -> s{_lfNextToken = a}); --- | Maximum number of results to return. You can use this parameter with /NextToken/ to get results as a set of sequential pages.+-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. lfLimit :: Lens' ListFleets (Maybe Natural) lfLimit = lens _lfLimit (\ s a -> s{_lfLimit = a}) . mapping _Nat; 
gen/Network/AWS/GameLift/PutScalingPolicy.hs view
@@ -18,11 +18,11 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Creates or updates a scaling policy for a fleet. An active scaling policy prompts GameLift to track a certain metric for a fleet and automatically change the fleet\'s capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously.+-- Creates or updates a scaling policy for a fleet. An active scaling policy prompts Amazon GameLift to track a certain metric for a fleet and automatically change the fleet\'s capacity in specific circumstances. Each scaling policy contains one rule statement. Fleets can have multiple scaling policies in force simultaneously. -- -- A scaling policy rule statement has the following structure: ----- If /[MetricName]/ is /[ComparisonOperator]/ /[Threshold]/ for /[EvaluationPeriods]/ minutes, then /[ScalingAdjustmentType]/ to\/by /[ScalingAdjustment]/.+-- If '[MetricName]' is '[ComparisonOperator]' '[Threshold]' for '[EvaluationPeriods]' minutes, then '[ScalingAdjustmentType]' to\/by '[ScalingAdjustment]'. -- -- For example, this policy: \"If the number of idle instances exceeds 20 for more than 15 minutes, then reduce the fleet capacity by 10 instances\" could be implemented as the following rule statement: --@@ -114,7 +114,7 @@     , _pspMetricName = pMetricName_     } --- | Descriptive label associated with this scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.+-- | Descriptive label associated with a scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name. pspName :: Lens' PutScalingPolicy Text pspName = lens _pspName (\ s a -> s{_pspName = a}); @@ -128,9 +128,9 @@  -- | 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; for example, a value of \"-10\" scales the fleet down by 10%.+-- -   __ChangeInCapacity__ – add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.+-- -   __ExactCapacity__ – set the instance count to the scaling adjustment value.+-- -   __PercentChangeInCapacity__ – increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of \"-10\" scales the fleet down by 10%. pspScalingAdjustmentType :: Lens' PutScalingPolicy ScalingAdjustmentType pspScalingAdjustmentType = lens _pspScalingAdjustmentType (\ s a -> s{_pspScalingAdjustmentType = a}); @@ -146,14 +146,14 @@ pspEvaluationPeriods :: Lens' PutScalingPolicy Natural pspEvaluationPeriods = lens _pspEvaluationPeriods (\ s a -> s{_pspEvaluationPeriods = a}) . _Nat; --- | Name of the Service-defined metric that is used to trigger an adjustment.+-- | Name of the Amazon GameLift-defined metric that is used to trigger an adjustment. ----- -   ActivatingGameSessions: number of game sessions in the process of being created (game session status = ACTIVATING).--- -   ActiveGameSessions: number of game sessions currently running (game session status = ACTIVE).--- -   CurrentPlayerSessions: number of active or reserved player sessions (player session status = ACTIVE or RESERVED).--- -   AvailablePlayerSessions: number of player session slots currently available in active game sessions across the fleet, calculated by subtracting a game session\'s current player session count from its maximum player session count. This number includes game sessions that are not currently accepting players (game session PlayerSessionCreationPolicy = DENY_ALL).--- -   ActiveInstances: number of instances currently running a game session.--- -   IdleInstances: number of instances not currently running a game session.+-- -   __ActivatingGameSessions__ – number of game sessions in the process of being created (game session status = 'ACTIVATING').+-- -   __ActiveGameSessions__ – number of game sessions currently running (game session status = 'ACTIVE').+-- -   __CurrentPlayerSessions__ – number of active or reserved player sessions (player session status = 'ACTIVE' or 'RESERVED').+-- -   __AvailablePlayerSessions__ – number of player session slots currently available in active game sessions across the fleet, calculated by subtracting a game session\'s current player session count from its maximum player session count. This number includes game sessions that are not currently accepting players (game session 'PlayerSessionCreationPolicy' = 'DENY_ALL').+-- -   __ActiveInstances__ – number of instances currently running a game session.+-- -   __IdleInstances__ – number of instances not currently running a game session. pspMetricName :: Lens' PutScalingPolicy MetricName pspMetricName = lens _pspMetricName (\ s a -> s{_pspMetricName = a}); @@ -225,7 +225,7 @@     , _psprsResponseStatus = pResponseStatus_     } --- | Descriptive label associated with this scaling policy. Policy names do not need to be unique.+-- | Descriptive label associated with a scaling policy. Policy names do not need to be unique. psprsName :: Lens' PutScalingPolicyResponse (Maybe Text) psprsName = lens _psprsName (\ s a -> s{_psprsName = a}); 
gen/Network/AWS/GameLift/RequestUploadCredentials.hs view
@@ -20,9 +20,9 @@ -- -- Retrieves a fresh set of upload credentials and the assigned Amazon S3 storage location for a specific build. Valid credentials are required to upload your game build files to Amazon S3. ----- Call this action only if you need credentials for a build created with < CreateBuild>. This is a rare situation; in most cases, builds are created using the CLI command 'upload-build', which creates a build record and also uploads build files.+-- Call this action only if you need credentials for a build created with 'CreateBuild'. This is a rare situation; in most cases, builds are created using the CLI command 'upload-build', which creates a build record and also uploads build files. ----- Upload credentials are returned when you create the build, but they have a limited lifespan. You can get fresh credentials and use them to re-upload game files until the state of that build changes to READY. Once this happens, you must create a brand new build.+-- Upload credentials are returned when you create the build, but they have a limited lifespan. You can get fresh credentials and use them to re-upload game files until the status of that build changes to 'READY'. Once this happens, you must create a brand new build. module Network.AWS.GameLift.RequestUploadCredentials     (     -- * Creating a Request
+ gen/Network/AWS/GameLift/SearchGameSessions.hs view
@@ -0,0 +1,234 @@+{-# LANGUAGE DeriveDataTypeable #-}+{-# LANGUAGE DeriveGeneric      #-}+{-# LANGUAGE OverloadedStrings  #-}+{-# LANGUAGE RecordWildCards    #-}+{-# LANGUAGE TypeFamilies       #-}++{-# OPTIONS_GHC -fno-warn-unused-imports #-}+{-# OPTIONS_GHC -fno-warn-unused-binds   #-}+{-# OPTIONS_GHC -fno-warn-unused-matches #-}++-- Derived from AWS service descriptions, licensed under Apache 2.0.++-- |+-- Module      : Network.AWS.GameLift.SearchGameSessions+-- Copyright   : (c) 2013-2016 Brendan Hay+-- License     : Mozilla Public License, v. 2.0.+-- Maintainer  : Brendan Hay <brendan.g.hay@gmail.com>+-- Stability   : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Retrieves a list of game sessions in a fleet that match a set of search criteria and sorts them in a specified order. Currently game session searches are limited to a single fleet. Search results include only game sessions that are in ACTIVE status.+--+-- You can search or sort by the following game session attributes:+--+-- -   __gameSessionId__ -- ID value assigned to a game session. This unique value is returned in a < GameSession> object when a new game session is created.+-- -   __gameSessionName__ -- Name assigned to a game session. This value is set when requesting a new game session with < CreateGameSession> or updating with < UpdateGameSession>. Game session names do not need to be unique to a game session.+-- -   __creationTimeMillis__ -- Value indicating when a game session was created. It is expressed in Unix time as milliseconds.+-- -   __playerSessionCount__ -- Number of players currently connected to a game session. This value changes rapidly as players join the session or drop out.+-- -   __maximumSessions__ -- Maximum number of player sessions allowed for a game session. This value is set when requesting a new game session with < CreateGameSession> or updating with < UpdateGameSession>.+-- -   __hasAvailablePlayerSessions__ -- Boolean value indicating whether or not a game session has reached its maximum number of players. When searching with this attribute, the search value must be 'true' or 'false'. It is highly recommended that all search requests include this filter attribute to optimize search performance and return only sessions that players can join.+--+-- To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of < GameSession> objects matching the request is returned.+--+-- Returned values for 'playerSessionCount' and 'hasAvailablePlayerSessions' change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.+module Network.AWS.GameLift.SearchGameSessions+    (+    -- * Creating a Request+      searchGameSessions+    , SearchGameSessions+    -- * Request Lenses+    , sgsFilterExpression+    , sgsSortExpression+    , sgsAliasId+    , sgsNextToken+    , sgsLimit+    , sgsFleetId++    -- * Destructuring the Response+    , searchGameSessionsResponse+    , SearchGameSessionsResponse+    -- * Response Lenses+    , sgsrsGameSessions+    , sgsrsNextToken+    , sgsrsResponseStatus+    ) where++import           Network.AWS.GameLift.Types+import           Network.AWS.GameLift.Types.Product+import           Network.AWS.Lens+import           Network.AWS.Prelude+import           Network.AWS.Request+import           Network.AWS.Response++-- | Represents the input for a request action.+--+-- /See:/ 'searchGameSessions' smart constructor.+data SearchGameSessions = SearchGameSessions'+    { _sgsFilterExpression :: !(Maybe Text)+    , _sgsSortExpression   :: !(Maybe Text)+    , _sgsAliasId          :: !(Maybe Text)+    , _sgsNextToken        :: !(Maybe Text)+    , _sgsLimit            :: !(Maybe Nat)+    , _sgsFleetId          :: !(Maybe Text)+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'SearchGameSessions' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'sgsFilterExpression'+--+-- * 'sgsSortExpression'+--+-- * 'sgsAliasId'+--+-- * 'sgsNextToken'+--+-- * 'sgsLimit'+--+-- * 'sgsFleetId'+searchGameSessions+    :: SearchGameSessions+searchGameSessions =+    SearchGameSessions'+    { _sgsFilterExpression = Nothing+    , _sgsSortExpression = Nothing+    , _sgsAliasId = Nothing+    , _sgsNextToken = Nothing+    , _sgsLimit = Nothing+    , _sgsFleetId = Nothing+    }++-- | String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status.+--+-- A filter expression can contain one or multiple conditions. Each condition consists of the following:+--+-- -   __Operand__ -- Name of a game session attribute. Valid values are 'gameSessionName', 'gameSessionId', 'creationTimeMillis', 'playerSessionCount', 'maximumSessions', 'hasAvailablePlayerSessions'.+-- -   __Comparator__ -- Valid comparators are: '=', '&lt;&gt;', '&lt;', '&gt;', '&lt;=', '&gt;='.+-- -   __Value__ -- Value to be searched for. Values can be numbers, boolean values (true\/false) or strings. String values are case sensitive, enclosed in single quotes. Special characters must be escaped. Boolean and string values can only be used with the comparators '=' and '&lt;&gt;'. For example, the following filter expression searches on 'gameSessionName': \"'FilterExpression\": \"gameSessionName = \'Matt\\\\\'s Awesome Game 1\'\"'.+--+-- To chain multiple conditions in a single expression, use the logical keywords 'AND', 'OR', and 'NOT' and parentheses as needed. For example: 'x AND y AND NOT z', 'NOT (x OR y)'.+--+-- Session search evaluates conditions from left to right using the following precedence rules:+--+-- 1.  '=', '&lt;&gt;', '&lt;', '&gt;', '&lt;=', '&gt;='+-- 2.  Parentheses+-- 3.  NOT+-- 4.  AND+-- 5.  OR+--+-- For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: '\"maximumSessions&gt;=10 AND hasAvailablePlayerSessions=true\"'.+sgsFilterExpression :: Lens' SearchGameSessions (Maybe Text)+sgsFilterExpression = lens _sgsFilterExpression (\ s a -> s{_sgsFilterExpression = a});++-- | Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:+--+-- -   __Operand__ -- Name of a game session attribute. Valid values are 'gameSessionName', 'gameSessionId', 'creationTimeMillis', 'playerSessionCount', 'maximumSessions', 'hasAvailablePlayerSessions'.+-- -   __Order__ -- Valid sort orders are 'ASC' (ascending) and 'DESC' (descending).+--+-- For example, this sort expression returns the oldest active sessions first: '\"SortExpression\": \"creationTimeMillis ASC\"'. Results with a null value for the sort operand are returned at the end of the list.+sgsSortExpression :: Lens' SearchGameSessions (Maybe Text)+sgsSortExpression = lens _sgsSortExpression (\ s a -> s{_sgsSortExpression = a});++-- | Unique identifier for a fleet alias. Each request must reference either a fleet ID or alias ID, but not both.+sgsAliasId :: Lens' SearchGameSessions (Maybe Text)+sgsAliasId = lens _sgsAliasId (\ s a -> s{_sgsAliasId = a});++-- | Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.+sgsNextToken :: Lens' SearchGameSessions (Maybe Text)+sgsNextToken = lens _sgsNextToken (\ s a -> s{_sgsNextToken = a});++-- | Maximum number of results to return. Use this parameter with 'NextToken' to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.+sgsLimit :: Lens' SearchGameSessions (Maybe Natural)+sgsLimit = lens _sgsLimit (\ s a -> s{_sgsLimit = a}) . mapping _Nat;++-- | Unique identifier for a fleet. Each request must reference either a fleet ID or alias ID, but not both.+sgsFleetId :: Lens' SearchGameSessions (Maybe Text)+sgsFleetId = lens _sgsFleetId (\ s a -> s{_sgsFleetId = a});++instance AWSRequest SearchGameSessions where+        type Rs SearchGameSessions =+             SearchGameSessionsResponse+        request = postJSON gameLift+        response+          = receiveJSON+              (\ s h x ->+                 SearchGameSessionsResponse' <$>+                   (x .?> "GameSessions" .!@ mempty) <*>+                     (x .?> "NextToken")+                     <*> (pure (fromEnum s)))++instance Hashable SearchGameSessions++instance NFData SearchGameSessions++instance ToHeaders SearchGameSessions where+        toHeaders+          = const+              (mconcat+                 ["X-Amz-Target" =#+                    ("GameLift.SearchGameSessions" :: ByteString),+                  "Content-Type" =#+                    ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON SearchGameSessions where+        toJSON SearchGameSessions'{..}+          = object+              (catMaybes+                 [("FilterExpression" .=) <$> _sgsFilterExpression,+                  ("SortExpression" .=) <$> _sgsSortExpression,+                  ("AliasId" .=) <$> _sgsAliasId,+                  ("NextToken" .=) <$> _sgsNextToken,+                  ("Limit" .=) <$> _sgsLimit,+                  ("FleetId" .=) <$> _sgsFleetId])++instance ToPath SearchGameSessions where+        toPath = const "/"++instance ToQuery SearchGameSessions where+        toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+-- /See:/ 'searchGameSessionsResponse' smart constructor.+data SearchGameSessionsResponse = SearchGameSessionsResponse'+    { _sgsrsGameSessions   :: !(Maybe [GameSession])+    , _sgsrsNextToken      :: !(Maybe Text)+    , _sgsrsResponseStatus :: !Int+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'SearchGameSessionsResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'sgsrsGameSessions'+--+-- * 'sgsrsNextToken'+--+-- * 'sgsrsResponseStatus'+searchGameSessionsResponse+    :: Int -- ^ 'sgsrsResponseStatus'+    -> SearchGameSessionsResponse+searchGameSessionsResponse pResponseStatus_ =+    SearchGameSessionsResponse'+    { _sgsrsGameSessions = Nothing+    , _sgsrsNextToken = Nothing+    , _sgsrsResponseStatus = pResponseStatus_+    }++-- | Collection of objects containing game session properties for each session matching the request.+sgsrsGameSessions :: Lens' SearchGameSessionsResponse [GameSession]+sgsrsGameSessions = lens _sgsrsGameSessions (\ s a -> s{_sgsrsGameSessions = a}) . _Default . _Coerce;++-- | Token indicating where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.+--+-- If a request has a limit that exactly matches the number of remaining results, a token is returned even though there are no more results to retrieve.+sgsrsNextToken :: Lens' SearchGameSessionsResponse (Maybe Text)+sgsrsNextToken = lens _sgsrsNextToken (\ s a -> s{_sgsrsNextToken = a});++-- | The response status code.+sgsrsResponseStatus :: Lens' SearchGameSessionsResponse Int+sgsrsResponseStatus = lens _sgsrsResponseStatus (\ s a -> s{_sgsrsResponseStatus = a});++instance NFData SearchGameSessionsResponse
gen/Network/AWS/GameLift/Types.hs view
@@ -52,6 +52,9 @@     -- * MetricName     , MetricName (..) +    -- * OperatingSystem+    , OperatingSystem (..)+     -- * PlayerSessionCreationPolicy     , PlayerSessionCreationPolicy (..) @@ -92,6 +95,7 @@     , build     , bCreationTime     , bStatus+    , bOperatingSystem     , bBuildId     , bName     , bVersion@@ -131,6 +135,7 @@     , faStatus     , faServerLaunchParameters     , faLogPaths+    , faOperatingSystem     , faBuildId     , faTerminationTime     , faNewGameSessionProtectionPolicy@@ -153,6 +158,7 @@     , fuMaximumPlayerSessionCount     , fuCurrentPlayerSessionCount     , fuFleetId+    , fuActiveServerProcessCount      -- * GameProperty     , GameProperty@@ -174,6 +180,7 @@     , gsName     , gsCurrentPlayerSessionCount     , gsFleetId+    , gsPort      -- * GameSessionDetail     , GameSessionDetail@@ -200,6 +207,7 @@     , psPlayerSessionId     , psFleetId     , psPlayerId+    , psPort      -- * RoutingStrategy     , RoutingStrategy@@ -208,6 +216,11 @@     , rsMessage     , rsFleetId +    -- * RuntimeConfiguration+    , RuntimeConfiguration+    , runtimeConfiguration+    , rcServerProcesses+     -- * S3Location     , S3Location     , s3Location@@ -227,6 +240,13 @@     , spThreshold     , spScalingAdjustment     , spFleetId++    -- * ServerProcess+    , ServerProcess+    , serverProcess+    , spParameters+    , spLaunchPath+    , spConcurrentExecutions     ) where  import           Network.AWS.GameLift.Types.Product@@ -269,25 +289,25 @@       | has (hasStatus 509) e = Just "limit_exceeded"       | otherwise = Nothing --- | The requested operation would cause a conflict with the current state of a resource associated with the request and\/or the fleet. Please resolve the conflict before retrying.+-- | 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. _InvalidFleetStatusException :: AsError a => Getting (First ServiceError) a ServiceError _InvalidFleetStatusException =     _ServiceError . hasCode "InvalidFleetStatusException" --- | One or more parameters specified as part of the request are invalid. Please correct the invalid parameters before retrying.+-- | One or more parameters specified as part of the request are invalid. Correct the invalid parameters before retrying. _InvalidRequestException :: AsError a => Getting (First ServiceError) a ServiceError _InvalidRequestException = _ServiceError . hasCode "InvalidRequestException" --- | The requested operation would cause a conflict with the current state of a service resource associated with the request. Please resolve the conflict before retrying this request.+-- | 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. _ConflictException :: AsError a => Getting (First ServiceError) a ServiceError _ConflictException = _ServiceError . hasCode "ConflictException" --- | 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 TerminalRoutingStrategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.+-- | 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. _TerminalRoutingStrategyException :: AsError a => Getting (First ServiceError) a ServiceError _TerminalRoutingStrategyException =     _ServiceError . hasCode "TerminalRoutingStrategyException" --- | A service resource associated with the request could not be found. Such requests should not be retried by clients.+-- | A service resource associated with the request could not be found. Clients should not retry such requests _NotFoundException :: AsError a => Getting (First ServiceError) a ServiceError _NotFoundException = _ServiceError . hasCode "NotFoundException" @@ -295,16 +315,16 @@ _GameSessionFullException :: AsError a => Getting (First ServiceError) a ServiceError _GameSessionFullException = _ServiceError . hasCode "GameSessionFullException" --- | The requested operation would cause a conflict with the current state of a resource associated with the request and\/or the game instance. Such requests should not be retried by clients without resolving the conflict.+-- | The requested operation would cause a conflict with the current state of a resource associated with the request and\/or the game instance. Clients should not retry such requests without resolving the conflict. _InvalidGameSessionStatusException :: AsError a => Getting (First ServiceError) a ServiceError _InvalidGameSessionStatusException =     _ServiceError . hasCode "InvalidGameSessionStatusException" --- | The service encountered an unrecoverable internal failure while processing the request. Such requests can be retried by clients, either immediately or after a back-off period.+-- | The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests, either immediately or after a back-off period. _InternalServiceException :: AsError a => Getting (First ServiceError) a ServiceError _InternalServiceException = _ServiceError . hasCode "InternalServiceException" --- | The client failed authentication. Such requests should not be retried without valid authentication credentials.+-- | The client failed authentication. Clients should not retry such requests _UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError _UnauthorizedException = _ServiceError . hasCode "UnauthorizedException" @@ -313,6 +333,6 @@ _FleetCapacityExceededException =     _ServiceError . hasCode "FleetCapacityExceededException" --- | The requested operation would cause the resource to exceed the allowed service limit. Please resolve the issue before retrying.+-- | The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying. _LimitExceededException :: AsError a => Getting (First ServiceError) a ServiceError _LimitExceededException = _ServiceError . hasCode "LimitExceededException"
gen/Network/AWS/GameLift/Types/Product.hs view
@@ -111,11 +111,11 @@     , _aDescription = Nothing     } --- | Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". aCreationTime :: Lens' Alias (Maybe UTCTime) aCreationTime = lens _aCreationTime (\ s a -> s{_aCreationTime = a}) . mapping _Time; --- | Time stamp indicating when this object was last modified. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". aLastUpdatedTime :: Lens' Alias (Maybe UTCTime) aLastUpdatedTime = lens _aLastUpdatedTime (\ s a -> s{_aLastUpdatedTime = a}) . mapping _Time; @@ -127,11 +127,11 @@ aRoutingStrategy :: Lens' Alias (Maybe RoutingStrategy) aRoutingStrategy = lens _aRoutingStrategy (\ s a -> s{_aRoutingStrategy = a}); --- | Descriptive label associated with this alias. Alias names do not need to be unique.+-- | Descriptive label associated with an alias. Alias names do not need to be unique. aName :: Lens' Alias (Maybe Text) aName = lens _aName (\ s a -> s{_aName = a}); --- | Human-readable description of the alias.+-- | Human-readable description of an alias. aDescription :: Lens' Alias (Maybe Text) aDescription = lens _aDescription (\ s a -> s{_aDescription = a}); @@ -154,12 +154,13 @@ -- -- /See:/ 'build' smart constructor. data Build = Build'-    { _bCreationTime :: !(Maybe POSIX)-    , _bStatus       :: !(Maybe BuildStatus)-    , _bBuildId      :: !(Maybe Text)-    , _bName         :: !(Maybe Text)-    , _bVersion      :: !(Maybe Text)-    , _bSizeOnDisk   :: !(Maybe Nat)+    { _bCreationTime    :: !(Maybe POSIX)+    , _bStatus          :: !(Maybe BuildStatus)+    , _bOperatingSystem :: !(Maybe OperatingSystem)+    , _bBuildId         :: !(Maybe Text)+    , _bName            :: !(Maybe Text)+    , _bVersion         :: !(Maybe Text)+    , _bSizeOnDisk      :: !(Maybe Nat)     } deriving (Eq,Read,Show,Data,Typeable,Generic)  -- | Creates a value of 'Build' with the minimum fields required to make a request.@@ -170,6 +171,8 @@ -- -- * 'bStatus' --+-- * 'bOperatingSystem'+-- -- * 'bBuildId' -- -- * 'bName'@@ -183,29 +186,36 @@     Build'     { _bCreationTime = Nothing     , _bStatus = Nothing+    , _bOperatingSystem = Nothing     , _bBuildId = Nothing     , _bName = Nothing     , _bVersion = Nothing     , _bSizeOnDisk = Nothing     } --- | Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". bCreationTime :: Lens' Build (Maybe UTCTime) bCreationTime = lens _bCreationTime (\ s a -> s{_bCreationTime = a}) . mapping _Time; --- | Current status of the build. Possible build states include:+-- | Current status of the build. ----- -   INITIALIZED: A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this state. When a build is successfully created, the build state 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.+-- 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. bStatus :: Lens' Build (Maybe BuildStatus) bStatus = lens _bStatus (\ s a -> s{_bStatus = a}); +-- | 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.+bOperatingSystem :: Lens' Build (Maybe OperatingSystem)+bOperatingSystem = lens _bOperatingSystem (\ s a -> s{_bOperatingSystem = a});+ -- | Unique identifier for a build. bBuildId :: Lens' Build (Maybe Text) bBuildId = lens _bBuildId (\ s a -> s{_bBuildId = a}); --- | Descriptive label associated with this build. Build names do not need to be unique. It can be set using < CreateBuild> or < UpdateBuild>.+-- | Descriptive label associated with a build. Build names do not need to be unique. It can be set using < CreateBuild> or < UpdateBuild>. bName :: Lens' Build (Maybe Text) bName = lens _bName (\ s a -> s{_bName = a}); @@ -213,7 +223,7 @@ bVersion :: Lens' Build (Maybe Text) bVersion = lens _bVersion (\ s a -> s{_bVersion = a}); --- | File size of the uploaded game build, expressed in bytes. When the build state is INITIALIZED, this value is 0.+-- | File size of the uploaded game build, expressed in bytes. When the build status is 'INITIALIZED', this value is 0. bSizeOnDisk :: Lens' Build (Maybe Natural) bSizeOnDisk = lens _bSizeOnDisk (\ s a -> s{_bSizeOnDisk = a}) . mapping _Nat; @@ -223,7 +233,8 @@               (\ x ->                  Build' <$>                    (x .:? "CreationTime") <*> (x .:? "Status") <*>-                     (x .:? "BuildId")+                     (x .:? "OperatingSystem")+                     <*> (x .:? "BuildId")                      <*> (x .:? "Name")                      <*> (x .:? "Version")                      <*> (x .:? "SizeOnDisk"))@@ -346,7 +357,7 @@     , _eilInstanceLimit = Nothing     } --- | Type of EC2 instances used in the fleet. EC2 instance types define the CPU, memory, storage, and networking capacity of the fleetaposs hosts. Amazon GameLift supports the EC2 instance types listed below. See <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions of each.+-- | 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. GameLift supports the following EC2 instance types. See <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions. eilEC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType) eilEC2InstanceType = lens _eilEC2InstanceType (\ s a -> s{_eilEC2InstanceType = a}); @@ -410,7 +421,7 @@ eResourceId :: Lens' Event (Maybe Text) eResourceId = lens _eResourceId (\ s a -> s{_eResourceId = a}); --- | Time stamp indicating when this event occurred. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". eEventTime :: Lens' Event (Maybe UTCTime) eEventTime = lens _eEventTime (\ s a -> s{_eEventTime = a}) . mapping _Time; @@ -448,6 +459,7 @@     , _faStatus                         :: !(Maybe FleetStatus)     , _faServerLaunchParameters         :: !(Maybe Text)     , _faLogPaths                       :: !(Maybe [Text])+    , _faOperatingSystem                :: !(Maybe OperatingSystem)     , _faBuildId                        :: !(Maybe Text)     , _faTerminationTime                :: !(Maybe POSIX)     , _faNewGameSessionProtectionPolicy :: !(Maybe ProtectionPolicy)@@ -469,6 +481,8 @@ -- -- * 'faLogPaths' --+-- * 'faOperatingSystem'+-- -- * 'faBuildId' -- -- * 'faTerminationTime'@@ -490,6 +504,7 @@     , _faStatus = Nothing     , _faServerLaunchParameters = Nothing     , _faLogPaths = Nothing+    , _faOperatingSystem = Nothing     , _faBuildId = Nothing     , _faTerminationTime = Nothing     , _faNewGameSessionProtectionPolicy = Nothing@@ -499,49 +514,55 @@     , _faDescription = Nothing     } --- | Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". faCreationTime :: Lens' FleetAttributes (Maybe UTCTime) faCreationTime = lens _faCreationTime (\ s a -> s{_faCreationTime = a}) . mapping _Time; --- | Current status of the fleet. Possible fleet states include:+-- | Current status of the fleet. ----- -   NEW: A new fleet has been defined and hosts allocated.--- -   DOWNLOADING\/VALIDATING\/BUILDING\/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.--- -   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.+-- Possible fleet statuses include the following:+--+-- -   __NEW__ – A new fleet has been defined and desired instances is set to 1.+-- -   __DOWNLOADING\/VALIDATING\/BUILDING\/ACTIVATING__ – GameLift is setting up the new fleet, creating new instances with the game build 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. faStatus :: Lens' FleetAttributes (Maybe FleetStatus) faStatus = lens _faStatus (\ s a -> s{_faStatus = a}); --- | Parameters required to launch your game server. These parameters should be expressed as a string of command-line parameters. Example: \"+sv_port 33435 +start_lobby\".+-- | Game server launch parameters specified for fleets created prior to 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'. faServerLaunchParameters :: Lens' FleetAttributes (Maybe Text) faServerLaunchParameters = lens _faServerLaunchParameters (\ s a -> s{_faServerLaunchParameters = a}); --- | Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.+-- | 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 <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code Amazon GameLift Developer Guide>. If no default log path for a fleet is specified, GameLift will automatically upload logs stored on each instance at 'C:\\game\\logs'. Use the GameLift console to access stored logs. faLogPaths :: Lens' FleetAttributes [Text] faLogPaths = lens _faLogPaths (\ s a -> s{_faLogPaths = a}) . _Default . _Coerce; +-- | 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.+faOperatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem)+faOperatingSystem = lens _faOperatingSystem (\ s a -> s{_faOperatingSystem = a});+ -- | Unique identifier for a build. faBuildId :: Lens' FleetAttributes (Maybe Text) faBuildId = lens _faBuildId (\ s a -> s{_faBuildId = a}); --- | Time stamp indicating when this fleet was terminated. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". faTerminationTime :: Lens' FleetAttributes (Maybe UTCTime) faTerminationTime = lens _faTerminationTime (\ s a -> s{_faTerminationTime = a}) . mapping _Time;  -- | 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.+-- -   __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. faNewGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy) faNewGameSessionProtectionPolicy = lens _faNewGameSessionProtectionPolicy (\ s a -> s{_faNewGameSessionProtectionPolicy = a}); --- | Descriptive label associated with this fleet. Fleet names do not need to be unique.+-- | Descriptive label associated with a fleet. Fleet names do not need to be unique. faName :: Lens' FleetAttributes (Maybe Text) faName = lens _faName (\ s a -> s{_faName = a}); --- | Path to the launch executable for the game server. A game server is built into a 'C:\\game' drive. This value must be expressed as 'C:\\game\\[launchpath]'. Example: If, when built, your game server files are in a folder called \"MyGame\", your log path should be 'C:\\game\\MyGame\\server.exe'.+-- | Path to a game server executable in the fleet\'s build, specified for fleets created prior to 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'. faServerLaunchPath :: Lens' FleetAttributes (Maybe Text) faServerLaunchPath = lens _faServerLaunchPath (\ s a -> s{_faServerLaunchPath = a}); @@ -561,6 +582,7 @@                    (x .:? "CreationTime") <*> (x .:? "Status") <*>                      (x .:? "ServerLaunchParameters")                      <*> (x .:? "LogPaths" .!= mempty)+                     <*> (x .:? "OperatingSystem")                      <*> (x .:? "BuildId")                      <*> (x .:? "TerminationTime")                      <*> (x .:? "NewGameSessionProtectionPolicy")@@ -600,7 +622,7 @@     , _fcInstanceCounts = Nothing     } --- | Type of EC2 instances used in the fleet. EC2 instance types define the CPU, memory, storage, and networking capacity of the fleetaposs hosts. Amazon GameLift supports the EC2 instance types listed below. See <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions of each.+-- | 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. GameLift supports the following EC2 instance types. See <https://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions. fcInstanceType :: Lens' FleetCapacity (Maybe EC2InstanceType) fcInstanceType = lens _fcInstanceType (\ s a -> s{_fcInstanceType = a}); @@ -632,6 +654,7 @@     , _fuMaximumPlayerSessionCount :: !(Maybe Nat)     , _fuCurrentPlayerSessionCount :: !(Maybe Nat)     , _fuFleetId                   :: !(Maybe Text)+    , _fuActiveServerProcessCount  :: !(Maybe Nat)     } deriving (Eq,Read,Show,Data,Typeable,Generic)  -- | Creates a value of 'FleetUtilization' with the minimum fields required to make a request.@@ -645,6 +668,8 @@ -- * 'fuCurrentPlayerSessionCount' -- -- * 'fuFleetId'+--+-- * 'fuActiveServerProcessCount' fleetUtilization     :: FleetUtilization fleetUtilization =@@ -653,17 +678,18 @@     , _fuMaximumPlayerSessionCount = Nothing     , _fuCurrentPlayerSessionCount = Nothing     , _fuFleetId = Nothing+    , _fuActiveServerProcessCount = Nothing     } --- | Number of active game sessions currently being hosted on fleet game servers.+-- | Number of active game sessions currently being hosted on all instances in the fleet. fuActiveGameSessionCount :: Lens' FleetUtilization (Maybe Natural) fuActiveGameSessionCount = lens _fuActiveGameSessionCount (\ s a -> s{_fuActiveGameSessionCount = a}) . mapping _Nat; --- | Maximum players allowed across all game sessions currently hosted in the fleet.+-- | Maximum players allowed across all game sessions currently being hosted on all instances in the fleet. fuMaximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) fuMaximumPlayerSessionCount = lens _fuMaximumPlayerSessionCount (\ s a -> s{_fuMaximumPlayerSessionCount = a}) . mapping _Nat; --- | Number of active player sessions currently being hosted on fleet game servers.+-- | Number of active player sessions currently being hosted on all instances in the fleet. fuCurrentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural) fuCurrentPlayerSessionCount = lens _fuCurrentPlayerSessionCount (\ s a -> s{_fuCurrentPlayerSessionCount = a}) . mapping _Nat; @@ -671,6 +697,10 @@ fuFleetId :: Lens' FleetUtilization (Maybe Text) fuFleetId = lens _fuFleetId (\ s a -> s{_fuFleetId = a}); +-- | Number of server processes in an 'ACTIVE' status currently running across all instances in the fleet+fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural)+fuActiveServerProcessCount = lens _fuActiveServerProcessCount (\ s a -> s{_fuActiveServerProcessCount = a}) . mapping _Nat;+ instance FromJSON FleetUtilization where         parseJSON           = withObject "FleetUtilization"@@ -679,13 +709,14 @@                    (x .:? "ActiveGameSessionCount") <*>                      (x .:? "MaximumPlayerSessionCount")                      <*> (x .:? "CurrentPlayerSessionCount")-                     <*> (x .:? "FleetId"))+                     <*> (x .:? "FleetId")+                     <*> (x .:? "ActiveServerProcessCount"))  instance Hashable FleetUtilization  instance NFData FleetUtilization --- | Set of key-value pairs containing information your game server requires to set up sessions. This object allows you to pass in any set of data needed for your game. For more information, see the <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide>.+-- | Set of key-value pairs containing information a server process requires to set up a game session. This object allows you to pass in any set of data needed for your game. For more information, see the <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide>. -- -- /See:/ 'gameProperty' smart constructor. data GameProperty = GameProperty'@@ -749,6 +780,7 @@     , _gsName                        :: !(Maybe Text)     , _gsCurrentPlayerSessionCount   :: !(Maybe Nat)     , _gsFleetId                     :: !(Maybe Text)+    , _gsPort                        :: !(Maybe Nat)     } deriving (Eq,Read,Show,Data,Typeable,Generic)  -- | Creates a value of 'GameSession' with the minimum fields required to make a request.@@ -776,6 +808,8 @@ -- * 'gsCurrentPlayerSessionCount' -- -- * 'gsFleetId'+--+-- * 'gsPort' gameSession     :: GameSession gameSession =@@ -791,13 +825,14 @@     , _gsName = Nothing     , _gsCurrentPlayerSessionCount = Nothing     , _gsFleetId = Nothing+    , _gsPort = Nothing     } --- | Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". gsCreationTime :: Lens' GameSession (Maybe UTCTime) gsCreationTime = lens _gsCreationTime (\ s a -> s{_gsCreationTime = a}) . mapping _Time; --- | Current status of the game session. A game session must be in an ACTIVE state to have player sessions.+-- | Current status of the game session. A game session must be in an 'ACTIVE' status to have player sessions. gsStatus :: Lens' GameSession (Maybe GameSessionStatus) gsStatus = lens _gsStatus (\ s a -> s{_gsStatus = a}); @@ -805,7 +840,7 @@ gsGameProperties :: Lens' GameSession [GameProperty] gsGameProperties = lens _gsGameProperties (\ s a -> s{_gsGameProperties = a}) . _Default . _Coerce; --- | IP address of the game session.+-- | IP address of the game session. To connect to a GameLift server process, an app needs both the IP address and port number. gsIPAddress :: Lens' GameSession (Maybe Text) gsIPAddress = lens _gsIPAddress (\ s a -> s{_gsIPAddress = a}); @@ -817,7 +852,7 @@ gsMaximumPlayerSessionCount :: Lens' GameSession (Maybe Natural) gsMaximumPlayerSessionCount = lens _gsMaximumPlayerSessionCount (\ s a -> s{_gsMaximumPlayerSessionCount = a}) . mapping _Nat; --- | Time stamp indicating when this fleet was terminated. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". gsTerminationTime :: Lens' GameSession (Maybe UTCTime) gsTerminationTime = lens _gsTerminationTime (\ s a -> s{_gsTerminationTime = a}) . mapping _Time; @@ -825,7 +860,7 @@ gsPlayerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy) gsPlayerSessionCreationPolicy = lens _gsPlayerSessionCreationPolicy (\ s a -> s{_gsPlayerSessionCreationPolicy = a}); --- | Descriptive label associated with this game session. Session names do not need to be unique.+-- | Descriptive label associated with a game session. Session names do not need to be unique. gsName :: Lens' GameSession (Maybe Text) gsName = lens _gsName (\ s a -> s{_gsName = a}); @@ -837,6 +872,10 @@ gsFleetId :: Lens' GameSession (Maybe Text) gsFleetId = lens _gsFleetId (\ s a -> s{_gsFleetId = a}); +-- | Port number for the game session. To connect to a GameLift server process, an app needs both the IP address and port number.+gsPort :: Lens' GameSession (Maybe Natural)+gsPort = lens _gsPort (\ s a -> s{_gsPort = a}) . mapping _Nat;+ instance FromJSON GameSession where         parseJSON           = withObject "GameSession"@@ -851,7 +890,8 @@                      <*> (x .:? "PlayerSessionCreationPolicy")                      <*> (x .:? "Name")                      <*> (x .:? "CurrentPlayerSessionCount")-                     <*> (x .:? "FleetId"))+                     <*> (x .:? "FleetId")+                     <*> (x .:? "Port"))  instance Hashable GameSession @@ -886,8 +926,8 @@  -- | 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.+-- -   __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. gsdProtectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy) gsdProtectionPolicy = lens _gsdProtectionPolicy (\ s a -> s{_gsdProtectionPolicy = a}); @@ -902,7 +942,7 @@  instance NFData GameSessionDetail --- | IP addresses and port settings used to limit access by incoming traffic (players) to a fleet. Permissions specify a range of IP addresses and port settings that must be used to gain access to a game server on a fleet machine.+-- | A range of IP addresses and port settings that allow inbound traffic to connect to server processes on 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. data IPPermission = IPPermission'@@ -941,7 +981,7 @@ ipFromPort :: Lens' IPPermission Natural ipFromPort = lens _ipFromPort (\ s a -> s{_ipFromPort = a}) . _Nat; --- | Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than /FromPort/.+-- | Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than 'FromPort'. ipToPort :: Lens' IPPermission Natural ipToPort = lens _ipToPort (\ s a -> s{_ipToPort = a}) . _Nat; @@ -987,6 +1027,7 @@     , _psPlayerSessionId :: !(Maybe Text)     , _psFleetId         :: !(Maybe Text)     , _psPlayerId        :: !(Maybe Text)+    , _psPort            :: !(Maybe Nat)     } deriving (Eq,Read,Show,Data,Typeable,Generic)  -- | Creates a value of 'PlayerSession' with the minimum fields required to make a request.@@ -1008,6 +1049,8 @@ -- * 'psFleetId' -- -- * 'psPlayerId'+--+-- * 'psPort' playerSession     :: PlayerSession playerSession =@@ -1020,18 +1063,21 @@     , _psPlayerSessionId = Nothing     , _psFleetId = Nothing     , _psPlayerId = Nothing+    , _psPort = Nothing     } --- | Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". psCreationTime :: Lens' PlayerSession (Maybe UTCTime) psCreationTime = lens _psCreationTime (\ s a -> s{_psCreationTime = a}) . mapping _Time; --- | Current status of the player session. Possible player session states include:+-- | Current status of the player session. ----- -   RESERVED: The player session request has been received, but the player has not yet connected to the game server and\/or been validated.--- -   ACTIVE: The player has been validated by the game server and is currently connected.--- -   COMPLETED: The player connection has been dropped.--- -   TIMEDOUT: A player session request was received, but the player did not connect and\/or was not validated within the time-out limit (60 seconds).+-- Possible player session statuses include the following:+--+-- -   __RESERVED__ – The player session request has been received, but the player has not yet connected to the server process and\/or been validated.+-- -   __ACTIVE__ – The player has been validated by the server process and is currently connected.+-- -   __COMPLETED__ – The player connection has been dropped.+-- -   __TIMEDOUT__ – A player session request was received, but the player did not connect and\/or was not validated within the time-out limit (60 seconds). psStatus :: Lens' PlayerSession (Maybe PlayerSessionStatus) psStatus = lens _psStatus (\ s a -> s{_psStatus = a}); @@ -1043,7 +1089,7 @@ psGameSessionId :: Lens' PlayerSession (Maybe Text) psGameSessionId = lens _psGameSessionId (\ s a -> s{_psGameSessionId = a}); --- | Time stamp indicating when this fleet was terminated. Format is an integer representing the number of seconds since the Unix epoch (Unix time).+-- | Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\". psTerminationTime :: Lens' PlayerSession (Maybe UTCTime) psTerminationTime = lens _psTerminationTime (\ s a -> s{_psTerminationTime = a}) . mapping _Time; @@ -1059,6 +1105,10 @@ psPlayerId :: Lens' PlayerSession (Maybe Text) psPlayerId = lens _psPlayerId (\ s a -> s{_psPlayerId = a}); +-- | Port number for the game session. To connect to a GameLift server process, an app needs both the IP address and port number.+psPort :: Lens' PlayerSession (Maybe Natural)+psPort = lens _psPort (\ s a -> s{_psPort = a}) . mapping _Nat;+ instance FromJSON PlayerSession where         parseJSON           = withObject "PlayerSession"@@ -1070,7 +1120,8 @@                      <*> (x .:? "TerminationTime")                      <*> (x .:? "PlayerSessionId")                      <*> (x .:? "FleetId")-                     <*> (x .:? "PlayerId"))+                     <*> (x .:? "PlayerId")+                     <*> (x .:? "Port"))  instance Hashable PlayerSession @@ -1103,10 +1154,12 @@     , _rsFleetId = Nothing     } --- | Type of routing strategy. Possible routing types include:+-- | Type of routing strategy. ----- -   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.+-- 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. rsType :: Lens' RoutingStrategy (Maybe RoutingStrategyType) rsType = lens _rsType (\ s a -> s{_rsType = a}); @@ -1138,6 +1191,49 @@                   ("Message" .=) <$> _rsMessage,                   ("FleetId" .=) <$> _rsFleetId]) +-- | Collection of server process configurations that describe what processes should be run on each instance in a fleet. An instance can launch and maintain multiple server processes based on the runtime configuration; it regularly checks for an updated runtime configuration and starts new server processes to match the latest version.+--+-- The key purpose of a runtime configuration with multiple server process configurations is to be able to run more than one kind of game server in a single fleet. You can include configurations for more than one server executable in order to run two or more different programs to run on the same instance. This option might be useful, for example, to run more than one version of your game server on the same fleet. Another option is to specify configurations for the same server executable but with different launch parameters.+--+-- A GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes specified in a runtime configuration, add the values of the 'ConcurrentExecutions' parameter for each 'ServerProcess' object in the runtime configuration.+--+-- /See:/ 'runtimeConfiguration' smart constructor.+newtype RuntimeConfiguration = RuntimeConfiguration'+    { _rcServerProcesses :: Maybe (List1 ServerProcess)+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | 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:+--+-- * 'rcServerProcesses'+runtimeConfiguration+    :: RuntimeConfiguration+runtimeConfiguration =+    RuntimeConfiguration'+    { _rcServerProcesses = Nothing+    }++-- | Collection of server process configurations describing what server processes to run on each instance in a fleet+rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))+rcServerProcesses = lens _rcServerProcesses (\ s a -> s{_rcServerProcesses = a}) . mapping _List1;++instance FromJSON RuntimeConfiguration where+        parseJSON+          = withObject "RuntimeConfiguration"+              (\ x ->+                 RuntimeConfiguration' <$> (x .:? "ServerProcesses"))++instance Hashable RuntimeConfiguration++instance NFData RuntimeConfiguration++instance ToJSON RuntimeConfiguration where+        toJSON RuntimeConfiguration'{..}+          = object+              (catMaybes+                 [("ServerProcesses" .=) <$> _rcServerProcesses])+ -- | Location in Amazon Simple Storage Service (Amazon S3) where a build\'s files are stored. This location is assigned in response to a < CreateBuild> call, and is always in the same region as the service used to create the build. For more details see the <http://aws.amazon.com/documentation/s3/ Amazon S3 documentation>. -- -- /See:/ 's3Location' smart constructor.@@ -1173,7 +1269,7 @@ slKey :: Lens' S3Location (Maybe Text) slKey = lens _slKey (\ s a -> s{_slKey = a}); --- | Undocumented member.+-- | Amazon resource number for the cross-account access role that allows GameLift access to the S3 bucket. slRoleARN :: Lens' S3Location (Maybe Text) slRoleARN = lens _slRoleARN (\ s a -> s{_slRoleARN = a}); @@ -1247,23 +1343,23 @@     , _spFleetId = Nothing     } --- | Current status of the scaling policy. The scaling policy is only in force when in an Active state.+-- | Current status of the scaling policy. The scaling policy is only in force when in an 'ACTIVE' status. ----- -   ACTIVE: The scaling policy is currently in force.--- -   UPDATEREQUESTED: A request to update the scaling policy has been received.--- -   UPDATING: A change is being made to the scaling policy.--- -   DELETEREQUESTED: A request to delete the scaling policy has been received.--- -   DELETING: The scaling policy is being deleted.--- -   DELETED: The scaling policy has been deleted.--- -   ERROR: An error occurred in creating the policy. It should be removed and recreated.+-- -   __ACTIVE__ – The scaling policy is currently in force.+-- -   __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. spStatus :: Lens' ScalingPolicy (Maybe ScalingStatusType) spStatus = lens _spStatus (\ s a -> s{_spStatus = a});  -- | 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.+-- -   __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. spScalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType) spScalingAdjustmentType = lens _spScalingAdjustmentType (\ s a -> s{_spScalingAdjustmentType = a}); @@ -1273,12 +1369,12 @@  -- | Name of the GameLift-defined metric that is used to trigger an adjustment. ----- -   ActivatingGameSessions: number of game sessions in the process of being created (game session status = ACTIVATING).--- -   ActiveGameSessions: number of game sessions currently running (game session status = ACTIVE).--- -   CurrentPlayerSessions: number of active or reserved player sessions (player session status = ACTIVE or RESERVED).--- -   AvailablePlayerSessions: number of player session slots currently available in active game sessions across the fleet, calculated by subtracting a game session\'s current player session count from its maximum player session count. This number does include game sessions that are not currently accepting players (game session PlayerSessionCreationPolicy = DENY_ALL).--- -   ActiveInstances: number of instances currently running a game session.--- -   IdleInstances: number of instances not currently running a game session.+-- -   __ActivatingGameSessions__ – number of game sessions in the process of being created (game session status = 'ACTIVATING').+-- -   __ActiveGameSessions__ – number of game sessions currently running (game session status = 'ACTIVE').+-- -   __CurrentPlayerSessions__ – number of active or reserved player sessions (player session status = 'ACTIVE' or 'RESERVED').+-- -   __AvailablePlayerSessions__ – number of player session slots currently available in active game sessions across the fleet, calculated by subtracting a game session\'s current player session count from its maximum player session count. This number does include game sessions that are not currently accepting players (game session 'PlayerSessionCreationPolicy' = 'DENY_ALL').+-- -   __ActiveInstances__ – number of instances currently running a game session.+-- -   __IdleInstances__ – number of instances not currently running a game session. spMetricName :: Lens' ScalingPolicy (Maybe MetricName) spMetricName = lens _spMetricName (\ s a -> s{_spMetricName = a}); @@ -1286,7 +1382,7 @@ spComparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType) spComparisonOperator = lens _spComparisonOperator (\ s a -> s{_spComparisonOperator = a}); --- | Descriptive label associated with this scaling policy. Policy names do not need to be unique.+-- | Descriptive label associated with a scaling policy. Policy names do not need to be unique. spName :: Lens' ScalingPolicy (Maybe Text) spName = lens _spName (\ s a -> s{_spName = a}); @@ -1319,3 +1415,65 @@ instance Hashable ScalingPolicy  instance NFData ScalingPolicy++-- | 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.+data ServerProcess = ServerProcess'+    { _spParameters           :: !(Maybe Text)+    , _spLaunchPath           :: !Text+    , _spConcurrentExecutions :: !Nat+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | 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'+--+-- * 'spLaunchPath'+--+-- * 'spConcurrentExecutions'+serverProcess+    :: Text -- ^ 'spLaunchPath'+    -> Natural -- ^ 'spConcurrentExecutions'+    -> ServerProcess+serverProcess pLaunchPath_ pConcurrentExecutions_ =+    ServerProcess'+    { _spParameters = Nothing+    , _spLaunchPath = pLaunchPath_+    , _spConcurrentExecutions = _Nat # pConcurrentExecutions_+    }++-- | Optional list of parameters to pass to the server executable on launch.+spParameters :: Lens' ServerProcess (Maybe Text)+spParameters = lens _spParameters (\ s a -> s{_spParameters = a});++-- | Location in the game build of the server executable. All game builds are installed on instances at the root 'C:\\game\\...', so an executable file located at 'MyGame\\latest\\server.exe' has a launch path of \"'C:\\game\\MyGame\\latest\\server.exe'\".+spLaunchPath :: Lens' ServerProcess Text+spLaunchPath = lens _spLaunchPath (\ s a -> s{_spLaunchPath = a});++-- | Number of server processes using this configuration to run concurrently on an instance.+spConcurrentExecutions :: Lens' ServerProcess Natural+spConcurrentExecutions = lens _spConcurrentExecutions (\ s a -> s{_spConcurrentExecutions = a}) . _Nat;++instance FromJSON ServerProcess where+        parseJSON+          = withObject "ServerProcess"+              (\ x ->+                 ServerProcess' <$>+                   (x .:? "Parameters") <*> (x .: "LaunchPath") <*>+                     (x .: "ConcurrentExecutions"))++instance Hashable ServerProcess++instance NFData ServerProcess++instance ToJSON ServerProcess where+        toJSON ServerProcess'{..}+          = object+              (catMaybes+                 [("Parameters" .=) <$> _spParameters,+                  Just ("LaunchPath" .= _spLaunchPath),+                  Just+                    ("ConcurrentExecutions" .= _spConcurrentExecutions)])
gen/Network/AWS/GameLift/Types/Sum.hs view
@@ -31,7 +31,7 @@         "initialized" -> pure Initialized         "ready" -> pure Ready         e -> fromTextError $ "Failure parsing BuildStatus from value: '" <> e-           <> "'. Accepted values: FAILED, INITIALIZED, READY"+           <> "'. Accepted values: failed, initialized, ready"  instance ToText BuildStatus where     toText = \case@@ -65,7 +65,7 @@         "lessthanorequaltothreshold" -> pure LessThanOrEqualToThreshold         "lessthanthreshold" -> pure LessThanThreshold         e -> fromTextError $ "Failure parsing ComparisonOperatorType from value: '" <> e-           <> "'. Accepted values: GreaterThanOrEqualToThreshold, GreaterThanThreshold, LessThanOrEqualToThreshold, LessThanThreshold"+           <> "'. Accepted values: greaterthanorequaltothreshold, greaterthanthreshold, lessthanorequaltothreshold, lessthanthreshold"  instance ToText ComparisonOperatorType where     toText = \case@@ -235,7 +235,7 @@         "fleet_validation_timed_out" -> pure FleetValidationTimedOut         "generic_event" -> pure GenericEvent         e -> fromTextError $ "Failure parsing EventCode from value: '" <> e-           <> "'. Accepted values: FLEET_ACTIVATION_FAILED, FLEET_ACTIVATION_FAILED_NO_INSTANCES, FLEET_BINARY_DOWNLOAD_FAILED, FLEET_CREATED, FLEET_DELETED, FLEET_INITIALIZATION_FAILED, FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED, FLEET_SCALING_EVENT, FLEET_STATE_ACTIVATING, FLEET_STATE_ACTIVE, FLEET_STATE_BUILDING, FLEET_STATE_DOWNLOADING, FLEET_STATE_ERROR, FLEET_STATE_VALIDATING, FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE, FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND, FLEET_VALIDATION_TIMED_OUT, GENERIC_EVENT"+           <> "'. Accepted values: fleet_activation_failed, fleet_activation_failed_no_instances, fleet_binary_download_failed, fleet_created, fleet_deleted, fleet_initialization_failed, fleet_new_game_session_protection_policy_updated, fleet_scaling_event, fleet_state_activating, fleet_state_active, fleet_state_building, fleet_state_downloading, fleet_state_error, fleet_state_validating, fleet_validation_executable_runtime_failure, fleet_validation_launch_path_not_found, fleet_validation_timed_out, generic_event"  instance ToText EventCode where     toText = \case@@ -291,7 +291,7 @@         "terminated" -> pure FSTerminated         "validating" -> pure FSValidating         e -> fromTextError $ "Failure parsing FleetStatus from value: '" <> e-           <> "'. Accepted values: ACTIVATING, ACTIVE, BUILDING, DELETING, DOWNLOADING, ERROR, NEW, TERMINATED, VALIDATING"+           <> "'. Accepted values: activating, active, building, deleting, downloading, error, new, terminated, validating"  instance ToText FleetStatus where     toText = \case@@ -328,7 +328,7 @@         "terminated" -> pure GSSTerminated         "terminating" -> pure GSSTerminating         e -> fromTextError $ "Failure parsing GameSessionStatus from value: '" <> e-           <> "'. Accepted values: ACTIVATING, ACTIVE, TERMINATED, TERMINATING"+           <> "'. Accepted values: activating, active, terminated, terminating"  instance ToText GameSessionStatus where     toText = \case@@ -356,7 +356,7 @@         "tcp" -> pure TCP         "udp" -> pure Udp         e -> fromTextError $ "Failure parsing IPProtocol from value: '" <> e-           <> "'. Accepted values: TCP, UDP"+           <> "'. Accepted values: tcp, udp"  instance ToText IPProtocol where     toText = \case@@ -393,7 +393,7 @@         "currentplayersessions" -> pure CurrentPlayerSessions         "idleinstances" -> pure IdleInstances         e -> fromTextError $ "Failure parsing MetricName from value: '" <> e-           <> "'. Accepted values: ActivatingGameSessions, ActiveGameSessions, ActiveInstances, AvailablePlayerSessions, CurrentPlayerSessions, IdleInstances"+           <> "'. Accepted values: activatinggamesessions, activegamesessions, activeinstances, availableplayersessions, currentplayersessions, idleinstances"  instance ToText MetricName where     toText = \case@@ -416,6 +416,35 @@ instance FromJSON MetricName where     parseJSON = parseJSONText "MetricName" +data OperatingSystem+    = AmazonLinux+    | Windows2012+    deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)++instance FromText OperatingSystem where+    parser = takeLowerText >>= \case+        "amazon_linux" -> pure AmazonLinux+        "windows_2012" -> pure Windows2012+        e -> fromTextError $ "Failure parsing OperatingSystem from value: '" <> e+           <> "'. Accepted values: amazon_linux, windows_2012"++instance ToText OperatingSystem where+    toText = \case+        AmazonLinux -> "AMAZON_LINUX"+        Windows2012 -> "WINDOWS_2012"++instance Hashable     OperatingSystem+instance NFData       OperatingSystem+instance ToByteString OperatingSystem+instance ToQuery      OperatingSystem+instance ToHeader     OperatingSystem++instance ToJSON OperatingSystem where+    toJSON = toJSONText++instance FromJSON OperatingSystem where+    parseJSON = parseJSONText "OperatingSystem"+ data PlayerSessionCreationPolicy     = AcceptAll     | DenyAll@@ -426,7 +455,7 @@         "accept_all" -> pure AcceptAll         "deny_all" -> pure DenyAll         e -> fromTextError $ "Failure parsing PlayerSessionCreationPolicy from value: '" <> e-           <> "'. Accepted values: ACCEPT_ALL, DENY_ALL"+           <> "'. Accepted values: accept_all, deny_all"  instance ToText PlayerSessionCreationPolicy where     toText = \case@@ -459,7 +488,7 @@         "reserved" -> pure PSSReserved         "timedout" -> pure PSSTimedout         e -> fromTextError $ "Failure parsing PlayerSessionStatus from value: '" <> e-           <> "'. Accepted values: ACTIVE, COMPLETED, RESERVED, TIMEDOUT"+           <> "'. Accepted values: active, completed, reserved, timedout"  instance ToText PlayerSessionStatus where     toText = \case@@ -487,7 +516,7 @@         "fullprotection" -> pure FullProtection         "noprotection" -> pure NoProtection         e -> fromTextError $ "Failure parsing ProtectionPolicy from value: '" <> e-           <> "'. Accepted values: FullProtection, NoProtection"+           <> "'. Accepted values: fullprotection, noprotection"  instance ToText ProtectionPolicy where     toText = \case@@ -516,7 +545,7 @@         "simple" -> pure Simple         "terminal" -> pure Terminal         e -> fromTextError $ "Failure parsing RoutingStrategyType from value: '" <> e-           <> "'. Accepted values: SIMPLE, TERMINAL"+           <> "'. Accepted values: simple, terminal"  instance ToText RoutingStrategyType where     toText = \case@@ -547,7 +576,7 @@         "exactcapacity" -> pure ExactCapacity         "percentchangeincapacity" -> pure PercentChangeInCapacity         e -> fromTextError $ "Failure parsing ScalingAdjustmentType from value: '" <> e-           <> "'. Accepted values: ChangeInCapacity, ExactCapacity, PercentChangeInCapacity"+           <> "'. Accepted values: changeincapacity, exactcapacity, percentchangeincapacity"  instance ToText ScalingAdjustmentType where     toText = \case@@ -587,7 +616,7 @@         "update_requested" -> pure UpdateRequested         "updating" -> pure Updating         e -> fromTextError $ "Failure parsing ScalingStatusType from value: '" <> e-           <> "'. Accepted values: ACTIVE, DELETE_REQUESTED, DELETED, DELETING, ERROR, UPDATE_REQUESTED, UPDATING"+           <> "'. Accepted values: active, delete_requested, deleted, deleting, error, update_requested, updating"  instance ToText ScalingStatusType where     toText = \case
gen/Network/AWS/GameLift/UpdateAlias.hs view
@@ -81,11 +81,11 @@ uaRoutingStrategy :: Lens' UpdateAlias (Maybe RoutingStrategy) uaRoutingStrategy = lens _uaRoutingStrategy (\ s a -> s{_uaRoutingStrategy = a}); --- | Descriptive label associated with this alias. Alias names do not need to be unique.+-- | Descriptive label associated with an alias. Alias names do not need to be unique. uaName :: Lens' UpdateAlias (Maybe Text) uaName = lens _uaName (\ s a -> s{_uaName = a}); --- | Human-readable description of the alias.+-- | Human-readable description of an alias. uaDescription :: Lens' UpdateAlias (Maybe Text) uaDescription = lens _uaDescription (\ s a -> s{_uaDescription = a}); 
gen/Network/AWS/GameLift/UpdateBuild.hs view
@@ -72,7 +72,7 @@     , _ubBuildId = pBuildId_     } --- | Descriptive label associated with this build. Build names do not need to be unique.+-- | Descriptive label associated with a build. Build names do not need to be unique. ubName :: Lens' UpdateBuild (Maybe Text) ubName = lens _ubName (\ s a -> s{_ubName = a}); @@ -80,7 +80,7 @@ ubVersion :: Lens' UpdateBuild (Maybe Text) ubVersion = lens _ubVersion (\ s a -> s{_ubVersion = a}); --- | Unique identifier for the build you want to update.+-- | Unique identifier of the build you want to update. ubBuildId :: Lens' UpdateBuild Text ubBuildId = lens _ubBuildId (\ s a -> s{_ubBuildId = a}); 
gen/Network/AWS/GameLift/UpdateFleetAttributes.hs view
@@ -77,18 +77,18 @@     , _ufaFleetId = pFleetId_     } --- | Game session protection policy to apply to all new instances created in this fleet. Instances that already exist will not be affected. You can set protection for individual instances using < UpdateGameSession>.+-- | Game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using < UpdateGameSession>. ----- -   NoProtection: The game session can be terminated during a scale-down event.--- -   FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.+-- -   __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. ufaNewGameSessionProtectionPolicy :: Lens' UpdateFleetAttributes (Maybe ProtectionPolicy) ufaNewGameSessionProtectionPolicy = lens _ufaNewGameSessionProtectionPolicy (\ s a -> s{_ufaNewGameSessionProtectionPolicy = a}); --- | Descriptive label associated with this fleet. Fleet names do not need to be unique.+-- | Descriptive label associated with a fleet. Fleet names do not need to be unique. ufaName :: Lens' UpdateFleetAttributes (Maybe Text) ufaName = lens _ufaName (\ s a -> s{_ufaName = a}); --- | Human-readable description of the fleet.+-- | Human-readable description of a fleet. ufaDescription :: Lens' UpdateFleetAttributes (Maybe Text) ufaDescription = lens _ufaDescription (\ s a -> s{_ufaDescription = a}); 
gen/Network/AWS/GameLift/UpdateFleetCapacity.hs view
@@ -18,11 +18,11 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) you want this fleet to contain. Before calling this action, you may want to call < DescribeEC2InstanceLimits> to get the maximum capacity based on the fleet\'s EC2 instance type.+-- Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this action, you may want to call < DescribeEC2InstanceLimits> to get the maximum capacity based on the fleet\'s EC2 instance type. ----- If you\'re using auto-scaling (see < PutScalingPolicy>), you may want to specify a minimum and\/or maximum capacity. If you don\'t provide these boundaries, auto-scaling can set capacity anywhere between zero and the <http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift service limits>.+-- If you\'re using autoscaling (see < PutScalingPolicy>), you may want to specify a minimum and\/or maximum capacity. If you don\'t provide these, autoscaling can set capacity anywhere between zero and the <http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift service limits>. ----- To update fleet capacity, specify the fleet ID and the desired number of instances. If successful, Amazon GameLift starts or terminates instances so that the fleet\'s active instance count matches the desired instance count. You can view a fleet\'s current capacity information by calling < DescribeFleetCapacity>. If the desired instance count is higher than the instance type\'s limit, the \"Limit Exceeded\" exception will occur.+-- To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet\'s active instance count matches the desired instance count. You can view a fleet\'s current capacity information by calling < DescribeFleetCapacity>. If the desired instance count is higher than the instance type\'s limit, the \"Limit Exceeded\" exception occurs. module Network.AWS.GameLift.UpdateFleetCapacity     (     -- * Creating a Request
gen/Network/AWS/GameLift/UpdateFleetPortSettings.hs view
@@ -18,7 +18,7 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in /InboundPermissionAuthorizations/, and permissions you want to remove in /InboundPermissionRevocations/. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.+-- Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in 'InboundPermissionAuthorizations', and permissions you want to remove in 'InboundPermissionRevocations'. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned. module Network.AWS.GameLift.UpdateFleetPortSettings     (     -- * Creating a Request
gen/Network/AWS/GameLift/UpdateGameSession.hs view
@@ -90,14 +90,14 @@ ugsPlayerSessionCreationPolicy :: Lens' UpdateGameSession (Maybe PlayerSessionCreationPolicy) ugsPlayerSessionCreationPolicy = lens _ugsPlayerSessionCreationPolicy (\ s a -> s{_ugsPlayerSessionCreationPolicy = a}); --- | Descriptive label associated with this game session. Session names do not need to be unique.+-- | Descriptive label associated with a game session. Session names do not need to be unique. ugsName :: Lens' UpdateGameSession (Maybe Text) ugsName = lens _ugsName (\ s a -> s{_ugsName = a});  -- | Game session protection policy to apply to this game session only. ----- -   NoProtection: The game session can be terminated during a scale-down event.--- -   FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.+-- -   __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. ugsProtectionPolicy :: Lens' UpdateGameSession (Maybe ProtectionPolicy) ugsProtectionPolicy = lens _ugsProtectionPolicy (\ s a -> s{_ugsProtectionPolicy = a}); 
+ gen/Network/AWS/GameLift/UpdateRuntimeConfiguration.hs view
@@ -0,0 +1,155 @@+{-# LANGUAGE DeriveDataTypeable #-}+{-# LANGUAGE DeriveGeneric      #-}+{-# LANGUAGE OverloadedStrings  #-}+{-# LANGUAGE RecordWildCards    #-}+{-# LANGUAGE TypeFamilies       #-}++{-# OPTIONS_GHC -fno-warn-unused-imports #-}+{-# OPTIONS_GHC -fno-warn-unused-binds   #-}+{-# OPTIONS_GHC -fno-warn-unused-matches #-}++-- Derived from AWS service descriptions, licensed under Apache 2.0.++-- |+-- Module      : Network.AWS.GameLift.UpdateRuntimeConfiguration+-- Copyright   : (c) 2013-2016 Brendan Hay+-- License     : Mozilla Public License, v. 2.0.+-- Maintainer  : Brendan Hay <brendan.g.hay@gmail.com>+-- Stability   : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on instances in the fleet. You can update a fleet\'s runtime configuration at any time after the fleet is created; it does not need to be in an 'ACTIVE' status.+--+-- To update runtime configuration, specify the fleet ID and provide a 'RuntimeConfiguration' object with the updated collection of server process configurations.+--+-- Each instance in a GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; they continue to run until they end, while GameLift simply adds new server processes to fit the current runtime configuration. As a result, the runtime configuration changes are applied gradually as existing processes shut down and new processes are launched in GameLift\'s normal process recycling activity.+module Network.AWS.GameLift.UpdateRuntimeConfiguration+    (+    -- * Creating a Request+      updateRuntimeConfiguration+    , UpdateRuntimeConfiguration+    -- * Request Lenses+    , urcFleetId+    , urcRuntimeConfiguration++    -- * Destructuring the Response+    , updateRuntimeConfigurationResponse+    , UpdateRuntimeConfigurationResponse+    -- * Response Lenses+    , urcrsRuntimeConfiguration+    , urcrsResponseStatus+    ) where++import           Network.AWS.GameLift.Types+import           Network.AWS.GameLift.Types.Product+import           Network.AWS.Lens+import           Network.AWS.Prelude+import           Network.AWS.Request+import           Network.AWS.Response++-- | Represents the input for a request action.+--+-- /See:/ 'updateRuntimeConfiguration' smart constructor.+data UpdateRuntimeConfiguration = UpdateRuntimeConfiguration'+    { _urcFleetId              :: !Text+    , _urcRuntimeConfiguration :: !RuntimeConfiguration+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'UpdateRuntimeConfiguration' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'urcFleetId'+--+-- * 'urcRuntimeConfiguration'+updateRuntimeConfiguration+    :: Text -- ^ 'urcFleetId'+    -> RuntimeConfiguration -- ^ 'urcRuntimeConfiguration'+    -> UpdateRuntimeConfiguration+updateRuntimeConfiguration pFleetId_ pRuntimeConfiguration_ =+    UpdateRuntimeConfiguration'+    { _urcFleetId = pFleetId_+    , _urcRuntimeConfiguration = pRuntimeConfiguration_+    }++-- | Unique identifier of the fleet to update runtime configuration for.+urcFleetId :: Lens' UpdateRuntimeConfiguration Text+urcFleetId = lens _urcFleetId (\ s a -> s{_urcFleetId = a});++-- | Instructions for launching server processes on each instance in the fleet. The runtime configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance.+urcRuntimeConfiguration :: Lens' UpdateRuntimeConfiguration RuntimeConfiguration+urcRuntimeConfiguration = lens _urcRuntimeConfiguration (\ s a -> s{_urcRuntimeConfiguration = a});++instance AWSRequest UpdateRuntimeConfiguration where+        type Rs UpdateRuntimeConfiguration =+             UpdateRuntimeConfigurationResponse+        request = postJSON gameLift+        response+          = receiveJSON+              (\ s h x ->+                 UpdateRuntimeConfigurationResponse' <$>+                   (x .?> "RuntimeConfiguration") <*>+                     (pure (fromEnum s)))++instance Hashable UpdateRuntimeConfiguration++instance NFData UpdateRuntimeConfiguration++instance ToHeaders UpdateRuntimeConfiguration where+        toHeaders+          = const+              (mconcat+                 ["X-Amz-Target" =#+                    ("GameLift.UpdateRuntimeConfiguration" ::+                       ByteString),+                  "Content-Type" =#+                    ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON UpdateRuntimeConfiguration where+        toJSON UpdateRuntimeConfiguration'{..}+          = object+              (catMaybes+                 [Just ("FleetId" .= _urcFleetId),+                  Just+                    ("RuntimeConfiguration" .=+                       _urcRuntimeConfiguration)])++instance ToPath UpdateRuntimeConfiguration where+        toPath = const "/"++instance ToQuery UpdateRuntimeConfiguration where+        toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+-- /See:/ 'updateRuntimeConfigurationResponse' smart constructor.+data UpdateRuntimeConfigurationResponse = UpdateRuntimeConfigurationResponse'+    { _urcrsRuntimeConfiguration :: !(Maybe RuntimeConfiguration)+    , _urcrsResponseStatus       :: !Int+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'UpdateRuntimeConfigurationResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'urcrsRuntimeConfiguration'+--+-- * 'urcrsResponseStatus'+updateRuntimeConfigurationResponse+    :: Int -- ^ 'urcrsResponseStatus'+    -> UpdateRuntimeConfigurationResponse+updateRuntimeConfigurationResponse pResponseStatus_ =+    UpdateRuntimeConfigurationResponse'+    { _urcrsRuntimeConfiguration = Nothing+    , _urcrsResponseStatus = pResponseStatus_+    }++-- | The runtime configuration currently in force. If the update was successful, this object matches the one in the request.+urcrsRuntimeConfiguration :: Lens' UpdateRuntimeConfigurationResponse (Maybe RuntimeConfiguration)+urcrsRuntimeConfiguration = lens _urcrsRuntimeConfiguration (\ s a -> s{_urcrsRuntimeConfiguration = a});++-- | The response status code.+urcrsResponseStatus :: Lens' UpdateRuntimeConfigurationResponse Int+urcrsResponseStatus = lens _urcrsResponseStatus (\ s a -> s{_urcrsResponseStatus = a});++instance NFData UpdateRuntimeConfigurationResponse
+ src/.gitkeep view
test/Test/AWS/Gen/GameLift.hs view
@@ -58,6 +58,12 @@ --         , requestListAliases $ --             listAliases --+--         , requestUpdateRuntimeConfiguration $+--             updateRuntimeConfiguration+--+--         , requestSearchGameSessions $+--             searchGameSessions+-- --         , requestDescribeScalingPolicies $ --             describeScalingPolicies --@@ -67,6 +73,9 @@ --         , requestDescribeFleetUtilization $ --             describeFleetUtilization --+--         , requestDescribeRuntimeConfiguration $+--             describeRuntimeConfiguration+-- --         , requestGetGameSessionLogURL $ --             getGameSessionLogURL --@@ -166,6 +175,12 @@ --         , responseListAliases $ --             listAliasesResponse --+--         , responseUpdateRuntimeConfiguration $+--             updateRuntimeConfigurationResponse+--+--         , responseSearchGameSessions $+--             searchGameSessionsResponse+-- --         , responseDescribeScalingPolicies $ --             describeScalingPoliciesResponse --@@ -175,6 +190,9 @@ --         , responseDescribeFleetUtilization $ --             describeFleetUtilizationResponse --+--         , responseDescribeRuntimeConfiguration $+--             describeRuntimeConfigurationResponse+-- --         , responseGetGameSessionLogURL $ --             getGameSessionLogURLResponse --@@ -296,6 +314,16 @@     "ListAliases"     "fixture/ListAliases.yaml" +requestUpdateRuntimeConfiguration :: UpdateRuntimeConfiguration -> TestTree+requestUpdateRuntimeConfiguration = req+    "UpdateRuntimeConfiguration"+    "fixture/UpdateRuntimeConfiguration.yaml"++requestSearchGameSessions :: SearchGameSessions -> TestTree+requestSearchGameSessions = req+    "SearchGameSessions"+    "fixture/SearchGameSessions.yaml"+ requestDescribeScalingPolicies :: DescribeScalingPolicies -> TestTree requestDescribeScalingPolicies = req     "DescribeScalingPolicies"@@ -311,6 +339,11 @@     "DescribeFleetUtilization"     "fixture/DescribeFleetUtilization.yaml" +requestDescribeRuntimeConfiguration :: DescribeRuntimeConfiguration -> TestTree+requestDescribeRuntimeConfiguration = req+    "DescribeRuntimeConfiguration"+    "fixture/DescribeRuntimeConfiguration.yaml"+ requestGetGameSessionLogURL :: GetGameSessionLogURL -> TestTree requestGetGameSessionLogURL = req     "GetGameSessionLogURL"@@ -493,6 +526,20 @@     gameLift     (Proxy :: Proxy ListAliases) +responseUpdateRuntimeConfiguration :: UpdateRuntimeConfigurationResponse -> TestTree+responseUpdateRuntimeConfiguration = res+    "UpdateRuntimeConfigurationResponse"+    "fixture/UpdateRuntimeConfigurationResponse.proto"+    gameLift+    (Proxy :: Proxy UpdateRuntimeConfiguration)++responseSearchGameSessions :: SearchGameSessionsResponse -> TestTree+responseSearchGameSessions = res+    "SearchGameSessionsResponse"+    "fixture/SearchGameSessionsResponse.proto"+    gameLift+    (Proxy :: Proxy SearchGameSessions)+ responseDescribeScalingPolicies :: DescribeScalingPoliciesResponse -> TestTree responseDescribeScalingPolicies = res     "DescribeScalingPoliciesResponse"@@ -513,6 +560,13 @@     "fixture/DescribeFleetUtilizationResponse.proto"     gameLift     (Proxy :: Proxy DescribeFleetUtilization)++responseDescribeRuntimeConfiguration :: DescribeRuntimeConfigurationResponse -> TestTree+responseDescribeRuntimeConfiguration = res+    "DescribeRuntimeConfigurationResponse"+    "fixture/DescribeRuntimeConfigurationResponse.proto"+    gameLift+    (Proxy :: Proxy DescribeRuntimeConfiguration)  responseGetGameSessionLogURL :: GetGameSessionLogURLResponse -> TestTree responseGetGameSessionLogURL = res