packages feed

amazonka-gamelift 1.4.4 → 1.4.5

raw patch · 51 files changed

+1799/−878 lines, 51 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.Class.ToJSON Network.AWS.GameLift.CreateAlias.CreateAlias
- Network.AWS.GameLift.CreateBuild: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.CreateBuild.CreateBuild
- 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: instance Data.Aeson.Types.Class.ToJSON 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: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
- 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: instance Data.Aeson.Types.Class.ToJSON Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
+ Network.AWS.GameLift: GSSError' :: GameSessionStatus
+ Network.AWS.GameLift: ISActive :: InstanceStatus
+ Network.AWS.GameLift: ISPending :: InstanceStatus
+ Network.AWS.GameLift: ISTerminating :: InstanceStatus
+ Network.AWS.GameLift: ServerProcessCrashed :: EventCode
+ Network.AWS.GameLift: ServerProcessForceTerminated :: EventCode
+ Network.AWS.GameLift: ServerProcessInvalidPath :: EventCode
+ Network.AWS.GameLift: ServerProcessProcessExitTimeout :: EventCode
+ Network.AWS.GameLift: ServerProcessProcessReadyTimeout :: EventCode
+ Network.AWS.GameLift: ServerProcessSDKInitializationTimeout :: EventCode
+ Network.AWS.GameLift: ServerProcessTerminatedUnhealthy :: EventCode
+ Network.AWS.GameLift: _IdempotentParameterMismatchException :: AsError a => Getting (First ServiceError) a ServiceError
+ Network.AWS.GameLift: data Instance
+ Network.AWS.GameLift: data InstanceAccess
+ Network.AWS.GameLift: data InstanceCredentials
+ Network.AWS.GameLift: data InstanceStatus
+ Network.AWS.GameLift: data ResourceCreationLimitPolicy
+ Network.AWS.GameLift: faResourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy)
+ Network.AWS.GameLift: gsCreatorId :: Lens' GameSession (Maybe Text)
+ Network.AWS.GameLift: iCreationTime :: Lens' Instance (Maybe UTCTime)
+ Network.AWS.GameLift: iFleetId :: Lens' Instance (Maybe Text)
+ Network.AWS.GameLift: iIPAddress :: Lens' Instance (Maybe Text)
+ Network.AWS.GameLift: iInstanceId :: Lens' Instance (Maybe Text)
+ Network.AWS.GameLift: iOperatingSystem :: Lens' Instance (Maybe OperatingSystem)
+ Network.AWS.GameLift: iStatus :: Lens' Instance (Maybe InstanceStatus)
+ Network.AWS.GameLift: iType :: Lens' Instance (Maybe EC2InstanceType)
+ Network.AWS.GameLift: iaCredentials :: Lens' InstanceAccess (Maybe InstanceCredentials)
+ Network.AWS.GameLift: iaFleetId :: Lens' InstanceAccess (Maybe Text)
+ Network.AWS.GameLift: iaIPAddress :: Lens' InstanceAccess (Maybe Text)
+ Network.AWS.GameLift: iaInstanceId :: Lens' InstanceAccess (Maybe Text)
+ Network.AWS.GameLift: iaOperatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem)
+ Network.AWS.GameLift: icSecret :: Lens' InstanceCredentials (Maybe Text)
+ Network.AWS.GameLift: icUserName :: Lens' InstanceCredentials (Maybe Text)
+ Network.AWS.GameLift: instance' :: Instance
+ Network.AWS.GameLift: instanceAccess :: InstanceAccess
+ Network.AWS.GameLift: instanceCredentials :: InstanceCredentials
+ Network.AWS.GameLift: rclpNewGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
+ Network.AWS.GameLift: rclpPolicyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
+ Network.AWS.GameLift: resourceCreationLimitPolicy :: ResourceCreationLimitPolicy
+ 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: cfResourceCreationLimitPolicy :: Lens' CreateFleet (Maybe ResourceCreationLimitPolicy)
+ Network.AWS.GameLift.CreateFleet: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateFleet.CreateFleet
+ Network.AWS.GameLift.CreateGameSession: cgsCreatorId :: Lens' CreateGameSession (Maybe Text)
+ Network.AWS.GameLift.CreateGameSession: cgsGameSessionId :: Lens' CreateGameSession (Maybe Text)
+ 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.DescribeInstances: data DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: data DescribeInstancesResponse
+ Network.AWS.GameLift.DescribeInstances: describeInstances :: Text -> DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: describeInstancesResponse :: Int -> DescribeInstancesResponse
+ Network.AWS.GameLift.DescribeInstances: diFleetId :: Lens' DescribeInstances Text
+ Network.AWS.GameLift.DescribeInstances: diInstanceId :: Lens' DescribeInstances (Maybe Text)
+ Network.AWS.GameLift.DescribeInstances: diLimit :: Lens' DescribeInstances (Maybe Natural)
+ Network.AWS.GameLift.DescribeInstances: diNextToken :: Lens' DescribeInstances (Maybe Text)
+ Network.AWS.GameLift.DescribeInstances: dirsInstances :: Lens' DescribeInstancesResponse [Instance]
+ Network.AWS.GameLift.DescribeInstances: dirsNextToken :: Lens' DescribeInstancesResponse (Maybe Text)
+ Network.AWS.GameLift.DescribeInstances: dirsResponseStatus :: Lens' DescribeInstancesResponse Int
+ Network.AWS.GameLift.DescribeInstances: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
+ Network.AWS.GameLift.DescribeInstances: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance Data.Data.Data Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance Data.Data.Data Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
+ Network.AWS.GameLift.DescribeInstances: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
+ Network.AWS.GameLift.DescribeInstances: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
+ Network.AWS.GameLift.DescribeInstances: instance GHC.Read.Read Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance GHC.Read.Read Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
+ Network.AWS.GameLift.DescribeInstances: instance GHC.Show.Show Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance GHC.Show.Show Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
+ Network.AWS.GameLift.DescribeInstances: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribeInstances: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeInstances.DescribeInstances
+ Network.AWS.GameLift.DescribePlayerSessions: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
+ Network.AWS.GameLift.DescribeRuntimeConfiguration: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
+ 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.GetInstanceAccess: data GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: data GetInstanceAccessResponse
+ Network.AWS.GameLift.GetInstanceAccess: getInstanceAccess :: Text -> Text -> GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: getInstanceAccessResponse :: Int -> GetInstanceAccessResponse
+ Network.AWS.GameLift.GetInstanceAccess: giaFleetId :: Lens' GetInstanceAccess Text
+ Network.AWS.GameLift.GetInstanceAccess: giaInstanceId :: Lens' GetInstanceAccess Text
+ Network.AWS.GameLift.GetInstanceAccess: giarsInstanceAccess :: Lens' GetInstanceAccessResponse (Maybe InstanceAccess)
+ Network.AWS.GameLift.GetInstanceAccess: giarsResponseStatus :: Lens' GetInstanceAccessResponse Int
+ Network.AWS.GameLift.GetInstanceAccess: instance Control.DeepSeq.NFData Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance Control.DeepSeq.NFData Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
+ Network.AWS.GameLift.GetInstanceAccess: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance Data.Data.Data Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance Data.Data.Data Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
+ Network.AWS.GameLift.GetInstanceAccess: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance GHC.Classes.Eq Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance GHC.Classes.Eq Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
+ Network.AWS.GameLift.GetInstanceAccess: instance GHC.Generics.Generic Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance GHC.Generics.Generic Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
+ Network.AWS.GameLift.GetInstanceAccess: instance GHC.Read.Read Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance GHC.Read.Read Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
+ Network.AWS.GameLift.GetInstanceAccess: instance GHC.Show.Show Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance GHC.Show.Show Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
+ Network.AWS.GameLift.GetInstanceAccess: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ Network.AWS.GameLift.GetInstanceAccess: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
+ 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.SearchGameSessions: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
+ Network.AWS.GameLift.Types: GSSError' :: GameSessionStatus
+ Network.AWS.GameLift.Types: ISActive :: InstanceStatus
+ Network.AWS.GameLift.Types: ISPending :: InstanceStatus
+ Network.AWS.GameLift.Types: ISTerminating :: InstanceStatus
+ Network.AWS.GameLift.Types: ServerProcessCrashed :: EventCode
+ Network.AWS.GameLift.Types: ServerProcessForceTerminated :: EventCode
+ Network.AWS.GameLift.Types: ServerProcessInvalidPath :: EventCode
+ Network.AWS.GameLift.Types: ServerProcessProcessExitTimeout :: EventCode
+ Network.AWS.GameLift.Types: ServerProcessProcessReadyTimeout :: EventCode
+ Network.AWS.GameLift.Types: ServerProcessSDKInitializationTimeout :: EventCode
+ Network.AWS.GameLift.Types: ServerProcessTerminatedUnhealthy :: EventCode
+ Network.AWS.GameLift.Types: _IdempotentParameterMismatchException :: AsError a => Getting (First ServiceError) a ServiceError
+ Network.AWS.GameLift.Types: data Instance
+ Network.AWS.GameLift.Types: data InstanceAccess
+ Network.AWS.GameLift.Types: data InstanceCredentials
+ Network.AWS.GameLift.Types: data InstanceStatus
+ Network.AWS.GameLift.Types: data ResourceCreationLimitPolicy
+ Network.AWS.GameLift.Types: faResourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy)
+ Network.AWS.GameLift.Types: gsCreatorId :: Lens' GameSession (Maybe Text)
+ Network.AWS.GameLift.Types: iCreationTime :: Lens' Instance (Maybe UTCTime)
+ Network.AWS.GameLift.Types: iFleetId :: Lens' Instance (Maybe Text)
+ Network.AWS.GameLift.Types: iIPAddress :: Lens' Instance (Maybe Text)
+ Network.AWS.GameLift.Types: iInstanceId :: Lens' Instance (Maybe Text)
+ Network.AWS.GameLift.Types: iOperatingSystem :: Lens' Instance (Maybe OperatingSystem)
+ Network.AWS.GameLift.Types: iStatus :: Lens' Instance (Maybe InstanceStatus)
+ Network.AWS.GameLift.Types: iType :: Lens' Instance (Maybe EC2InstanceType)
+ Network.AWS.GameLift.Types: iaCredentials :: Lens' InstanceAccess (Maybe InstanceCredentials)
+ Network.AWS.GameLift.Types: iaFleetId :: Lens' InstanceAccess (Maybe Text)
+ Network.AWS.GameLift.Types: iaIPAddress :: Lens' InstanceAccess (Maybe Text)
+ Network.AWS.GameLift.Types: iaInstanceId :: Lens' InstanceAccess (Maybe Text)
+ Network.AWS.GameLift.Types: iaOperatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem)
+ Network.AWS.GameLift.Types: icSecret :: Lens' InstanceCredentials (Maybe Text)
+ Network.AWS.GameLift.Types: icUserName :: Lens' InstanceCredentials (Maybe Text)
+ Network.AWS.GameLift.Types: instance' :: Instance
+ Network.AWS.GameLift.Types: instanceAccess :: InstanceAccess
+ Network.AWS.GameLift.Types: instanceCredentials :: InstanceCredentials
+ Network.AWS.GameLift.Types: rclpNewGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
+ Network.AWS.GameLift.Types: rclpPolicyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural)
+ Network.AWS.GameLift.Types: resourceCreationLimitPolicy :: ResourceCreationLimitPolicy
+ 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.UpdateFleetAttributes: ufaResourceCreationLimitPolicy :: Lens' UpdateFleetAttributes (Maybe ResourceCreationLimitPolicy)
+ 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.UpdateRuntimeConfiguration: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration

Files

README.md view
@@ -8,94 +8,27 @@  ## Version -`1.4.4`+`1.4.5`   ## 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.--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.--__More Resources__---   <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>-    -   < DescribePlayerSessions>--   __Other actions:__-    -   < GetGameSessionLogUrl>--__Set Up and Manage Game Servers__--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.---   __Manage your builds:__-    -   < ListBuilds>-    -   < CreateBuild>-    -   < DescribeBuild>-    -   < UpdateBuild>-    -   < DeleteBuild>-    -   < RequestUploadCredentials>--   __Manage your fleets:__-    -   < ListFleets>-    -   < CreateFleet>-    -   Describe fleets:-        -   < DescribeFleetAttributes>-        -   < DescribeFleetCapacity>-        -   < DescribeFleetPortSettings>-        -   < DescribeFleetUtilization>-        -   < DescribeEC2InstanceLimits>-        -   < DescribeFleetEvents>-        -   < DescribeRuntimeConfiguration>-    -   Update fleets:-        -   < UpdateFleetAttributes>-        -   < UpdateFleetCapacity>-        -   < UpdateFleetPortSettings>-        -   < UpdateRuntimeConfiguration>-    -   < DeleteFleet>--   __Manage fleet aliases:__-    -   < ListAliases>-    -   < CreateAlias>-    -   < DescribeAlias>-    -   < UpdateAlias>-    -   < DeleteAlias>-    -   < ResolveAlias>--   __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/).  The types from this library are intended to be used with [amazonka](http://hackage.haskell.org/package/amazonka),-which provides mechanisms for specifying AuthN/AuthZ information and sending requests.+which provides mechanisms for specifying AuthN/AuthZ information, sending requests,+and receiving responses. -Use of lenses is required for constructing and manipulating types.-This is due to the amount of nesting of AWS types and transparency regarding+Lenses are used for constructing and manipulating types,+due to the depth of nesting of AWS types and transparency regarding de/serialisation into more palatable Haskell values. The provided lenses should be compatible with any of the major lens libraries [lens](http://hackage.haskell.org/package/lens) or [lens-family-core](http://hackage.haskell.org/package/lens-family-core).++See [Network.AWS.GameLift](http://hackage.haskell.org/package/amazonka-gamelift/docs/Network-AWS-GameLift.html)+or [the AWS documentation](https://aws.amazon.com/documentation/) to get started.+  ## Contribute 
amazonka-gamelift.cabal view
@@ -1,5 +1,5 @@ name:                  amazonka-gamelift-version:               1.4.4+version:               1.4.5 synopsis:              Amazon GameLift SDK. homepage:              https://github.com/brendanhay/amazonka bug-reports:           https://github.com/brendanhay/amazonka/issues@@ -13,90 +13,19 @@ cabal-version:         >= 1.10 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.--    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.--    __More Resources__--    -   <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>-        -   < DescribePlayerSessions>-    -   __Other actions:__-        -   < GetGameSessionLogUrl>--    __Set Up and Manage Game Servers__--    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.--    -   __Manage your builds:__-        -   < ListBuilds>-        -   < CreateBuild>-        -   < DescribeBuild>-        -   < UpdateBuild>-        -   < DeleteBuild>-        -   < RequestUploadCredentials>-    -   __Manage your fleets:__-        -   < ListFleets>-        -   < CreateFleet>-        -   Describe fleets:-            -   < DescribeFleetAttributes>-            -   < DescribeFleetCapacity>-            -   < DescribeFleetPortSettings>-            -   < DescribeFleetUtilization>-            -   < DescribeEC2InstanceLimits>-            -   < DescribeFleetEvents>-            -   < DescribeRuntimeConfiguration>-        -   Update fleets:-            -   < UpdateFleetAttributes>-            -   < UpdateFleetCapacity>-            -   < UpdateFleetPortSettings>-            -   < UpdateRuntimeConfiguration>-        -   < DeleteFleet>-    -   __Manage fleet aliases:__-        -   < ListAliases>-        -   < CreateAlias>-        -   < DescribeAlias>-        -   < UpdateAlias>-        -   < DeleteAlias>-        -   < ResolveAlias>-    -   __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-    mechanisms for specifying AuthN/AuthZ information and sending requests.+    mechanisms for specifying AuthN/AuthZ information, sending requests,+    and receiving responses.     .-    Use of lenses is required for constructing and manipulating types.-    This is due to the amount of nesting of AWS types and transparency regarding+    Lenses are used for constructing and manipulating types,+    due to the depth of nesting of AWS types and transparency regarding     de/serialisation into more palatable Haskell values.     The provided lenses should be compatible with any of the major lens libraries     such as <http://hackage.haskell.org/package/lens lens> or     <http://hackage.haskell.org/package/lens-family-core lens-family-core>.     .-    See "Network.AWS.GameLift" or <https://aws.amazon.com/documentation/ the AWS Documentation>+    See "Network.AWS.GameLift" or <https://aws.amazon.com/documentation/ the AWS documentation>     to get started.  source-repository head@@ -131,10 +60,12 @@         , Network.AWS.GameLift.DescribeFleetUtilization         , Network.AWS.GameLift.DescribeGameSessionDetails         , Network.AWS.GameLift.DescribeGameSessions+        , Network.AWS.GameLift.DescribeInstances         , Network.AWS.GameLift.DescribePlayerSessions         , Network.AWS.GameLift.DescribeRuntimeConfiguration         , Network.AWS.GameLift.DescribeScalingPolicies         , Network.AWS.GameLift.GetGameSessionLogURL+        , Network.AWS.GameLift.GetInstanceAccess         , Network.AWS.GameLift.ListAliases         , Network.AWS.GameLift.ListBuilds         , Network.AWS.GameLift.ListFleets@@ -157,7 +88,7 @@         , Network.AWS.GameLift.Types.Sum      build-depends:-          amazonka-core == 1.4.4.*+          amazonka-core == 1.4.5.*         , base          >= 4.7     && < 5  test-suite amazonka-gamelift-test@@ -177,9 +108,9 @@         , Test.AWS.GameLift.Internal      build-depends:-          amazonka-core == 1.4.4.*-        , amazonka-test == 1.4.4.*-        , amazonka-gamelift == 1.4.4.*+          amazonka-core == 1.4.5.*+        , amazonka-test == 1.4.5.*+        , amazonka-gamelift == 1.4.5.*         , base         , bytestring         , tasty
+ fixture/DescribeInstances.yaml view
+ fixture/DescribeInstancesResponse.proto view
+ fixture/GetInstanceAccess.yaml view
+ fixture/GetInstanceAccessResponse.proto view
gen/Network/AWS/GameLift.hs view
@@ -11,77 +11,158 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Amazon GameLift Service+-- __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.+-- 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/#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.+-- This reference describes the low-level service API for GameLift. You can call this API directly or use the <http://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 <http://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. -- -- __More Resources__ ----- -   <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+--     * <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+--+--     * <http://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.+-- 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>---     -   < DescribePlayerSessions>--- -   __Other actions:__---     -   < GetGameSessionLogUrl>+--     * __Game sessions:__ --+--     * 'CreateGameSession'+--+--     * 'DescribeGameSessions'+--+--     * 'DescribeGameSessionDetails'+--+--     * 'UpdateGameSession'+--+--     * 'SearchGameSessions'+--+--+--+--     * __Player sessions:__+--+--     * 'CreatePlayerSession'+--+--     * 'CreatePlayerSessions'+--+--     * 'DescribePlayerSessions'+--+--+--+--     * __Other actions:__+--+--     * 'GetGameSessionLogUrl'+--+--+--+--+-- -- __Set Up and Manage Game Servers__ ----- 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.+-- Use these administrative actions to configure GameLift to host your game servers. When setting up GameLift, you will 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. ----- -   __Manage your builds:__---     -   < ListBuilds>---     -   < CreateBuild>---     -   < DescribeBuild>---     -   < UpdateBuild>---     -   < DeleteBuild>---     -   < RequestUploadCredentials>--- -   __Manage your fleets:__---     -   < ListFleets>---     -   < CreateFleet>---     -   Describe fleets:---         -   < DescribeFleetAttributes>---         -   < DescribeFleetCapacity>---         -   < DescribeFleetPortSettings>---         -   < DescribeFleetUtilization>---         -   < DescribeEC2InstanceLimits>---         -   < DescribeFleetEvents>---         -   < DescribeRuntimeConfiguration>---     -   Update fleets:---         -   < UpdateFleetAttributes>---         -   < UpdateFleetCapacity>---         -   < UpdateFleetPortSettings>---         -   < UpdateRuntimeConfiguration>---     -   < DeleteFleet>--- -   __Manage fleet aliases:__---     -   < ListAliases>---     -   < CreateAlias>---     -   < DescribeAlias>---     -   < UpdateAlias>---     -   < DeleteAlias>---     -   < ResolveAlias>--- -   __Manage autoscaling:__---     -   < PutScalingPolicy>---     -   < DescribeScalingPolicies>---     -   < DeleteScalingPolicy>+--     * __Game builds:__ --+--     * 'ListBuilds'+--+--     * 'CreateBuild'+--+--     * 'DescribeBuild'+--+--     * 'UpdateBuild'+--+--     * 'DeleteBuild'+--+--     * 'RequestUploadCredentials'+--+--+--+--     * __Fleets:__+--+--     * 'ListFleets'+--+--     * 'CreateFleet'+--+--     * Describe fleets:+--+--     * 'DescribeFleetAttributes'+--+--     * 'DescribeFleetCapacity'+--+--     * 'DescribeFleetPortSettings'+--+--     * 'DescribeFleetUtilization'+--+--     * 'DescribeEC2InstanceLimits'+--+--     * 'DescribeFleetEvents'+--+--     * 'DescribeRuntimeConfiguration'+--+--+--+--     * Update fleets:+--+--     * 'UpdateFleetAttributes'+--+--     * 'UpdateFleetCapacity'+--+--     * 'UpdateFleetPortSettings'+--+--     * 'UpdateRuntimeConfiguration'+--+--+--+--     * 'DeleteFleet'+--+--+--+--     * __Manage your instances:__+--+--     * 'DescribeInstances'+--+--     * 'GetInstanceAccess'+--+--+--+--     * __Manage fleet aliases:__+--+--     * 'ListAliases'+--+--     * 'CreateAlias'+--+--     * 'DescribeAlias'+--+--     * 'UpdateAlias'+--+--     * 'DeleteAlias'+--+--     * 'ResolveAlias'+--+--+--+--     * __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@@ -114,6 +195,9 @@     -- ** InternalServiceException     , _InternalServiceException +    -- ** IdempotentParameterMismatchException+    , _IdempotentParameterMismatchException+     -- ** UnauthorizedException     , _UnauthorizedException @@ -165,6 +249,9 @@     -- ** SearchGameSessions     , module Network.AWS.GameLift.SearchGameSessions +    -- ** GetInstanceAccess+    , module Network.AWS.GameLift.GetInstanceAccess+     -- ** DescribeScalingPolicies     , module Network.AWS.GameLift.DescribeScalingPolicies @@ -204,6 +291,9 @@     -- ** UpdateAlias     , module Network.AWS.GameLift.UpdateAlias +    -- ** DescribeInstances+    , module Network.AWS.GameLift.DescribeInstances+     -- ** DescribeGameSessionDetails     , module Network.AWS.GameLift.DescribeGameSessionDetails @@ -266,6 +356,9 @@     -- ** IPProtocol     , IPProtocol (..) +    -- ** InstanceStatus+    , InstanceStatus (..)+     -- ** MetricName     , MetricName (..) @@ -360,6 +453,7 @@     , faServerLaunchPath     , faFleetId     , faDescription+    , faResourceCreationLimitPolicy      -- ** FleetCapacity     , FleetCapacity@@ -397,6 +491,7 @@     , gsName     , gsCurrentPlayerSessionCount     , gsFleetId+    , gsCreatorId     , gsPort      -- ** GameSessionDetail@@ -413,6 +508,32 @@     , ipIPRange     , ipProtocol +    -- ** Instance+    , Instance+    , instance'+    , iCreationTime+    , iInstanceId+    , iStatus+    , iIPAddress+    , iOperatingSystem+    , iType+    , iFleetId++    -- ** InstanceAccess+    , InstanceAccess+    , instanceAccess+    , iaInstanceId+    , iaIPAddress+    , iaOperatingSystem+    , iaCredentials+    , iaFleetId++    -- ** InstanceCredentials+    , InstanceCredentials+    , instanceCredentials+    , icUserName+    , icSecret+     -- ** PlayerSession     , PlayerSession     , playerSession@@ -426,6 +547,12 @@     , psPlayerId     , psPort +    -- ** ResourceCreationLimitPolicy+    , ResourceCreationLimitPolicy+    , resourceCreationLimitPolicy+    , rclpNewGameSessionsPerCreator+    , rclpPolicyPeriodInMinutes+     -- ** RoutingStrategy     , RoutingStrategy     , routingStrategy@@ -486,10 +613,12 @@ import           Network.AWS.GameLift.DescribeFleetUtilization import           Network.AWS.GameLift.DescribeGameSessionDetails import           Network.AWS.GameLift.DescribeGameSessions+import           Network.AWS.GameLift.DescribeInstances import           Network.AWS.GameLift.DescribePlayerSessions import           Network.AWS.GameLift.DescribeRuntimeConfiguration import           Network.AWS.GameLift.DescribeScalingPolicies import           Network.AWS.GameLift.GetGameSessionLogURL+import           Network.AWS.GameLift.GetInstanceAccess import           Network.AWS.GameLift.ListAliases import           Network.AWS.GameLift.ListBuilds import           Network.AWS.GameLift.ListFleets
gen/Network/AWS/GameLift/CreateAlias.hs view
@@ -20,7 +20,9 @@ -- -- Creates an alias for a fleet. You can use an alias to anonymize your fleet by referencing an alias instead of a specific fleet when you create game sessions. Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. Use a simple alias to point to an active fleet. Use a terminal alias to display a message to incoming traffic instead of routing players to an active fleet. This option is useful when a game server is no longer supported but you want to provide better messaging than a standard 404 error. ----- To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call < UpdateAlias>.+--+-- To create a fleet alias, specify an alias name, routing strategy, and optional description. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. To reassign the alias to another fleet ID, call 'UpdateAlias' .+-- module Network.AWS.GameLift.CreateAlias     (     -- * Creating a Request@@ -48,6 +50,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'createAlias' smart constructor. data CreateAlias = CreateAlias'     { _caDescription     :: !(Maybe Text)@@ -59,11 +63,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'caDescription'+-- * 'caDescription' - Human-readable description of an alias. ----- * 'caName'+-- * 'caName' - Descriptive label associated with an alias. Alias names do not need to be unique. ----- * 'caRoutingStrategy'+-- * 'caRoutingStrategy' - Object specifying the fleet and routing type to use for the alias. createAlias     :: Text -- ^ 'caName'     -> RoutingStrategy -- ^ 'caRoutingStrategy'@@ -125,6 +129,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'createAliasResponse' smart constructor. data CreateAliasResponse = CreateAliasResponse'     { _carsAlias          :: !(Maybe Alias)@@ -135,9 +141,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'carsAlias'+-- * 'carsAlias' - Object containing the newly created alias record. ----- * 'carsResponseStatus'+-- * 'carsResponseStatus' - -- | The response status code. createAliasResponse     :: Int -- ^ 'carsResponseStatus'     -> CreateAliasResponse@@ -151,7 +157,7 @@ carsAlias :: Lens' CreateAliasResponse (Maybe Alias) carsAlias = lens _carsAlias (\ s a -> s{_carsAlias = a}); --- | The response status code.+-- | -- | The response status code. carsResponseStatus :: Lens' CreateAliasResponse Int carsResponseStatus = lens _carsResponseStatus (\ s a -> s{_carsResponseStatus = a}); 
gen/Network/AWS/GameLift/CreateBuild.hs view
@@ -18,11 +18,13 @@ -- 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 its status is 'INITIALIZED', 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. ----- 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.) --+-- /Important:/ 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, 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@@ -53,6 +55,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'createBuild' smart constructor. data CreateBuild = CreateBuild'     { _cbStorageLocation :: !(Maybe S3Location)@@ -65,13 +69,13 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cbStorageLocation'+-- * 'cbStorageLocation' - Undocumented member. ----- * 'cbOperatingSystem'+-- * 'cbOperatingSystem' - 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. ----- * 'cbName'+-- * 'cbName' - Descriptive label associated with a build. Build names do not need to be unique. A build name can be changed later using@'UpdateBuild' @ . ----- * 'cbVersion'+-- * 'cbVersion' - 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' @ . createBuild     :: CreateBuild createBuild =@@ -90,11 +94,11 @@ 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'.+-- | 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}); @@ -140,6 +144,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'createBuildResponse' smart constructor. data CreateBuildResponse = CreateBuildResponse'     { _cbrsStorageLocation   :: !(Maybe S3Location)@@ -152,13 +158,13 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cbrsStorageLocation'+-- * 'cbrsStorageLocation' - Amazon S3 path and key, identifying where the game build files are stored. ----- * 'cbrsUploadCredentials'+-- * 'cbrsUploadCredentials' - 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' @ . ----- * 'cbrsBuild'+-- * 'cbrsBuild' - Set of properties for the newly created build. ----- * 'cbrsResponseStatus'+-- * 'cbrsResponseStatus' - -- | The response status code. createBuildResponse     :: Int -- ^ 'cbrsResponseStatus'     -> CreateBuildResponse@@ -174,7 +180,7 @@ 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; @@ -182,7 +188,7 @@ cbrsBuild :: Lens' CreateBuildResponse (Maybe Build) cbrsBuild = lens _cbrsBuild (\ s a -> s{_cbrsBuild = a}); --- | The response status code.+-- | -- | The response status code. cbrsResponseStatus :: Lens' CreateBuildResponse Int cbrsResponseStatus = lens _cbrsResponseStatus (\ s a -> s{_cbrsResponseStatus = a}); 
gen/Network/AWS/GameLift/CreateFleet.hs view
@@ -18,24 +18,37 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- 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.+-- 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 <http://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 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. ----- If the 'CreateFleet' call is successful, Amazon GameLift performs the following tasks:+-- 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.+--     * 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.+--+--+-- -- 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 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.+--     * '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 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@@ -49,6 +62,7 @@     , cfNewGameSessionProtectionPolicy     , cfServerLaunchPath     , cfDescription+    , cfResourceCreationLimitPolicy     , cfName     , cfBuildId     , cfEC2InstanceType@@ -70,6 +84,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'createFleet' smart constructor. data CreateFleet = CreateFleet'     { _cfServerLaunchParameters         :: !(Maybe Text)@@ -79,6 +95,7 @@     , _cfNewGameSessionProtectionPolicy :: !(Maybe ProtectionPolicy)     , _cfServerLaunchPath               :: !(Maybe Text)     , _cfDescription                    :: !(Maybe Text)+    , _cfResourceCreationLimitPolicy    :: !(Maybe ResourceCreationLimitPolicy)     , _cfName                           :: !Text     , _cfBuildId                        :: !Text     , _cfEC2InstanceType                :: !EC2InstanceType@@ -88,25 +105,27 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cfServerLaunchParameters'+-- * 'cfServerLaunchParameters' - 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.) ----- * 'cfLogPaths'+-- * 'cfLogPaths' - 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@ (for Windows) or @/local/game/logs@ (for Linux). Use the GameLift console to access stored logs. ----- * 'cfEC2InboundPermissions'+-- * 'cfEC2InboundPermissions' - 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. ----- * 'cfRuntimeConfiguration'+-- * 'cfRuntimeConfiguration' - 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.) ----- * 'cfNewGameSessionProtectionPolicy'+-- * 'cfNewGameSessionProtectionPolicy' - 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. ----- * 'cfServerLaunchPath'+-- * 'cfServerLaunchPath' - 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.) ----- * 'cfDescription'+-- * 'cfDescription' - Human-readable description of a fleet. ----- * 'cfName'+-- * 'cfResourceCreationLimitPolicy' - Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. ----- * 'cfBuildId'+-- * 'cfName' - Descriptive label associated with a fleet. Fleet names do not need to be unique. ----- * 'cfEC2InstanceType'+-- * 'cfBuildId' - 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.+--+-- * 'cfEC2InstanceType' - 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 <http://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions. createFleet     :: Text -- ^ 'cfName'     -> Text -- ^ 'cfBuildId'@@ -121,16 +140,17 @@     , _cfNewGameSessionProtectionPolicy = Nothing     , _cfServerLaunchPath = Nothing     , _cfDescription = Nothing+    , _cfResourceCreationLimitPolicy = Nothing     , _cfName = pName_     , _cfBuildId = pBuildId_     , _cfEC2InstanceType = pEC2InstanceType_     } --- | 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.)+-- | 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}); --- | 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.+-- | 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@ (for Windows) or @/local/game/logs@ (for Linux). Use the GameLift console to access stored logs. cfLogPaths :: Lens' CreateFleet [Text] cfLogPaths = lens _cfLogPaths (\ s a -> s{_cfLogPaths = a}) . _Default . _Coerce; @@ -138,18 +158,15 @@ cfEC2InboundPermissions :: Lens' CreateFleet [IPPermission] cfEC2InboundPermissions = lens _cfEC2InboundPermissions (\ s a -> s{_cfEC2InboundPermissions = a}) . _Default . _Coerce; --- | 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.)+-- | 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.+-- | 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. cfNewGameSessionProtectionPolicy :: Lens' CreateFleet (Maybe ProtectionPolicy) cfNewGameSessionProtectionPolicy = lens _cfNewGameSessionProtectionPolicy (\ s a -> s{_cfNewGameSessionProtectionPolicy = a}); --- | 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.)+-- | 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}); @@ -157,15 +174,19 @@ cfDescription :: Lens' CreateFleet (Maybe Text) cfDescription = lens _cfDescription (\ s a -> s{_cfDescription = a}); +-- | Policy that limits the number of game sessions an individual player can create over a span of time for this fleet.+cfResourceCreationLimitPolicy :: Lens' CreateFleet (Maybe ResourceCreationLimitPolicy)+cfResourceCreationLimitPolicy = lens _cfResourceCreationLimitPolicy (\ s a -> s{_cfResourceCreationLimitPolicy = a});+ -- | 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 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.+-- | 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}); --- | 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.+-- | 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 <http://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}); @@ -206,6 +227,8 @@                     _cfNewGameSessionProtectionPolicy,                   ("ServerLaunchPath" .=) <$> _cfServerLaunchPath,                   ("Description" .=) <$> _cfDescription,+                  ("ResourceCreationLimitPolicy" .=) <$>+                    _cfResourceCreationLimitPolicy,                   Just ("Name" .= _cfName),                   Just ("BuildId" .= _cfBuildId),                   Just ("EC2InstanceType" .= _cfEC2InstanceType)])@@ -218,6 +241,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'createFleetResponse' smart constructor. data CreateFleetResponse = CreateFleetResponse'     { _cfrsFleetAttributes :: !(Maybe FleetAttributes)@@ -228,9 +253,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cfrsFleetAttributes'+-- * 'cfrsFleetAttributes' - Properties for the newly created fleet. ----- * 'cfrsResponseStatus'+-- * 'cfrsResponseStatus' - -- | The response status code. createFleetResponse     :: Int -- ^ 'cfrsResponseStatus'     -> CreateFleetResponse@@ -244,7 +269,7 @@ cfrsFleetAttributes :: Lens' CreateFleetResponse (Maybe FleetAttributes) cfrsFleetAttributes = lens _cfrsFleetAttributes (\ s a -> s{_cfrsFleetAttributes = a}); --- | The response status code.+-- | -- | The response status code. cfrsResponseStatus :: Lens' CreateFleetResponse Int cfrsResponseStatus = lens _cfrsResponseStatus (\ s a -> s{_cfrsResponseStatus = a}); 
gen/Network/AWS/GameLift/CreateGameSession.hs view
@@ -18,9 +18,13 @@ -- 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 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.+-- Creates a multiplayer game session for players. This action creates a game session record and assigns an available server process in the specified fleet 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.+--+-- To create a game session, specify either fleet ID or alias ID, and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a 'GameSession' object is returned containing session properties, including an IP address. By default, newly created game sessions allow new players to join. Use 'UpdateGameSession' to change the game sessions player session creation policy.+--+-- When creating a game session on a fleet with a resource limit creation policy, the request should include a creator ID. If none is provided, GameLift does not evaluate the fleet's resource limit creation policy.+-- module Network.AWS.GameLift.CreateGameSession     (     -- * Creating a Request@@ -28,9 +32,11 @@     , CreateGameSession     -- * Request Lenses     , cgsGameProperties+    , cgsGameSessionId     , cgsAliasId     , cgsName     , cgsFleetId+    , cgsCreatorId     , cgsMaximumPlayerSessionCount      -- * Destructuring the Response@@ -50,12 +56,16 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'createGameSession' smart constructor. data CreateGameSession = CreateGameSession'     { _cgsGameProperties            :: !(Maybe [GameProperty])+    , _cgsGameSessionId             :: !(Maybe Text)     , _cgsAliasId                   :: !(Maybe Text)     , _cgsName                      :: !(Maybe Text)     , _cgsFleetId                   :: !(Maybe Text)+    , _cgsCreatorId                 :: !(Maybe Text)     , _cgsMaximumPlayerSessionCount :: !Nat     } deriving (Eq,Read,Show,Data,Typeable,Generic) @@ -63,24 +73,30 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cgsGameProperties'+-- * 'cgsGameProperties' - Set of properties used to administer a game session. These properties are passed to the server process hosting it. ----- * 'cgsAliasId'+-- * 'cgsGameSessionId' - Custom string to include in the game session ID, with a maximum length of 48 characters. If this parameter is set, GameLift creates a game session ID in the following format: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<custom ID string>". For example, this full game session ID: "arn:aws:gamelift:us-west-2::gamesession/fleet-2ec2aae5-c2c7-43ca-b19d-8249fe5fddf2/my-game-session" includes the custom ID string "my-game-session". If this parameter is not set, GameLift creates a game session ID in the same format with an autogenerated ID string. ----- * 'cgsName'+-- * 'cgsAliasId' - Unique identifier for a fleet alias. Each request must reference either a fleet ID or alias ID, but not both. ----- * 'cgsFleetId'+-- * 'cgsName' - Descriptive label associated with a game session. Session names do not need to be unique. ----- * 'cgsMaximumPlayerSessionCount'+-- * 'cgsFleetId' - Unique identifier for a fleet. Each request must reference either a fleet ID or alias ID, but not both.+--+-- * 'cgsCreatorId' - Player ID identifying the person or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.+--+-- * 'cgsMaximumPlayerSessionCount' - Maximum number of players that can be connected simultaneously to the game session. createGameSession     :: Natural -- ^ 'cgsMaximumPlayerSessionCount'     -> CreateGameSession createGameSession pMaximumPlayerSessionCount_ =     CreateGameSession'     { _cgsGameProperties = Nothing+    , _cgsGameSessionId = Nothing     , _cgsAliasId = Nothing     , _cgsName = Nothing     , _cgsFleetId = Nothing+    , _cgsCreatorId = Nothing     , _cgsMaximumPlayerSessionCount = _Nat # pMaximumPlayerSessionCount_     } @@ -88,6 +104,10 @@ cgsGameProperties :: Lens' CreateGameSession [GameProperty] cgsGameProperties = lens _cgsGameProperties (\ s a -> s{_cgsGameProperties = a}) . _Default . _Coerce; +-- | Custom string to include in the game session ID, with a maximum length of 48 characters. If this parameter is set, GameLift creates a game session ID in the following format: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<custom ID string>". For example, this full game session ID: "arn:aws:gamelift:us-west-2::gamesession/fleet-2ec2aae5-c2c7-43ca-b19d-8249fe5fddf2/my-game-session" includes the custom ID string "my-game-session". If this parameter is not set, GameLift creates a game session ID in the same format with an autogenerated ID string.+cgsGameSessionId :: Lens' CreateGameSession (Maybe Text)+cgsGameSessionId = lens _cgsGameSessionId (\ s a -> s{_cgsGameSessionId = a});+ -- | Unique identifier for a fleet alias. Each request must reference either a fleet ID or alias ID, but not both. cgsAliasId :: Lens' CreateGameSession (Maybe Text) cgsAliasId = lens _cgsAliasId (\ s a -> s{_cgsAliasId = a});@@ -100,6 +120,10 @@ cgsFleetId :: Lens' CreateGameSession (Maybe Text) cgsFleetId = lens _cgsFleetId (\ s a -> s{_cgsFleetId = a}); +-- | Player ID identifying the person or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.+cgsCreatorId :: Lens' CreateGameSession (Maybe Text)+cgsCreatorId = lens _cgsCreatorId (\ s a -> s{_cgsCreatorId = a});+ -- | Maximum number of players that can be connected simultaneously to the game session. cgsMaximumPlayerSessionCount :: Lens' CreateGameSession Natural cgsMaximumPlayerSessionCount = lens _cgsMaximumPlayerSessionCount (\ s a -> s{_cgsMaximumPlayerSessionCount = a}) . _Nat;@@ -131,9 +155,11 @@           = object               (catMaybes                  [("GameProperties" .=) <$> _cgsGameProperties,+                  ("GameSessionId" .=) <$> _cgsGameSessionId,                   ("AliasId" .=) <$> _cgsAliasId,                   ("Name" .=) <$> _cgsName,                   ("FleetId" .=) <$> _cgsFleetId,+                  ("CreatorId" .=) <$> _cgsCreatorId,                   Just                     ("MaximumPlayerSessionCount" .=                        _cgsMaximumPlayerSessionCount)])@@ -146,6 +172,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'createGameSessionResponse' smart constructor. data CreateGameSessionResponse = CreateGameSessionResponse'     { _cgsrsGameSession    :: !(Maybe GameSession)@@ -156,9 +184,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cgsrsGameSession'+-- * 'cgsrsGameSession' - Object containing the newly created game session record. ----- * 'cgsrsResponseStatus'+-- * 'cgsrsResponseStatus' - -- | The response status code. createGameSessionResponse     :: Int -- ^ 'cgsrsResponseStatus'     -> CreateGameSessionResponse@@ -172,7 +200,7 @@ cgsrsGameSession :: Lens' CreateGameSessionResponse (Maybe GameSession) cgsrsGameSession = lens _cgsrsGameSession (\ s a -> s{_cgsrsGameSession = a}); --- | The response status code.+-- | -- | The response status code. cgsrsResponseStatus :: Lens' CreateGameSessionResponse Int cgsrsResponseStatus = lens _cgsrsResponseStatus (\ s a -> s{_cgsrsResponseStatus = a}); 
gen/Network/AWS/GameLift/CreatePlayerSession.hs view
@@ -18,9 +18,11 @@ -- 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' status, 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.+--+-- 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     (     -- * Creating a Request@@ -47,6 +49,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'createPlayerSession' smart constructor. data CreatePlayerSession = CreatePlayerSession'     { _cGameSessionId :: !Text@@ -57,9 +61,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cGameSessionId'+-- * 'cGameSessionId' - Unique identifier for the game session to add a player to. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. ----- * 'cPlayerId'+-- * 'cPlayerId' - Unique identifier for the player to be added. createPlayerSession     :: Text -- ^ 'cGameSessionId'     -> Text -- ^ 'cPlayerId'@@ -70,7 +74,7 @@     , _cPlayerId = pPlayerId_     } --- | Unique identifier for a game session. Specify the game session you want to add a player to.+-- | Unique identifier for the game session to add a player to. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. cGameSessionId :: Lens' CreatePlayerSession Text cGameSessionId = lens _cGameSessionId (\ s a -> s{_cGameSessionId = a}); @@ -116,6 +120,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'createPlayerSessionResponse' smart constructor. data CreatePlayerSessionResponse = CreatePlayerSessionResponse'     { _cpsrsPlayerSession  :: !(Maybe PlayerSession)@@ -126,9 +132,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cpsrsPlayerSession'+-- * 'cpsrsPlayerSession' - Object containing the newly created player session record. ----- * 'cpsrsResponseStatus'+-- * 'cpsrsResponseStatus' - -- | The response status code. createPlayerSessionResponse     :: Int -- ^ 'cpsrsResponseStatus'     -> CreatePlayerSessionResponse@@ -142,7 +148,7 @@ cpsrsPlayerSession :: Lens' CreatePlayerSessionResponse (Maybe PlayerSession) cpsrsPlayerSession = lens _cpsrsPlayerSession (\ s a -> s{_cpsrsPlayerSession = a}); --- | The response status code.+-- | -- | The response status code. cpsrsResponseStatus :: Lens' CreatePlayerSessionResponse Int cpsrsResponseStatus = lens _cpsrsResponseStatus (\ s a -> s{_cpsrsResponseStatus = a}); 
gen/Network/AWS/GameLift/CreatePlayerSessions.hs view
@@ -18,9 +18,11 @@ -- 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' status, 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.+--+-- 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     (     -- * Creating a Request@@ -47,6 +49,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'createPlayerSessions' smart constructor. data CreatePlayerSessions = CreatePlayerSessions'     { _cpsGameSessionId :: !Text@@ -57,9 +61,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cpsGameSessionId'+-- * 'cpsGameSessionId' - Unique identifier for the game session to add players to. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. ----- * 'cpsPlayerIds'+-- * 'cpsPlayerIds' - List of unique identifiers for the players to be added. createPlayerSessions     :: Text -- ^ 'cpsGameSessionId'     -> NonEmpty Text -- ^ 'cpsPlayerIds'@@ -70,7 +74,7 @@     , _cpsPlayerIds = _List1 # pPlayerIds_     } --- | Unique identifier for a game session.+-- | Unique identifier for the game session to add players to. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. cpsGameSessionId :: Lens' CreatePlayerSessions Text cpsGameSessionId = lens _cpsGameSessionId (\ s a -> s{_cpsGameSessionId = a}); @@ -117,6 +121,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'createPlayerSessionsResponse' smart constructor. data CreatePlayerSessionsResponse = CreatePlayerSessionsResponse'     { _crsPlayerSessions :: !(Maybe [PlayerSession])@@ -127,9 +133,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'crsPlayerSessions'+-- * 'crsPlayerSessions' - Collection of player session objects created for the added players. ----- * 'crsResponseStatus'+-- * 'crsResponseStatus' - -- | The response status code. createPlayerSessionsResponse     :: Int -- ^ 'crsResponseStatus'     -> CreatePlayerSessionsResponse@@ -143,7 +149,7 @@ crsPlayerSessions :: Lens' CreatePlayerSessionsResponse [PlayerSession] crsPlayerSessions = lens _crsPlayerSessions (\ s a -> s{_crsPlayerSessions = a}) . _Default . _Coerce; --- | The response status code.+-- | -- | The response status code. crsResponseStatus :: Lens' CreatePlayerSessionsResponse Int crsResponseStatus = lens _crsResponseStatus (\ s a -> s{_crsResponseStatus = a}); 
gen/Network/AWS/GameLift/DeleteAlias.hs view
@@ -19,6 +19,8 @@ -- Portability : non-portable (GHC extensions) -- -- 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@@ -41,6 +43,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'deleteAlias' smart constructor. newtype DeleteAlias = DeleteAlias'     { _daAliasId :: Text@@ -50,7 +54,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'daAliasId'+-- * 'daAliasId' - Unique identifier for a fleet alias. Specify the alias you want to delete. deleteAlias     :: Text -- ^ 'daAliasId'     -> DeleteAlias
gen/Network/AWS/GameLift/DeleteBuild.hs view
@@ -20,7 +20,9 @@ -- -- 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 using the build, but you can no longer create new fleets with the deleted build.+-- module Network.AWS.GameLift.DeleteBuild     (     -- * Creating a Request@@ -43,6 +45,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'deleteBuild' smart constructor. newtype DeleteBuild = DeleteBuild'     { _dbBuildId :: Text@@ -52,7 +56,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dbBuildId'+-- * 'dbBuildId' - Unique identifier for the build you want to delete. deleteBuild     :: Text -- ^ 'dbBuildId'     -> DeleteBuild
gen/Network/AWS/GameLift/DeleteFleet.hs view
@@ -18,9 +18,11 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet\'s desired capacity to zero. See < UpdateFleetCapacity>.+-- Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See 'UpdateFleetCapacity' . ----- This action removes the fleet\'s resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.+--+-- This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet.+-- module Network.AWS.GameLift.DeleteFleet     (     -- * Creating a Request@@ -43,6 +45,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'deleteFleet' smart constructor. newtype DeleteFleet = DeleteFleet'     { _dfFleetId :: Text@@ -52,7 +56,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfFleetId'+-- * 'dfFleetId' - Unique identifier for the fleet you want to delete. deleteFleet     :: Text -- ^ 'dfFleetId'     -> DeleteFleet
gen/Network/AWS/GameLift/DeleteScalingPolicy.hs view
@@ -19,6 +19,8 @@ -- Portability : non-portable (GHC extensions) -- -- Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.+--+-- module Network.AWS.GameLift.DeleteScalingPolicy     (     -- * Creating a Request@@ -42,6 +44,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'deleteScalingPolicy' smart constructor. data DeleteScalingPolicy = DeleteScalingPolicy'     { _dspName    :: !Text@@ -52,9 +56,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dspName'+-- * 'dspName' - Descriptive label associated with a scaling policy. Policy names do not need to be unique. ----- * 'dspFleetId'+-- * 'dspFleetId' - Unique identifier for a fleet. deleteScalingPolicy     :: Text -- ^ 'dspName'     -> Text -- ^ 'dspFleetId'
gen/Network/AWS/GameLift/DescribeAlias.hs view
@@ -18,7 +18,9 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an < Alias> object is returned.+-- Retrieves properties for a specified alias. To get the alias, specify an alias ID. If successful, an 'Alias' object is returned.+--+-- module Network.AWS.GameLift.DescribeAlias     (     -- * Creating a Request@@ -44,6 +46,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeAlias' smart constructor. newtype DescribeAlias = DescribeAlias'     { _dAliasId :: Text@@ -53,7 +57,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dAliasId'+-- * 'dAliasId' - Unique identifier for a fleet alias. Specify the alias you want to retrieve. describeAlias     :: Text -- ^ 'dAliasId'     -> DescribeAlias@@ -100,6 +104,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeAliasResponse' smart constructor. data DescribeAliasResponse = DescribeAliasResponse'     { _darsAlias          :: !(Maybe Alias)@@ -110,9 +116,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'darsAlias'+-- * 'darsAlias' - Object containing the requested alias. ----- * 'darsResponseStatus'+-- * 'darsResponseStatus' - -- | The response status code. describeAliasResponse     :: Int -- ^ 'darsResponseStatus'     -> DescribeAliasResponse@@ -126,7 +132,7 @@ darsAlias :: Lens' DescribeAliasResponse (Maybe Alias) darsAlias = lens _darsAlias (\ s a -> s{_darsAlias = a}); --- | The response status code.+-- | -- | The response status code. darsResponseStatus :: Lens' DescribeAliasResponse Int darsResponseStatus = lens _darsResponseStatus (\ s a -> s{_darsResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeBuild.hs view
@@ -19,6 +19,8 @@ -- Portability : non-portable (GHC extensions) -- -- Retrieves properties for a build. To get a build record, specify a build ID. If successful, an object containing the build properties is returned.+--+-- module Network.AWS.GameLift.DescribeBuild     (     -- * Creating a Request@@ -44,6 +46,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeBuild' smart constructor. newtype DescribeBuild = DescribeBuild'     { _dBuildId :: Text@@ -53,7 +57,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dBuildId'+-- * 'dBuildId' - Unique identifier of the build that you want to retrieve properties for. describeBuild     :: Text -- ^ 'dBuildId'     -> DescribeBuild@@ -100,6 +104,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeBuildResponse' smart constructor. data DescribeBuildResponse = DescribeBuildResponse'     { _dbrsBuild          :: !(Maybe Build)@@ -110,9 +116,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dbrsBuild'+-- * 'dbrsBuild' - Set of properties describing the requested build. ----- * 'dbrsResponseStatus'+-- * 'dbrsResponseStatus' - -- | The response status code. describeBuildResponse     :: Int -- ^ 'dbrsResponseStatus'     -> DescribeBuildResponse@@ -126,7 +132,7 @@ dbrsBuild :: Lens' DescribeBuildResponse (Maybe Build) dbrsBuild = lens _dbrsBuild (\ s a -> s{_dbrsBuild = a}); --- | The response status code.+-- | -- | The response status code. dbrsResponseStatus :: Lens' DescribeBuildResponse Int dbrsResponseStatus = lens _dbrsResponseStatus (\ s a -> s{_dbrsResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeEC2InstanceLimits.hs view
@@ -20,10 +20,15 @@ -- -- Retrieves the following information for the specified EC2 instance type: ----- -   maximum number of instances allowed per AWS account (service limit)--- -   current usage level for the AWS account --+--     * maximum number of instances allowed per AWS account (service limit)+--+--     * current usage level for the AWS account+--+--+-- -- Service limits vary depending on region. Available regions for GameLift can be found in the AWS Management Console for GameLift (see the drop-down list in the upper right corner).+-- module Network.AWS.GameLift.DescribeEC2InstanceLimits     (     -- * Creating a Request@@ -49,6 +54,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeEC2InstanceLimits' smart constructor. newtype DescribeEC2InstanceLimits = DescribeEC2InstanceLimits'     { _deilEC2InstanceType :: Maybe EC2InstanceType@@ -58,7 +65,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'deilEC2InstanceType'+-- * 'deilEC2InstanceType' - 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 <http://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions. Leave this parameter blank to retrieve limits for all types. describeEC2InstanceLimits     :: DescribeEC2InstanceLimits describeEC2InstanceLimits =@@ -66,7 +73,7 @@     { _deilEC2InstanceType = Nothing     } --- | 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.+-- | 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 <http://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}); @@ -108,6 +115,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeEC2InstanceLimitsResponse' smart constructor. data DescribeEC2InstanceLimitsResponse = DescribeEC2InstanceLimitsResponse'     { _deilrsEC2InstanceLimits :: !(Maybe [EC2InstanceLimit])@@ -118,9 +127,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'deilrsEC2InstanceLimits'+-- * 'deilrsEC2InstanceLimits' - Object containing the maximum number of instances for the specified instance type. ----- * 'deilrsResponseStatus'+-- * 'deilrsResponseStatus' - -- | The response status code. describeEC2InstanceLimitsResponse     :: Int -- ^ 'deilrsResponseStatus'     -> DescribeEC2InstanceLimitsResponse@@ -134,7 +143,7 @@ deilrsEC2InstanceLimits :: Lens' DescribeEC2InstanceLimitsResponse [EC2InstanceLimit] deilrsEC2InstanceLimits = lens _deilrsEC2InstanceLimits (\ s a -> s{_deilrsEC2InstanceLimits = a}) . _Default . _Coerce; --- | The response status code.+-- | -- | The response status code. deilrsResponseStatus :: Lens' DescribeEC2InstanceLimitsResponse Int deilrsResponseStatus = lens _deilrsResponseStatus (\ s a -> s{_deilrsResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeFleetAttributes.hs view
@@ -18,9 +18,9 @@ -- 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 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.+-- 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     (     -- * Creating a Request@@ -49,6 +49,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeFleetAttributes' smart constructor. data DescribeFleetAttributes = DescribeFleetAttributes'     { _dfaNextToken :: !(Maybe Text)@@ -60,11 +62,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfaNextToken'+-- * 'dfaNextToken' - 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. This parameter is ignored when the request specifies one or a list of fleet IDs. ----- * 'dfaLimit'+-- * 'dfaLimit' - 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. ----- * 'dfaFleetIds'+-- * 'dfaFleetIds' - Unique identifiers for the fleet(s) that you want to retrieve attributes for. To request attributes for all fleets, leave this parameter empty. describeFleetAttributes     :: DescribeFleetAttributes describeFleetAttributes =@@ -78,7 +80,7 @@ dfaNextToken :: Lens' DescribeFleetAttributes (Maybe Text) dfaNextToken = lens _dfaNextToken (\ s a -> s{_dfaNextToken = a}); --- | 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.+-- | 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; @@ -127,6 +129,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeFleetAttributesResponse' smart constructor. data DescribeFleetAttributesResponse = DescribeFleetAttributesResponse'     { _dfarsNextToken       :: !(Maybe Text)@@ -138,11 +142,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfarsNextToken'+-- * 'dfarsNextToken' - 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. ----- * 'dfarsFleetAttributes'+-- * 'dfarsFleetAttributes' - Collection of objects containing attribute metadata for each requested fleet ID. ----- * 'dfarsResponseStatus'+-- * 'dfarsResponseStatus' - -- | The response status code. describeFleetAttributesResponse     :: Int -- ^ 'dfarsResponseStatus'     -> DescribeFleetAttributesResponse@@ -154,8 +158,6 @@     }  -- | 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. dfarsNextToken :: Lens' DescribeFleetAttributesResponse (Maybe Text) dfarsNextToken = lens _dfarsNextToken (\ s a -> s{_dfarsNextToken = a}); @@ -163,7 +165,7 @@ dfarsFleetAttributes :: Lens' DescribeFleetAttributesResponse [FleetAttributes] dfarsFleetAttributes = lens _dfarsFleetAttributes (\ s a -> s{_dfarsFleetAttributes = a}) . _Default . _Coerce; --- | The response status code.+-- | -- | The response status code. dfarsResponseStatus :: Lens' DescribeFleetAttributesResponse Int dfarsResponseStatus = lens _dfarsResponseStatus (\ s a -> s{_dfarsResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeFleetCapacity.hs view
@@ -18,9 +18,9 @@ -- 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 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.+-- 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     (     -- * Creating a Request@@ -49,6 +49,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeFleetCapacity' smart constructor. data DescribeFleetCapacity = DescribeFleetCapacity'     { _dfcNextToken :: !(Maybe Text)@@ -60,11 +62,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfcNextToken'+-- * 'dfcNextToken' - 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. This parameter is ignored when the request specifies one or a list of fleet IDs. ----- * 'dfcLimit'+-- * 'dfcLimit' - 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. ----- * 'dfcFleetIds'+-- * 'dfcFleetIds' - Unique identifier for the fleet(s) you want to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty. describeFleetCapacity     :: DescribeFleetCapacity describeFleetCapacity =@@ -78,7 +80,7 @@ dfcNextToken :: Lens' DescribeFleetCapacity (Maybe Text) dfcNextToken = lens _dfcNextToken (\ s a -> s{_dfcNextToken = a}); --- | 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.+-- | 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; @@ -127,6 +129,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeFleetCapacityResponse' smart constructor. data DescribeFleetCapacityResponse = DescribeFleetCapacityResponse'     { _dfcrsNextToken      :: !(Maybe Text)@@ -138,11 +142,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfcrsNextToken'+-- * 'dfcrsNextToken' - 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. ----- * 'dfcrsFleetCapacity'+-- * 'dfcrsFleetCapacity' - Collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets. ----- * 'dfcrsResponseStatus'+-- * 'dfcrsResponseStatus' - -- | The response status code. describeFleetCapacityResponse     :: Int -- ^ 'dfcrsResponseStatus'     -> DescribeFleetCapacityResponse@@ -154,8 +158,6 @@     }  -- | 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. dfcrsNextToken :: Lens' DescribeFleetCapacityResponse (Maybe Text) dfcrsNextToken = lens _dfcrsNextToken (\ s a -> s{_dfcrsNextToken = a}); @@ -163,7 +165,7 @@ dfcrsFleetCapacity :: Lens' DescribeFleetCapacityResponse [FleetCapacity] dfcrsFleetCapacity = lens _dfcrsFleetCapacity (\ s a -> s{_dfcrsFleetCapacity = a}) . _Default . _Coerce; --- | The response status code.+-- | -- | The response status code. dfcrsResponseStatus :: Lens' DescribeFleetCapacityResponse Int dfcrsResponseStatus = lens _dfcrsResponseStatus (\ s a -> s{_dfcrsResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeFleetEvents.hs view
@@ -18,7 +18,9 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- 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.+-- 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@@ -49,6 +51,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeFleetEvents' smart constructor. data DescribeFleetEvents = DescribeFleetEvents'     { _dfeStartTime :: !(Maybe POSIX)@@ -62,15 +66,15 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfeStartTime'+-- * 'dfeStartTime' - 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"). ----- * 'dfeNextToken'+-- * 'dfeNextToken' - 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. ----- * 'dfeEndTime'+-- * 'dfeEndTime' - 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"). ----- * 'dfeLimit'+-- * 'dfeLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. ----- * 'dfeFleetId'+-- * 'dfeFleetId' - Unique identifier for the fleet to get event logs for. describeFleetEvents     :: Text -- ^ 'dfeFleetId'     -> DescribeFleetEvents@@ -83,7 +87,7 @@     , _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 a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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 +95,11 @@ 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 a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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. 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; @@ -145,6 +149,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeFleetEventsResponse' smart constructor. data DescribeFleetEventsResponse = DescribeFleetEventsResponse'     { _dfersNextToken      :: !(Maybe Text)@@ -156,11 +162,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfersNextToken'+-- * 'dfersNextToken' - 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. ----- * 'dfersEvents'+-- * 'dfersEvents' - Collection of objects containing event log entries for the specified fleet. ----- * 'dfersResponseStatus'+-- * 'dfersResponseStatus' - -- | The response status code. describeFleetEventsResponse     :: Int -- ^ 'dfersResponseStatus'     -> DescribeFleetEventsResponse@@ -172,8 +178,6 @@     }  -- | 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. dfersNextToken :: Lens' DescribeFleetEventsResponse (Maybe Text) dfersNextToken = lens _dfersNextToken (\ s a -> s{_dfersNextToken = a}); @@ -181,7 +185,7 @@ dfersEvents :: Lens' DescribeFleetEventsResponse [Event] dfersEvents = lens _dfersEvents (\ s a -> s{_dfersEvents = a}) . _Default . _Coerce; --- | The response status code.+-- | -- | The response status code. dfersResponseStatus :: Lens' DescribeFleetEventsResponse Int dfersResponseStatus = lens _dfersResponseStatus (\ s a -> s{_dfersResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeFleetPortSettings.hs view
@@ -18,7 +18,9 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- 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.+-- 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@@ -44,6 +46,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeFleetPortSettings' smart constructor. newtype DescribeFleetPortSettings = DescribeFleetPortSettings'     { _dfpsFleetId :: Text@@ -53,7 +57,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfpsFleetId'+-- * 'dfpsFleetId' - Unique identifier for the fleet you want to retrieve port settings for. describeFleetPortSettings     :: Text -- ^ 'dfpsFleetId'     -> DescribeFleetPortSettings@@ -103,6 +107,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeFleetPortSettingsResponse' smart constructor. data DescribeFleetPortSettingsResponse = DescribeFleetPortSettingsResponse'     { _dfpsrsInboundPermissions :: !(Maybe [IPPermission])@@ -113,9 +119,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfpsrsInboundPermissions'+-- * 'dfpsrsInboundPermissions' - Object containing port settings for the requested fleet ID. ----- * 'dfpsrsResponseStatus'+-- * 'dfpsrsResponseStatus' - -- | The response status code. describeFleetPortSettingsResponse     :: Int -- ^ 'dfpsrsResponseStatus'     -> DescribeFleetPortSettingsResponse@@ -129,7 +135,7 @@ dfpsrsInboundPermissions :: Lens' DescribeFleetPortSettingsResponse [IPPermission] dfpsrsInboundPermissions = lens _dfpsrsInboundPermissions (\ s a -> s{_dfpsrsInboundPermissions = a}) . _Default . _Coerce; --- | The response status code.+-- | -- | The response status code. dfpsrsResponseStatus :: Lens' DescribeFleetPortSettingsResponse Int dfpsrsResponseStatus = lens _dfpsrsResponseStatus (\ s a -> s{_dfpsrsResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeFleetUtilization.hs view
@@ -18,9 +18,9 @@ -- 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 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.+-- 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     (     -- * Creating a Request@@ -49,6 +49,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeFleetUtilization' smart constructor. data DescribeFleetUtilization = DescribeFleetUtilization'     { _dfuNextToken :: !(Maybe Text)@@ -60,11 +62,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfuNextToken'+-- * 'dfuNextToken' - 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. This parameter is ignored when the request specifies one or a list of fleet IDs. ----- * 'dfuLimit'+-- * 'dfuLimit' - 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. ----- * 'dfuFleetIds'+-- * 'dfuFleetIds' - Unique identifier for the fleet(s) you want to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty. describeFleetUtilization     :: DescribeFleetUtilization describeFleetUtilization =@@ -78,7 +80,7 @@ dfuNextToken :: Lens' DescribeFleetUtilization (Maybe Text) dfuNextToken = lens _dfuNextToken (\ s a -> s{_dfuNextToken = a}); --- | 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.+-- | 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; @@ -127,6 +129,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeFleetUtilizationResponse' smart constructor. data DescribeFleetUtilizationResponse = DescribeFleetUtilizationResponse'     { _dfursNextToken        :: !(Maybe Text)@@ -138,11 +142,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfursNextToken'+-- * 'dfursNextToken' - 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. ----- * 'dfursFleetUtilization'+-- * 'dfursFleetUtilization' - Collection of objects containing utilization information for each requested fleet ID. ----- * 'dfursResponseStatus'+-- * 'dfursResponseStatus' - -- | The response status code. describeFleetUtilizationResponse     :: Int -- ^ 'dfursResponseStatus'     -> DescribeFleetUtilizationResponse@@ -154,8 +158,6 @@     }  -- | 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. dfursNextToken :: Lens' DescribeFleetUtilizationResponse (Maybe Text) dfursNextToken = lens _dfursNextToken (\ s a -> s{_dfursNextToken = a}); @@ -163,7 +165,7 @@ dfursFleetUtilization :: Lens' DescribeFleetUtilizationResponse [FleetUtilization] dfursFleetUtilization = lens _dfursFleetUtilization (\ s a -> s{_dfursFleetUtilization = a}) . _Default . _Coerce; --- | The response status code.+-- | -- | The response status code. dfursResponseStatus :: Lens' DescribeFleetUtilizationResponse Int dfursResponseStatus = lens _dfursResponseStatus (\ s a -> s{_dfursResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeGameSessionDetails.hs view
@@ -18,9 +18,11 @@ -- 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.+--+-- 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     (     -- * Creating a Request@@ -52,6 +54,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeGameSessionDetails' smart constructor. data DescribeGameSessionDetails = DescribeGameSessionDetails'     { _dgsdGameSessionId :: !(Maybe Text)@@ -66,17 +70,17 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dgsdGameSessionId'+-- * 'dgsdGameSessionId' - Unique identifier for the game session to retrieve information on. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. ----- * 'dgsdAliasId'+-- * 'dgsdAliasId' - Unique identifier for a fleet alias. Specify an alias to retrieve information on all game sessions active on the fleet. ----- * 'dgsdNextToken'+-- * 'dgsdNextToken' - 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. ----- * 'dgsdStatusFilter'+-- * 'dgsdStatusFilter' - Game session status to filter results on. Possible game session statuses include ACTIVE, @TERMINATED@ , @ACTIVATING@ and @TERMINATING@ (the last two are transitory). ----- * 'dgsdLimit'+-- * 'dgsdLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. ----- * 'dgsdFleetId'+-- * 'dgsdFleetId' - Unique identifier for a fleet. Specify a fleet to retrieve information on all game sessions active on the fleet. describeGameSessionDetails     :: DescribeGameSessionDetails describeGameSessionDetails =@@ -89,7 +93,7 @@     , _dgsdFleetId = Nothing     } --- | Unique identifier for a game session. Specify the game session to retrieve information on.+-- | Unique identifier for the game session to retrieve information on. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. dgsdGameSessionId :: Lens' DescribeGameSessionDetails (Maybe Text) dgsdGameSessionId = lens _dgsdGameSessionId (\ s a -> s{_dgsdGameSessionId = a}); @@ -101,11 +105,11 @@ dgsdNextToken :: Lens' DescribeGameSessionDetails (Maybe Text) dgsdNextToken = lens _dgsdNextToken (\ s a -> s{_dgsdNextToken = a}); --- | Game session status to filter results on. Possible game session statuses 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. 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; @@ -158,6 +162,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeGameSessionDetailsResponse' smart constructor. data DescribeGameSessionDetailsResponse = DescribeGameSessionDetailsResponse'     { _dgsdrsGameSessionDetails :: !(Maybe [GameSessionDetail])@@ -169,11 +175,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dgsdrsGameSessionDetails'+-- * 'dgsdrsGameSessionDetails' - Collection of objects containing game session properties and the protection policy currently in force for each session matching the request. ----- * 'dgsdrsNextToken'+-- * 'dgsdrsNextToken' - 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. ----- * 'dgsdrsResponseStatus'+-- * 'dgsdrsResponseStatus' - -- | The response status code. describeGameSessionDetailsResponse     :: Int -- ^ 'dgsdrsResponseStatus'     -> DescribeGameSessionDetailsResponse@@ -189,12 +195,10 @@ dgsdrsGameSessionDetails = lens _dgsdrsGameSessionDetails (\ s a -> s{_dgsdrsGameSessionDetails = 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. dgsdrsNextToken :: Lens' DescribeGameSessionDetailsResponse (Maybe Text) dgsdrsNextToken = lens _dgsdrsNextToken (\ s a -> s{_dgsdrsNextToken = a}); --- | The response status code.+-- | -- | The response status code. dgsdrsResponseStatus :: Lens' DescribeGameSessionDetailsResponse Int dgsdrsResponseStatus = lens _dgsdrsResponseStatus (\ s a -> s{_dgsdrsResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeGameSessions.hs view
@@ -18,9 +18,11 @@ -- 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 a set of one or more game sessions and properties. 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. You can also use 'SearchGameSessions' , which allows you to retrieve all game sessions or filter on certain criteria, but only returns game sessions with a status of ACTIVE. If you need to retrieve the protection policy for each game session, use 'DescribeGameSessionDetails' . ----- 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.+--+-- 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     (     -- * Creating a Request@@ -52,6 +54,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeGameSessions' smart constructor. data DescribeGameSessions = DescribeGameSessions'     { _dgsGameSessionId :: !(Maybe Text)@@ -66,17 +70,17 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dgsGameSessionId'+-- * 'dgsGameSessionId' - Unique identifier for the game session to retrieve information on. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. ----- * 'dgsAliasId'+-- * 'dgsAliasId' - Unique identifier for a fleet alias. Specify an alias to retrieve information on all game sessions active on the fleet. ----- * 'dgsNextToken'+-- * 'dgsNextToken' - 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. ----- * 'dgsStatusFilter'+-- * 'dgsStatusFilter' - Game session status to filter results on. Possible game session statuses include @ACTIVE@ , @TERMINATED@ , @ACTIVATING@ , and @TERMINATING@ (the last two are transitory). ----- * 'dgsLimit'+-- * 'dgsLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. ----- * 'dgsFleetId'+-- * 'dgsFleetId' - Unique identifier for a fleet. Specify a fleet to retrieve information on all game sessions active on the fleet. describeGameSessions     :: DescribeGameSessions describeGameSessions =@@ -89,7 +93,7 @@     , _dgsFleetId = Nothing     } --- | Unique identifier for a game session. Specify the game session to retrieve information on.+-- | Unique identifier for the game session to retrieve information on. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. dgsGameSessionId :: Lens' DescribeGameSessions (Maybe Text) dgsGameSessionId = lens _dgsGameSessionId (\ s a -> s{_dgsGameSessionId = a}); @@ -101,11 +105,11 @@ dgsNextToken :: Lens' DescribeGameSessions (Maybe Text) dgsNextToken = lens _dgsNextToken (\ s a -> s{_dgsNextToken = a}); --- | Game session status to filter results on. Possible game session statuses 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. 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; @@ -157,6 +161,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeGameSessionsResponse' smart constructor. data DescribeGameSessionsResponse = DescribeGameSessionsResponse'     { _dgsrsGameSessions   :: !(Maybe [GameSession])@@ -168,11 +174,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dgsrsGameSessions'+-- * 'dgsrsGameSessions' - Collection of objects containing game session properties for each session matching the request. ----- * 'dgsrsNextToken'+-- * 'dgsrsNextToken' - 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. ----- * 'dgsrsResponseStatus'+-- * 'dgsrsResponseStatus' - -- | The response status code. describeGameSessionsResponse     :: Int -- ^ 'dgsrsResponseStatus'     -> DescribeGameSessionsResponse@@ -188,12 +194,10 @@ dgsrsGameSessions = lens _dgsrsGameSessions (\ s a -> s{_dgsrsGameSessions = 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. dgsrsNextToken :: Lens' DescribeGameSessionsResponse (Maybe Text) dgsrsNextToken = lens _dgsrsNextToken (\ s a -> s{_dgsrsNextToken = a}); --- | The response status code.+-- | -- | The response status code. dgsrsResponseStatus :: Lens' DescribeGameSessionsResponse Int dgsrsResponseStatus = lens _dgsrsResponseStatus (\ s a -> s{_dgsrsResponseStatus = a}); 
+ gen/Network/AWS/GameLift/DescribeInstances.hs view
@@ -0,0 +1,184 @@+{-# 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.DescribeInstances+-- 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 information about a fleet's instances, including instance IDs. Use this action to get details on all instances in the fleet or get details on one specific instance.+--+--+-- To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an 'Instance' object is returned for each result.+--+module Network.AWS.GameLift.DescribeInstances+    (+    -- * Creating a Request+      describeInstances+    , DescribeInstances+    -- * Request Lenses+    , diInstanceId+    , diNextToken+    , diLimit+    , diFleetId++    -- * Destructuring the Response+    , describeInstancesResponse+    , DescribeInstancesResponse+    -- * Response Lenses+    , dirsNextToken+    , dirsInstances+    , dirsResponseStatus+    ) 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:/ 'describeInstances' smart constructor.+data DescribeInstances = DescribeInstances'+    { _diInstanceId :: !(Maybe Text)+    , _diNextToken  :: !(Maybe Text)+    , _diLimit      :: !(Maybe Nat)+    , _diFleetId    :: !Text+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'DescribeInstances' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'diInstanceId' - Unique identifier for an instance. Specify an instance to retrieve information for or leave blank to get information on all instances in the fleet.+--+-- * 'diNextToken' - 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.+--+-- * 'diLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages.+--+-- * 'diFleetId' - Unique identifier for a fleet. Specify the fleet to retrieve instance information for.+describeInstances+    :: Text -- ^ 'diFleetId'+    -> DescribeInstances+describeInstances pFleetId_ =+    DescribeInstances'+    { _diInstanceId = Nothing+    , _diNextToken = Nothing+    , _diLimit = Nothing+    , _diFleetId = pFleetId_+    }++-- | Unique identifier for an instance. Specify an instance to retrieve information for or leave blank to get information on all instances in the fleet.+diInstanceId :: Lens' DescribeInstances (Maybe Text)+diInstanceId = lens _diInstanceId (\ s a -> s{_diInstanceId = 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.+diNextToken :: Lens' DescribeInstances (Maybe Text)+diNextToken = lens _diNextToken (\ s a -> s{_diNextToken = a});++-- | Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages.+diLimit :: Lens' DescribeInstances (Maybe Natural)+diLimit = lens _diLimit (\ s a -> s{_diLimit = a}) . mapping _Nat;++-- | Unique identifier for a fleet. Specify the fleet to retrieve instance information for.+diFleetId :: Lens' DescribeInstances Text+diFleetId = lens _diFleetId (\ s a -> s{_diFleetId = a});++instance AWSRequest DescribeInstances where+        type Rs DescribeInstances = DescribeInstancesResponse+        request = postJSON gameLift+        response+          = receiveJSON+              (\ s h x ->+                 DescribeInstancesResponse' <$>+                   (x .?> "NextToken") <*>+                     (x .?> "Instances" .!@ mempty)+                     <*> (pure (fromEnum s)))++instance Hashable DescribeInstances++instance NFData DescribeInstances++instance ToHeaders DescribeInstances where+        toHeaders+          = const+              (mconcat+                 ["X-Amz-Target" =#+                    ("GameLift.DescribeInstances" :: ByteString),+                  "Content-Type" =#+                    ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DescribeInstances where+        toJSON DescribeInstances'{..}+          = object+              (catMaybes+                 [("InstanceId" .=) <$> _diInstanceId,+                  ("NextToken" .=) <$> _diNextToken,+                  ("Limit" .=) <$> _diLimit,+                  Just ("FleetId" .= _diFleetId)])++instance ToPath DescribeInstances where+        toPath = const "/"++instance ToQuery DescribeInstances where+        toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'describeInstancesResponse' smart constructor.+data DescribeInstancesResponse = DescribeInstancesResponse'+    { _dirsNextToken      :: !(Maybe Text)+    , _dirsInstances      :: !(Maybe [Instance])+    , _dirsResponseStatus :: !Int+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'DescribeInstancesResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dirsNextToken' - 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.+--+-- * 'dirsInstances' - Collection of objects containing properties for each instance returned.+--+-- * 'dirsResponseStatus' - -- | The response status code.+describeInstancesResponse+    :: Int -- ^ 'dirsResponseStatus'+    -> DescribeInstancesResponse+describeInstancesResponse pResponseStatus_ =+    DescribeInstancesResponse'+    { _dirsNextToken = Nothing+    , _dirsInstances = Nothing+    , _dirsResponseStatus = pResponseStatus_+    }++-- | 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.+dirsNextToken :: Lens' DescribeInstancesResponse (Maybe Text)+dirsNextToken = lens _dirsNextToken (\ s a -> s{_dirsNextToken = a});++-- | Collection of objects containing properties for each instance returned.+dirsInstances :: Lens' DescribeInstancesResponse [Instance]+dirsInstances = lens _dirsInstances (\ s a -> s{_dirsInstances = a}) . _Default . _Coerce;++-- | -- | The response status code.+dirsResponseStatus :: Lens' DescribeInstancesResponse Int+dirsResponseStatus = lens _dirsResponseStatus (\ s a -> s{_dirsResponseStatus = a});++instance NFData DescribeInstancesResponse
gen/Network/AWS/GameLift/DescribePlayerSessions.hs view
@@ -18,9 +18,11 @@ -- 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.+--+-- 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     (     -- * Creating a Request@@ -52,6 +54,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describePlayerSessions' smart constructor. data DescribePlayerSessions = DescribePlayerSessions'     { _dpsGameSessionId             :: !(Maybe Text)@@ -66,17 +70,17 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dpsGameSessionId'+-- * 'dpsGameSessionId' - Unique identifier for the game session to get player sessions for. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. ----- * 'dpsNextToken'+-- * 'dpsNextToken' - 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. If a player session ID is specified, this parameter is ignored. ----- * 'dpsLimit'+-- * 'dpsLimit' - 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. ----- * 'dpsPlayerSessionId'+-- * 'dpsPlayerSessionId' - Unique identifier for a player session. ----- * 'dpsPlayerId'+-- * 'dpsPlayerId' - Unique identifier for a player. ----- * 'dpsPlayerSessionStatusFilter'+-- * 'dpsPlayerSessionStatusFilter' - Player session status to filter results on. 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). describePlayerSessions     :: DescribePlayerSessions describePlayerSessions =@@ -89,7 +93,7 @@     , _dpsPlayerSessionStatusFilter = Nothing     } --- | Unique identifier for a game session.+-- | Unique identifier for the game session to get player sessions for. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. dpsGameSessionId :: Lens' DescribePlayerSessions (Maybe Text) dpsGameSessionId = lens _dpsGameSessionId (\ s a -> s{_dpsGameSessionId = a}); @@ -97,7 +101,7 @@ dpsNextToken :: Lens' DescribePlayerSessions (Maybe Text) dpsNextToken = lens _dpsNextToken (\ s a -> s{_dpsNextToken = a}); --- | 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.+-- | 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; @@ -109,14 +113,7 @@ dpsPlayerId :: Lens' DescribePlayerSessions (Maybe Text) dpsPlayerId = lens _dpsPlayerId (\ s a -> s{_dpsPlayerId = a}); --- | Player session status to filter results on.------ 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).+-- | Player session status to filter results on. 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}); @@ -165,6 +162,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describePlayerSessionsResponse' smart constructor. data DescribePlayerSessionsResponse = DescribePlayerSessionsResponse'     { _dpsrsNextToken      :: !(Maybe Text)@@ -176,11 +175,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dpsrsNextToken'+-- * 'dpsrsNextToken' - 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. ----- * 'dpsrsPlayerSessions'+-- * 'dpsrsPlayerSessions' - Collection of objects containing properties for each player session that matches the request. ----- * 'dpsrsResponseStatus'+-- * 'dpsrsResponseStatus' - -- | The response status code. describePlayerSessionsResponse     :: Int -- ^ 'dpsrsResponseStatus'     -> DescribePlayerSessionsResponse@@ -192,8 +191,6 @@     }  -- | 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. dpsrsNextToken :: Lens' DescribePlayerSessionsResponse (Maybe Text) dpsrsNextToken = lens _dpsrsNextToken (\ s a -> s{_dpsrsNextToken = a}); @@ -201,7 +198,7 @@ dpsrsPlayerSessions :: Lens' DescribePlayerSessionsResponse [PlayerSession] dpsrsPlayerSessions = lens _dpsrsPlayerSessions (\ s a -> s{_dpsrsPlayerSessions = a}) . _Default . _Coerce; --- | The response status code.+-- | -- | The response status code. dpsrsResponseStatus :: Lens' DescribePlayerSessionsResponse Int dpsrsResponseStatus = lens _dpsrsResponseStatus (\ s a -> s{_dpsrsResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeRuntimeConfiguration.hs view
@@ -19,6 +19,8 @@ -- 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@@ -44,6 +46,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeRuntimeConfiguration' smart constructor. newtype DescribeRuntimeConfiguration = DescribeRuntimeConfiguration'     { _drcFleetId :: Text@@ -53,7 +57,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'drcFleetId'+-- * 'drcFleetId' - Unique identifier of the fleet to get the runtime configuration for. describeRuntimeConfiguration     :: Text -- ^ 'drcFleetId'     -> DescribeRuntimeConfiguration@@ -105,6 +109,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeRuntimeConfigurationResponse' smart constructor. data DescribeRuntimeConfigurationResponse = DescribeRuntimeConfigurationResponse'     { _drcrsRuntimeConfiguration :: !(Maybe RuntimeConfiguration)@@ -115,9 +121,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'drcrsRuntimeConfiguration'+-- * 'drcrsRuntimeConfiguration' - Instructions describing how server processes should be launched and maintained on each instance in the fleet. ----- * 'drcrsResponseStatus'+-- * 'drcrsResponseStatus' - -- | The response status code. describeRuntimeConfigurationResponse     :: Int -- ^ 'drcrsResponseStatus'     -> DescribeRuntimeConfigurationResponse@@ -131,7 +137,7 @@ drcrsRuntimeConfiguration :: Lens' DescribeRuntimeConfigurationResponse (Maybe RuntimeConfiguration) drcrsRuntimeConfiguration = lens _drcrsRuntimeConfiguration (\ s a -> s{_drcrsRuntimeConfiguration = a}); --- | The response status code.+-- | -- | The response status code. drcrsResponseStatus :: Lens' DescribeRuntimeConfigurationResponse Int drcrsResponseStatus = lens _drcrsResponseStatus (\ s a -> s{_drcrsResponseStatus = a}); 
gen/Network/AWS/GameLift/DescribeScalingPolicies.hs view
@@ -20,7 +20,9 @@ -- -- Retrieves all scaling policies applied to a fleet. ----- To get a fleet\'s scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of < ScalingPolicy> objects is returned for the fleet.+--+-- To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of 'ScalingPolicy' objects is returned for the fleet.+-- module Network.AWS.GameLift.DescribeScalingPolicies     (     -- * Creating a Request@@ -50,6 +52,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'describeScalingPolicies' smart constructor. data DescribeScalingPolicies = DescribeScalingPolicies'     { _dNextToken    :: !(Maybe Text)@@ -62,13 +66,13 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dNextToken'+-- * 'dNextToken' - 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. ----- * 'dStatusFilter'+-- * 'dStatusFilter' - 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. ----- * 'dLimit'+-- * 'dLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. ----- * 'dFleetId'+-- * 'dFleetId' - Unique identifier for a fleet. Specify the fleet to retrieve scaling policies for. describeScalingPolicies     :: Text -- ^ 'dFleetId'     -> DescribeScalingPolicies@@ -84,19 +88,11 @@ dNextToken :: Lens' DescribeScalingPolicies (Maybe Text) dNextToken = lens _dNextToken (\ s a -> s{_dNextToken = a}); --- | 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.+-- | 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. dStatusFilter :: Lens' DescribeScalingPolicies (Maybe ScalingStatusType) dStatusFilter = lens _dStatusFilter (\ s a -> s{_dStatusFilter = a}); --- | Maximum number of results to return. 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; @@ -146,6 +142,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'describeScalingPoliciesResponse' smart constructor. data DescribeScalingPoliciesResponse = DescribeScalingPoliciesResponse'     { _dsprsNextToken       :: !(Maybe Text)@@ -157,11 +155,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dsprsNextToken'+-- * 'dsprsNextToken' - 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. ----- * 'dsprsScalingPolicies'+-- * 'dsprsScalingPolicies' - Collection of objects containing the scaling policies matching the request. ----- * 'dsprsResponseStatus'+-- * 'dsprsResponseStatus' - -- | The response status code. describeScalingPoliciesResponse     :: Int -- ^ 'dsprsResponseStatus'     -> DescribeScalingPoliciesResponse@@ -173,8 +171,6 @@     }  -- | 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. dsprsNextToken :: Lens' DescribeScalingPoliciesResponse (Maybe Text) dsprsNextToken = lens _dsprsNextToken (\ s a -> s{_dsprsNextToken = a}); @@ -182,7 +178,7 @@ dsprsScalingPolicies :: Lens' DescribeScalingPoliciesResponse [ScalingPolicy] dsprsScalingPolicies = lens _dsprsScalingPolicies (\ s a -> s{_dsprsScalingPolicies = a}) . _Default . _Coerce; --- | The response status code.+-- | -- | The response status code. dsprsResponseStatus :: Lens' DescribeScalingPoliciesResponse Int dsprsResponseStatus = lens _dsprsResponseStatus (\ s a -> s{_dsprsResponseStatus = a}); 
gen/Network/AWS/GameLift/GetGameSessionLogURL.hs view
@@ -20,7 +20,7 @@ -- -- Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3. Use this URL to download the logs. ----- See the <http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift AWS Service Limits> page for maximum log file sizes. Log files that exceed this limit are not saved.+-- module Network.AWS.GameLift.GetGameSessionLogURL     (     -- * Creating a Request@@ -46,6 +46,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'getGameSessionLogURL' smart constructor. newtype GetGameSessionLogURL = GetGameSessionLogURL'     { _ggsluGameSessionId :: Text@@ -55,7 +57,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ggsluGameSessionId'+-- * 'ggsluGameSessionId' - Unique identifier for the game session to get logs for. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. getGameSessionLogURL     :: Text -- ^ 'ggsluGameSessionId'     -> GetGameSessionLogURL@@ -64,7 +66,7 @@     { _ggsluGameSessionId = pGameSessionId_     } --- | Unique identifier for a game session. Specify the game session you want to get logs for.+-- | Unique identifier for the game session to get logs for. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. ggsluGameSessionId :: Lens' GetGameSessionLogURL Text ggsluGameSessionId = lens _ggsluGameSessionId (\ s a -> s{_ggsluGameSessionId = a}); @@ -105,6 +107,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'getGameSessionLogURLResponse' smart constructor. data GetGameSessionLogURLResponse = GetGameSessionLogURLResponse'     { _ggslursPreSignedURL   :: !(Maybe Text)@@ -115,9 +119,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ggslursPreSignedURL'+-- * 'ggslursPreSignedURL' - Location of the requested game session logs, available for download. ----- * 'ggslursResponseStatus'+-- * 'ggslursResponseStatus' - -- | The response status code. getGameSessionLogURLResponse     :: Int -- ^ 'ggslursResponseStatus'     -> GetGameSessionLogURLResponse@@ -131,7 +135,7 @@ ggslursPreSignedURL :: Lens' GetGameSessionLogURLResponse (Maybe Text) ggslursPreSignedURL = lens _ggslursPreSignedURL (\ s a -> s{_ggslursPreSignedURL = a}); --- | The response status code.+-- | -- | The response status code. ggslursResponseStatus :: Lens' GetGameSessionLogURLResponse Int ggslursResponseStatus = lens _ggslursResponseStatus (\ s a -> s{_ggslursResponseStatus = a}); 
+ gen/Network/AWS/GameLift/GetInstanceAccess.hs view
@@ -0,0 +1,148 @@+{-# 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.GetInstanceAccess+-- 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)+--+-- Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or watching activity in real time.+--+--+-- Access requires credentials that match the operating system of the instance. For a Windows instance, GameLift returns a username and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a username and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request (see the example later in this topic). For more information on remote access, see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-remote-access.html Remotely Accessing an Instance> .+--+-- To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If successful, an 'InstanceAccess' object is returned containing the instance's IP address and a set of credentials.+--+module Network.AWS.GameLift.GetInstanceAccess+    (+    -- * Creating a Request+      getInstanceAccess+    , GetInstanceAccess+    -- * Request Lenses+    , giaFleetId+    , giaInstanceId++    -- * Destructuring the Response+    , getInstanceAccessResponse+    , GetInstanceAccessResponse+    -- * Response Lenses+    , giarsInstanceAccess+    , giarsResponseStatus+    ) 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++-- | /See:/ 'getInstanceAccess' smart constructor.+data GetInstanceAccess = GetInstanceAccess'+    { _giaFleetId    :: !Text+    , _giaInstanceId :: !Text+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'GetInstanceAccess' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'giaFleetId' - Unique identifier for a fleet. Specify the fleet that contain the instance you want access to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status can be accessed for a few hours before being deleted.+--+-- * 'giaInstanceId' - Unique identifier for an instance. Specify the instance you want to get access to. You can access an instance in any status.+getInstanceAccess+    :: Text -- ^ 'giaFleetId'+    -> Text -- ^ 'giaInstanceId'+    -> GetInstanceAccess+getInstanceAccess pFleetId_ pInstanceId_ =+    GetInstanceAccess'+    { _giaFleetId = pFleetId_+    , _giaInstanceId = pInstanceId_+    }++-- | Unique identifier for a fleet. Specify the fleet that contain the instance you want access to. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status can be accessed for a few hours before being deleted.+giaFleetId :: Lens' GetInstanceAccess Text+giaFleetId = lens _giaFleetId (\ s a -> s{_giaFleetId = a});++-- | Unique identifier for an instance. Specify the instance you want to get access to. You can access an instance in any status.+giaInstanceId :: Lens' GetInstanceAccess Text+giaInstanceId = lens _giaInstanceId (\ s a -> s{_giaInstanceId = a});++instance AWSRequest GetInstanceAccess where+        type Rs GetInstanceAccess = GetInstanceAccessResponse+        request = postJSON gameLift+        response+          = receiveJSON+              (\ s h x ->+                 GetInstanceAccessResponse' <$>+                   (x .?> "InstanceAccess") <*> (pure (fromEnum s)))++instance Hashable GetInstanceAccess++instance NFData GetInstanceAccess++instance ToHeaders GetInstanceAccess where+        toHeaders+          = const+              (mconcat+                 ["X-Amz-Target" =#+                    ("GameLift.GetInstanceAccess" :: ByteString),+                  "Content-Type" =#+                    ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON GetInstanceAccess where+        toJSON GetInstanceAccess'{..}+          = object+              (catMaybes+                 [Just ("FleetId" .= _giaFleetId),+                  Just ("InstanceId" .= _giaInstanceId)])++instance ToPath GetInstanceAccess where+        toPath = const "/"++instance ToQuery GetInstanceAccess where+        toQuery = const mempty++-- | /See:/ 'getInstanceAccessResponse' smart constructor.+data GetInstanceAccessResponse = GetInstanceAccessResponse'+    { _giarsInstanceAccess :: !(Maybe InstanceAccess)+    , _giarsResponseStatus :: !Int+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'GetInstanceAccessResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'giarsInstanceAccess' - Object containing connection information for a fleet instance, including IP address and access credentials.+--+-- * 'giarsResponseStatus' - -- | The response status code.+getInstanceAccessResponse+    :: Int -- ^ 'giarsResponseStatus'+    -> GetInstanceAccessResponse+getInstanceAccessResponse pResponseStatus_ =+    GetInstanceAccessResponse'+    { _giarsInstanceAccess = Nothing+    , _giarsResponseStatus = pResponseStatus_+    }++-- | Object containing connection information for a fleet instance, including IP address and access credentials.+giarsInstanceAccess :: Lens' GetInstanceAccessResponse (Maybe InstanceAccess)+giarsInstanceAccess = lens _giarsInstanceAccess (\ s a -> s{_giarsInstanceAccess = a});++-- | -- | The response status code.+giarsResponseStatus :: Lens' GetInstanceAccessResponse Int+giarsResponseStatus = lens _giarsResponseStatus (\ s a -> s{_giarsResponseStatus = a});++instance NFData GetInstanceAccessResponse
gen/Network/AWS/GameLift/ListAliases.hs view
@@ -18,9 +18,9 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and\/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.+-- Retrieves a collection of alias records for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages. ----- Aliases are not listed in any particular order.+-- module Network.AWS.GameLift.ListAliases     (     -- * Creating a Request@@ -50,6 +50,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'listAliases' smart constructor. data ListAliases = ListAliases'     { _laRoutingStrategyType :: !(Maybe RoutingStrategyType)@@ -62,13 +64,13 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'laRoutingStrategyType'+-- * 'laRoutingStrategyType' - 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 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. ----- * 'laNextToken'+-- * 'laNextToken' - 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. ----- * 'laName'+-- * 'laName' - Descriptive label associated with an alias. Alias names do not need to be unique. ----- * 'laLimit'+-- * 'laLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. listAliases     :: ListAliases listAliases =@@ -79,12 +81,7 @@     , _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 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.+-- | 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 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}); @@ -96,7 +93,7 @@ laName :: Lens' ListAliases (Maybe Text) laName = lens _laName (\ s a -> s{_laName = a}); --- | Maximum number of results to return. 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; @@ -140,6 +137,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'listAliasesResponse' smart constructor. data ListAliasesResponse = ListAliasesResponse'     { _larsAliases        :: !(Maybe [Alias])@@ -151,11 +150,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'larsAliases'+-- * 'larsAliases' - Collection of alias records that match the list request. ----- * 'larsNextToken'+-- * 'larsNextToken' - 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. ----- * 'larsResponseStatus'+-- * 'larsResponseStatus' - -- | The response status code. listAliasesResponse     :: Int -- ^ 'larsResponseStatus'     -> ListAliasesResponse@@ -171,12 +170,10 @@ larsAliases = lens _larsAliases (\ s a -> s{_larsAliases = 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. larsNextToken :: Lens' ListAliasesResponse (Maybe Text) larsNextToken = lens _larsNextToken (\ s a -> s{_larsNextToken = a}); --- | The response status code.+-- | -- | The response status code. larsResponseStatus :: Lens' ListAliasesResponse Int larsResponseStatus = lens _larsResponseStatus (\ s a -> s{_larsResponseStatus = a}); 
gen/Network/AWS/GameLift/ListBuilds.hs view
@@ -18,9 +18,9 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- 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.+-- 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     (     -- * Creating a Request@@ -49,6 +49,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'listBuilds' smart constructor. data ListBuilds = ListBuilds'     { _lbStatus    :: !(Maybe BuildStatus)@@ -60,11 +62,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'lbStatus'+-- * 'lbStatus' - Build status to filter results by. To retrieve all builds, leave this parameter empty. 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. ----- * 'lbNextToken'+-- * 'lbNextToken' - 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. ----- * 'lbLimit'+-- * 'lbLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. listBuilds     :: ListBuilds listBuilds =@@ -74,13 +76,7 @@     , _lbLimit = Nothing     } --- | Build status to filter results by. To retrieve all builds, leave this parameter empty.------ Possible build statuses include the following:------ -   __INITIALIZED__ – A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.--- -   __READY__ – The game build has been successfully uploaded. You can now create new fleets for this build.--- -   __FAILED__ – The game build upload failed. You cannot create new fleets for this build.+-- | Build status to filter results by. To retrieve all builds, leave this parameter empty. 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}); @@ -88,7 +84,7 @@ lbNextToken :: Lens' ListBuilds (Maybe Text) lbNextToken = lens _lbNextToken (\ s a -> s{_lbNextToken = a}); --- | Maximum number of results to return. 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; @@ -131,6 +127,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'listBuildsResponse' smart constructor. data ListBuildsResponse = ListBuildsResponse'     { _lbrsBuilds         :: !(Maybe [Build])@@ -142,11 +140,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'lbrsBuilds'+-- * 'lbrsBuilds' - Collection of build records that match the request. ----- * 'lbrsNextToken'+-- * 'lbrsNextToken' - 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. ----- * 'lbrsResponseStatus'+-- * 'lbrsResponseStatus' - -- | The response status code. listBuildsResponse     :: Int -- ^ 'lbrsResponseStatus'     -> ListBuildsResponse@@ -162,12 +160,10 @@ lbrsBuilds = lens _lbrsBuilds (\ s a -> s{_lbrsBuilds = 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. lbrsNextToken :: Lens' ListBuildsResponse (Maybe Text) lbrsNextToken = lens _lbrsNextToken (\ s a -> s{_lbrsNextToken = a}); --- | The response status code.+-- | -- | The response status code. lbrsResponseStatus :: Lens' ListBuildsResponse Int lbrsResponseStatus = lens _lbrsResponseStatus (\ s a -> s{_lbrsResponseStatus = a}); 
gen/Network/AWS/GameLift/ListFleets.hs view
@@ -20,7 +20,7 @@ -- -- Retrieves a collection of fleet records for this AWS account. You can filter the result set by build ID. Use the pagination parameters to retrieve results in sequential pages. ----- Fleet records are not listed in any particular order.+-- module Network.AWS.GameLift.ListFleets     (     -- * Creating a Request@@ -49,6 +49,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'listFleets' smart constructor. data ListFleets = ListFleets'     { _lfBuildId   :: !(Maybe Text)@@ -60,11 +62,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'lfBuildId'+-- * 'lfBuildId' - Unique identifier of the build to return fleets for. Use this parameter to return only fleets using the specified build. To retrieve all fleets, leave this parameter empty. ----- * 'lfNextToken'+-- * 'lfNextToken' - 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. ----- * 'lfLimit'+-- * 'lfLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. listFleets     :: ListFleets listFleets =@@ -82,7 +84,7 @@ lfNextToken :: Lens' ListFleets (Maybe Text) lfNextToken = lens _lfNextToken (\ s a -> s{_lfNextToken = a}); --- | Maximum number of results to return. 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; @@ -125,6 +127,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'listFleetsResponse' smart constructor. data ListFleetsResponse = ListFleetsResponse'     { _lfrsNextToken      :: !(Maybe Text)@@ -136,11 +140,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'lfrsNextToken'+-- * 'lfrsNextToken' - 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. ----- * 'lfrsFleetIds'+-- * 'lfrsFleetIds' - Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to 'DescribeFleetAttributes' , 'DescribeFleetCapacity' , and 'DescribeFleetUtilization' . ----- * 'lfrsResponseStatus'+-- * 'lfrsResponseStatus' - -- | The response status code. listFleetsResponse     :: Int -- ^ 'lfrsResponseStatus'     -> ListFleetsResponse@@ -152,16 +156,14 @@     }  -- | 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. lfrsNextToken :: Lens' ListFleetsResponse (Maybe Text) lfrsNextToken = lens _lfrsNextToken (\ s a -> s{_lfrsNextToken = a}); --- | Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to < DescribeFleetAttributes>, < DescribeFleetCapacity>, and < DescribeFleetUtilization>.+-- | Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to 'DescribeFleetAttributes' , 'DescribeFleetCapacity' , and 'DescribeFleetUtilization' . lfrsFleetIds :: Lens' ListFleetsResponse (Maybe (NonEmpty Text)) lfrsFleetIds = lens _lfrsFleetIds (\ s a -> s{_lfrsFleetIds = a}) . mapping _List1; --- | The response status code.+-- | -- | The response status code. lfrsResponseStatus :: Lens' ListFleetsResponse Int lfrsResponseStatus = lens _lfrsResponseStatus (\ s a -> s{_lfrsResponseStatus = a}); 
gen/Network/AWS/GameLift/PutScalingPolicy.hs view
@@ -18,17 +18,19 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- 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.+-- 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:+-- 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: -- -- If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, then [ChangeInCapacity] by [-10]. ----- To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call < DeleteScalingPolicy>.+-- To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the rule values. All parameters for this action are required. If successful, the policy name is returned. Scaling policies cannot be suspended or made inactive. To stop enforcing a scaling policy, call 'DeleteScalingPolicy' .+-- module Network.AWS.GameLift.PutScalingPolicy     (     -- * Creating a Request@@ -61,6 +63,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'putScalingPolicy' smart constructor. data PutScalingPolicy = PutScalingPolicy'     { _pspName                  :: !Text@@ -77,21 +81,21 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'pspName'+-- * 'pspName' - 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. ----- * 'pspFleetId'+-- * 'pspFleetId' - Unique identity for the fleet to scale with this policy. ----- * 'pspScalingAdjustment'+-- * 'pspScalingAdjustment' - Amount of adjustment to make, based on the scaling adjustment type. ----- * 'pspScalingAdjustmentType'+-- * 'pspScalingAdjustmentType' - 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%. ----- * 'pspThreshold'+-- * 'pspThreshold' - Metric value used to trigger a scaling event. ----- * 'pspComparisonOperator'+-- * 'pspComparisonOperator' - Comparison operator to use when measuring the metric against the threshold value. ----- * 'pspEvaluationPeriods'+-- * 'pspEvaluationPeriods' - Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered. ----- * 'pspMetricName'+-- * 'pspMetricName' - 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. putScalingPolicy     :: Text -- ^ 'pspName'     -> Text -- ^ 'pspFleetId'@@ -126,11 +130,7 @@ pspScalingAdjustment :: Lens' PutScalingPolicy Int pspScalingAdjustment = lens _pspScalingAdjustment (\ s a -> s{_pspScalingAdjustment = 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; for example, a value of \"-10\" scales the fleet down by 10%.+-- | 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%. pspScalingAdjustmentType :: Lens' PutScalingPolicy ScalingAdjustmentType pspScalingAdjustmentType = lens _pspScalingAdjustmentType (\ s a -> s{_pspScalingAdjustmentType = a}); @@ -146,14 +146,7 @@ pspEvaluationPeriods :: Lens' PutScalingPolicy Natural pspEvaluationPeriods = lens _pspEvaluationPeriods (\ s a -> s{_pspEvaluationPeriods = a}) . _Nat; --- | 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.+-- | 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. pspMetricName :: Lens' PutScalingPolicy MetricName pspMetricName = lens _pspMetricName (\ s a -> s{_pspMetricName = a}); @@ -203,6 +196,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'putScalingPolicyResponse' smart constructor. data PutScalingPolicyResponse = PutScalingPolicyResponse'     { _psprsName           :: !(Maybe Text)@@ -213,9 +208,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'psprsName'+-- * 'psprsName' - Descriptive label associated with a scaling policy. Policy names do not need to be unique. ----- * 'psprsResponseStatus'+-- * 'psprsResponseStatus' - -- | The response status code. putScalingPolicyResponse     :: Int -- ^ 'psprsResponseStatus'     -> PutScalingPolicyResponse@@ -229,7 +224,7 @@ psprsName :: Lens' PutScalingPolicyResponse (Maybe Text) psprsName = lens _psprsName (\ s a -> s{_psprsName = a}); --- | The response status code.+-- | -- | The response status code. psprsResponseStatus :: Lens' PutScalingPolicyResponse Int psprsResponseStatus = lens _psprsResponseStatus (\ s a -> s{_psprsResponseStatus = a}); 
gen/Network/AWS/GameLift/RequestUploadCredentials.hs view
@@ -20,9 +20,11 @@ -- -- 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. ----- 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.+-- /Important:/ 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 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@@ -49,6 +51,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'requestUploadCredentials' smart constructor. newtype RequestUploadCredentials = RequestUploadCredentials'     { _rucBuildId :: Text@@ -58,7 +62,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'rucBuildId'+-- * 'rucBuildId' - Unique identifier for the build you want to get credentials for. requestUploadCredentials     :: Text -- ^ 'rucBuildId'     -> RequestUploadCredentials@@ -109,6 +113,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'requestUploadCredentialsResponse' smart constructor. data RequestUploadCredentialsResponse = RequestUploadCredentialsResponse'     { _rucrsStorageLocation   :: !(Maybe S3Location)@@ -120,11 +126,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'rucrsStorageLocation'+-- * 'rucrsStorageLocation' - Amazon S3 path and key, identifying where the game build files are stored. ----- * 'rucrsUploadCredentials'+-- * 'rucrsUploadCredentials' - 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. ----- * 'rucrsResponseStatus'+-- * 'rucrsResponseStatus' - -- | The response status code. requestUploadCredentialsResponse     :: Int -- ^ 'rucrsResponseStatus'     -> RequestUploadCredentialsResponse@@ -143,7 +149,7 @@ rucrsUploadCredentials :: Lens' RequestUploadCredentialsResponse (Maybe AWSCredentials) rucrsUploadCredentials = lens _rucrsUploadCredentials (\ s a -> s{_rucrsUploadCredentials = a}) . mapping _Sensitive; --- | The response status code.+-- | -- | The response status code. rucrsResponseStatus :: Lens' RequestUploadCredentialsResponse Int rucrsResponseStatus = lens _rucrsResponseStatus (\ s a -> s{_rucrsResponseStatus = a}); 
gen/Network/AWS/GameLift/ResolveAlias.hs view
@@ -19,6 +19,8 @@ -- Portability : non-portable (GHC extensions) -- -- Retrieves the fleet ID that a specified alias is currently pointing to.+--+-- module Network.AWS.GameLift.ResolveAlias     (     -- * Creating a Request@@ -44,6 +46,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'resolveAlias' smart constructor. newtype ResolveAlias = ResolveAlias'     { _raAliasId :: Text@@ -53,7 +57,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'raAliasId'+-- * 'raAliasId' - Unique identifier for the alias you want to resolve. resolveAlias     :: Text -- ^ 'raAliasId'     -> ResolveAlias@@ -100,6 +104,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'resolveAliasResponse' smart constructor. data ResolveAliasResponse = ResolveAliasResponse'     { _rarsFleetId        :: !(Maybe Text)@@ -110,9 +116,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'rarsFleetId'+-- * 'rarsFleetId' - Fleet ID associated with the requested alias. ----- * 'rarsResponseStatus'+-- * 'rarsResponseStatus' - -- | The response status code. resolveAliasResponse     :: Int -- ^ 'rarsResponseStatus'     -> ResolveAliasResponse@@ -126,7 +132,7 @@ rarsFleetId :: Lens' ResolveAliasResponse (Maybe Text) rarsFleetId = lens _rarsFleetId (\ s a -> s{_rarsFleetId = a}); --- | The response status code.+-- | -- | The response status code. rarsResponseStatus :: Lens' ResolveAliasResponse Int rarsResponseStatus = lens _rarsResponseStatus (\ s a -> s{_rarsResponseStatus = a}); 
gen/Network/AWS/GameLift/SearchGameSessions.hs view
@@ -18,20 +18,27 @@ -- 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.+-- Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. Currently a game session search is limited to a single fleet. Search results include only game sessions that are in ACTIVE status. If you need to retrieve game sessions with a status other than active, use 'DescribeGameSessions' . If you need to retrieve the protection policy for each game session, use 'DescribeGameSessionDetails' . --+-- -- 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.+--     * __gameSessionId__ -- ID value assigned to a game session. This unique value is returned in a 'GameSession' object when a new game session is created. ----- 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.+--     * __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. ----- 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.+--     * __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.+-- module Network.AWS.GameLift.SearchGameSessions     (     -- * Creating a Request@@ -63,6 +70,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'searchGameSessions' smart constructor. data SearchGameSessions = SearchGameSessions'     { _sgsFilterExpression :: !(Maybe Text)@@ -77,17 +86,17 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'sgsFilterExpression'+-- * 'sgsFilterExpression' - 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: @=@ , @<>@ , @<@ , @>@ , @<=@ , @>=@ .      * __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 @<>@ . 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:     * @=@ , @<>@ , @<@ , @>@ , @<=@ , @>=@      * Parentheses     * NOT     * AND     * OR For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: @"maximumSessions>=10 AND hasAvailablePlayerSessions=true"@ . ----- * 'sgsSortExpression'+-- * 'sgsSortExpression' - 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. ----- * 'sgsAliasId'+-- * 'sgsAliasId' - Unique identifier for a fleet alias. Each request must reference either a fleet ID or alias ID, but not both. ----- * 'sgsNextToken'+-- * 'sgsNextToken' - 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. ----- * 'sgsLimit'+-- * 'sgsLimit' - 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. ----- * 'sgsFleetId'+-- * 'sgsFleetId' - Unique identifier for a fleet. Each request must reference either a fleet ID or alias ID, but not both. searchGameSessions     :: SearchGameSessions searchGameSessions =@@ -100,34 +109,11 @@     , _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\"'.+-- | 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: @=@ , @<>@ , @<@ , @>@ , @<=@ , @>=@ .      * __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 @<>@ . 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:     * @=@ , @<>@ , @<@ , @>@ , @<=@ , @>=@      * Parentheses     * NOT     * AND     * OR For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: @"maximumSessions>=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.+-- | 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}); @@ -139,7 +125,7 @@ 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.+-- | 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; @@ -191,6 +177,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'searchGameSessionsResponse' smart constructor. data SearchGameSessionsResponse = SearchGameSessionsResponse'     { _sgsrsGameSessions   :: !(Maybe [GameSession])@@ -202,11 +190,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'sgsrsGameSessions'+-- * 'sgsrsGameSessions' - Collection of objects containing game session properties for each session matching the request. ----- * 'sgsrsNextToken'+-- * 'sgsrsNextToken' - 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. ----- * 'sgsrsResponseStatus'+-- * 'sgsrsResponseStatus' - -- | The response status code. searchGameSessionsResponse     :: Int -- ^ 'sgsrsResponseStatus'     -> SearchGameSessionsResponse@@ -222,12 +210,10 @@ 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.+-- | -- | The response status code. sgsrsResponseStatus :: Lens' SearchGameSessionsResponse Int sgsrsResponseStatus = lens _sgsrsResponseStatus (\ s a -> s{_sgsrsResponseStatus = a}); 
gen/Network/AWS/GameLift/Types.hs view
@@ -24,6 +24,7 @@     , _GameSessionFullException     , _InvalidGameSessionStatusException     , _InternalServiceException+    , _IdempotentParameterMismatchException     , _UnauthorizedException     , _FleetCapacityExceededException     , _LimitExceededException@@ -49,6 +50,9 @@     -- * IPProtocol     , IPProtocol (..) +    -- * InstanceStatus+    , InstanceStatus (..)+     -- * MetricName     , MetricName (..) @@ -143,6 +147,7 @@     , faServerLaunchPath     , faFleetId     , faDescription+    , faResourceCreationLimitPolicy      -- * FleetCapacity     , FleetCapacity@@ -180,6 +185,7 @@     , gsName     , gsCurrentPlayerSessionCount     , gsFleetId+    , gsCreatorId     , gsPort      -- * GameSessionDetail@@ -196,6 +202,32 @@     , ipIPRange     , ipProtocol +    -- * Instance+    , Instance+    , instance'+    , iCreationTime+    , iInstanceId+    , iStatus+    , iIPAddress+    , iOperatingSystem+    , iType+    , iFleetId++    -- * InstanceAccess+    , InstanceAccess+    , instanceAccess+    , iaInstanceId+    , iaIPAddress+    , iaOperatingSystem+    , iaCredentials+    , iaFleetId++    -- * InstanceCredentials+    , InstanceCredentials+    , instanceCredentials+    , icUserName+    , icSecret+     -- * PlayerSession     , PlayerSession     , playerSession@@ -209,6 +241,12 @@     , psPlayerId     , psPort +    -- * ResourceCreationLimitPolicy+    , ResourceCreationLimitPolicy+    , resourceCreationLimitPolicy+    , rclpNewGameSessionsPerCreator+    , rclpPolicyPeriodInMinutes+     -- * RoutingStrategy     , RoutingStrategy     , routingStrategy@@ -255,7 +293,7 @@ import           Network.AWS.Prelude import           Network.AWS.Sign.V4 --- | API version '2015-10-01' of the Amazon GameLift SDK configuration.+-- | API version @2015-10-01@ of the Amazon GameLift SDK configuration. gameLift :: Service gameLift =     Service@@ -289,50 +327,79 @@       | 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. 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. Correct the invalid parameters before retrying.+-- | One or more parameter values in the request are invalid. Correct the invalid parameter values 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. 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 routing strategy 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. Clients should not retry such requests+-- | 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" --- | The game instance is currently full and cannot allow the requested player(s) to join. This exception occurs in response to a < CreatePlayerSession> request.+-- | The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.+--+-- _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. Clients should not retry such requests 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. Resolve the conflict before retrying.+--+-- _InvalidGameSessionStatusException :: AsError a => Getting (First ServiceError) a ServiceError _InvalidGameSessionStatusException =     _ServiceError . hasCode "InvalidGameSessionStatusException" --- | The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests, either immediately or after a back-off period.+-- | The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.+--+-- _InternalServiceException :: AsError a => Getting (First ServiceError) a ServiceError _InternalServiceException = _ServiceError . hasCode "InternalServiceException" --- | The client failed authentication. Clients should not retry such requests+-- | A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.+--+--+_IdempotentParameterMismatchException :: AsError a => Getting (First ServiceError) a ServiceError+_IdempotentParameterMismatchException =+    _ServiceError . hasCode "IdempotentParameterMismatchException"++-- | The client failed authentication. Clients should not retry such requests.+--+-- _UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError _UnauthorizedException = _ServiceError . hasCode "UnauthorizedException" --- | The specified fleet has no available instances to fulfill a request to create a new game session. Such requests should only be retried once the fleet capacity has been increased.+-- | The specified fleet has no available instances to fulfill a @CreateGameSession@ request. Clients can retry such requests immediately or after a waiting period.+--+-- _FleetCapacityExceededException :: AsError a => Getting (First ServiceError) a ServiceError _FleetCapacityExceededException =     _ServiceError . hasCode "FleetCapacityExceededException"  -- | 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
@@ -21,8 +21,10 @@ import           Network.AWS.Lens import           Network.AWS.Prelude --- | AWS access credentials required to upload game build files to Amazon GameLift. These credentials are generated with < CreateBuild>, and are valid for a limited time. If they expire before you upload your game build, get a new set by calling < RequestUploadCredentials>.+-- | AWS access credentials required to upload game build files to Amazon GameLift. These credentials are generated with 'CreateBuild' , and are valid for a limited time. If they expire before you upload your game build, get a new set by calling 'RequestUploadCredentials' . --+--+-- -- /See:/ 'awsCredentials' smart constructor. data AWSCredentials = AWSCredentials'     { _acSecretAccessKey :: !(Maybe Text)@@ -34,11 +36,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'acSecretAccessKey'+-- * 'acSecretAccessKey' - Secret key for an AWS account. ----- * 'acSessionToken'+-- * 'acSessionToken' - Token specific to a build ID. ----- * 'acAccessKeyId'+-- * 'acAccessKeyId' - Access key for an AWS account. awsCredentials     :: AWSCredentials awsCredentials =@@ -74,6 +76,8 @@  -- | Properties describing a fleet alias. --+--+-- -- /See:/ 'alias' smart constructor. data Alias = Alias'     { _aCreationTime    :: !(Maybe POSIX)@@ -88,17 +92,17 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'aCreationTime'+-- * 'aCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'aLastUpdatedTime'+-- * 'aLastUpdatedTime' - Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'aAliasId'+-- * 'aAliasId' - Unique identifier for a fleet alias. ----- * 'aRoutingStrategy'+-- * 'aRoutingStrategy' - Undocumented member. ----- * 'aName'+-- * 'aName' - Descriptive label associated with an alias. Alias names do not need to be unique. ----- * 'aDescription'+-- * 'aDescription' - Human-readable description of an alias. alias     :: Alias alias =@@ -111,11 +115,11 @@     , _aDescription = Nothing     } --- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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 data object was last modified. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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; @@ -152,6 +156,8 @@  -- | Properties describing a game build. --+--+-- -- /See:/ 'build' smart constructor. data Build = Build'     { _bCreationTime    :: !(Maybe POSIX)@@ -167,19 +173,19 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'bCreationTime'+-- * 'bCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'bStatus'+-- * 'bStatus' - Current status of the build. Possible build statuses include the following:     * __INITIALIZED__ – A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.      * __READY__ – The game build has been successfully uploaded. You can now create new fleets for this build.     * __FAILED__ – The game build upload failed. You cannot create new fleets for this build. ----- * 'bOperatingSystem'+-- * 'bOperatingSystem' - Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build. ----- * 'bBuildId'+-- * 'bBuildId' - Unique identifier for a build. ----- * 'bName'+-- * 'bName' - Descriptive label associated with a build. Build names do not need to be unique. It can be set using 'CreateBuild' or 'UpdateBuild' . ----- * 'bVersion'+-- * 'bVersion' - Version associated with this build. Version strings do not need to be unique to a build. This value can be set using 'CreateBuild' or 'UpdateBuild' . ----- * 'bSizeOnDisk'+-- * 'bSizeOnDisk' - File size of the uploaded game build, expressed in bytes. When the build status is @INITIALIZED@ , this value is 0. build     :: Build build =@@ -193,17 +199,11 @@     , _bSizeOnDisk = Nothing     } --- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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 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.+-- | Current status of the build. Possible build statuses include the following:     * __INITIALIZED__ – A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.      * __READY__ – The game build has been successfully uploaded. You can now create new fleets for this build.     * __FAILED__ – The game build upload failed. You cannot create new fleets for this build. bStatus :: Lens' Build (Maybe BuildStatus) bStatus = lens _bStatus (\ s a -> s{_bStatus = a}); @@ -215,15 +215,15 @@ bBuildId :: Lens' Build (Maybe Text) bBuildId = lens _bBuildId (\ s a -> s{_bBuildId = a}); --- | Descriptive label associated with a 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}); --- | Version associated with this build. Version strings do not need to be unique to a build. This value can be set using < CreateBuild> or < UpdateBuild>.+-- | Version associated with this build. Version strings do not need to be unique to a build. This value can be set using 'CreateBuild' or 'UpdateBuild' . 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 status 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; @@ -243,8 +243,10 @@  instance NFData Build --- | Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an < UpdateFleetCapacity> request, or if access to resources is temporarily affected.+-- | Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an 'UpdateFleetCapacity' request, or if access to resources is temporarily affected. --+--+-- -- /See:/ 'ec2InstanceCounts' smart constructor. data EC2InstanceCounts = EC2InstanceCounts'     { _eicIdLE        :: !(Maybe Nat)@@ -260,19 +262,19 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'eicIdLE'+-- * 'eicIdLE' - Number of active instances in the fleet that are not currently hosting a game session. ----- * 'eicTERMINATING'+-- * 'eicTERMINATING' - Number of instances in the fleet that are no longer active but haven't yet been terminated. ----- * 'eicPENDING'+-- * 'eicPENDING' - Number of instances in the fleet that are starting but not yet active. ----- * 'eicMAXIMUM'+-- * 'eicMAXIMUM' - Maximum value allowed for the fleet's instance count. ----- * 'eicDESIRED'+-- * 'eicDESIRED' - Ideal number of active instances in the fleet. ----- * 'eicMINIMUM'+-- * 'eicMINIMUM' - Minimum value allowed for the fleet's instance count. ----- * 'eicACTIVE'+-- * 'eicACTIVE' - Actual number of active instances in the fleet. ec2InstanceCounts     :: EC2InstanceCounts ec2InstanceCounts =@@ -290,7 +292,7 @@ eicIdLE :: Lens' EC2InstanceCounts (Maybe Natural) eicIdLE = lens _eicIdLE (\ s a -> s{_eicIdLE = a}) . mapping _Nat; --- | Number of instances in the fleet that are no longer active but haven\'t yet been terminated.+-- | Number of instances in the fleet that are no longer active but haven't yet been terminated. eicTERMINATING :: Lens' EC2InstanceCounts (Maybe Natural) eicTERMINATING = lens _eicTERMINATING (\ s a -> s{_eicTERMINATING = a}) . mapping _Nat; @@ -298,7 +300,7 @@ eicPENDING :: Lens' EC2InstanceCounts (Maybe Natural) eicPENDING = lens _eicPENDING (\ s a -> s{_eicPENDING = a}) . mapping _Nat; --- | Maximum value allowed for the fleet\'s instance count.+-- | Maximum value allowed for the fleet's instance count. eicMAXIMUM :: Lens' EC2InstanceCounts (Maybe Natural) eicMAXIMUM = lens _eicMAXIMUM (\ s a -> s{_eicMAXIMUM = a}) . mapping _Nat; @@ -306,7 +308,7 @@ eicDESIRED :: Lens' EC2InstanceCounts (Maybe Natural) eicDESIRED = lens _eicDESIRED (\ s a -> s{_eicDESIRED = a}) . mapping _Nat; --- | Minimum value allowed for the fleet\'s instance count.+-- | Minimum value allowed for the fleet's instance count. eicMINIMUM :: Lens' EC2InstanceCounts (Maybe Natural) eicMINIMUM = lens _eicMINIMUM (\ s a -> s{_eicMINIMUM = a}) . mapping _Nat; @@ -330,8 +332,10 @@  instance NFData EC2InstanceCounts --- | Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling < DescribeEC2InstanceLimits>.+-- | Maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling 'DescribeEC2InstanceLimits' . --+--+-- -- /See:/ 'ec2InstanceLimit' smart constructor. data EC2InstanceLimit = EC2InstanceLimit'     { _eilEC2InstanceType  :: !(Maybe EC2InstanceType)@@ -343,11 +347,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'eilEC2InstanceType'+-- * 'eilEC2InstanceType' - Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. GameLift supports the following EC2 instance types. See <http://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions. ----- * 'eilCurrentInstances'+-- * 'eilCurrentInstances' - Number of instances of the specified type that are currently in use by this AWS account. ----- * 'eilInstanceLimit'+-- * 'eilInstanceLimit' - Number of instances allowed. ec2InstanceLimit     :: EC2InstanceLimit ec2InstanceLimit =@@ -357,7 +361,7 @@     , _eilInstanceLimit = Nothing     } --- | 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.+-- | 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 <http://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}); @@ -382,8 +386,10 @@  instance NFData EC2InstanceLimit --- | Log entry describing an event involving an Amazon GameLift resource (such as a fleet).+-- | Log entry describing an event involving Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems. --+--+-- -- /See:/ 'event' smart constructor. data Event = Event'     { _eResourceId :: !(Maybe Text)@@ -397,15 +403,15 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'eResourceId'+-- * 'eResourceId' - Unique identifier for the resource, such as a fleet ID. ----- * 'eEventTime'+-- * 'eEventTime' - Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'eMessage'+-- * 'eMessage' - Additional information related to the event. ----- * 'eEventCode'+-- * 'eEventCode' - Type of event being logged. ----- * 'eEventId'+-- * 'eEventId' - Unique identifier for a fleet event. event     :: Event event =@@ -421,7 +427,7 @@ eResourceId :: Lens' Event (Maybe Text) eResourceId = lens _eResourceId (\ s a -> s{_eResourceId = a}); --- | Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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; @@ -453,6 +459,8 @@  -- | General properties describing a fleet. --+--+-- -- /See:/ 'fleetAttributes' smart constructor. data FleetAttributes = FleetAttributes'     { _faCreationTime                   :: !(Maybe POSIX)@@ -467,35 +475,38 @@     , _faServerLaunchPath               :: !(Maybe Text)     , _faFleetId                        :: !(Maybe Text)     , _faDescription                    :: !(Maybe Text)+    , _faResourceCreationLimitPolicy    :: !(Maybe ResourceCreationLimitPolicy)     } deriving (Eq,Read,Show,Data,Typeable,Generic)  -- | Creates a value of 'FleetAttributes' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'faCreationTime'+-- * 'faCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'faStatus'+-- * 'faStatus' - Current status of the fleet. Possible fleet statuses include the following:     * __NEW__ – A new fleet has been defined and desired instances is set to 1.      * __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. ----- * 'faServerLaunchParameters'+-- * 'faServerLaunchParameters' - 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' @ . ----- * 'faLogPaths'+-- * 'faLogPaths' - Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the <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 that are stored on each instance at @C:\game\logs@ (for Windows) or @/local/game/logs@ (for Linux). Use the GameLift console to access stored logs. ----- * 'faOperatingSystem'+-- * 'faOperatingSystem' - Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet. ----- * 'faBuildId'+-- * 'faBuildId' - Unique identifier for a build. ----- * 'faTerminationTime'+-- * 'faTerminationTime' - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'faNewGameSessionProtectionPolicy'+-- * 'faNewGameSessionProtectionPolicy' - Type of game session protection to set for all new instances started in the fleet.     * __NoProtection__ – The game session can be terminated during a scale-down event.     * __FullProtection__ – If the game session is in an @ACTIVE@ status, it cannot be terminated during a scale-down event. ----- * 'faName'+-- * 'faName' - Descriptive label associated with a fleet. Fleet names do not need to be unique. ----- * 'faServerLaunchPath'+-- * 'faServerLaunchPath' - 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' @ . ----- * 'faFleetId'+-- * 'faFleetId' - Unique identifier for a fleet. ----- * 'faDescription'+-- * 'faDescription' - Human-readable description of the fleet.+--+-- * 'faResourceCreationLimitPolicy' - Fleet policy to limit the number of game sessions an individual player can create over a span of time. fleetAttributes     :: FleetAttributes fleetAttributes =@@ -512,34 +523,26 @@     , _faServerLaunchPath = Nothing     , _faFleetId = Nothing     , _faDescription = Nothing+    , _faResourceCreationLimitPolicy = Nothing     } --- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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 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.+-- | Current status of the fleet. Possible fleet statuses include the following:     * __NEW__ – A new fleet has been defined and desired instances is set to 1.      * __DOWNLOADING/VALIDATING/BUILDING/ACTIVATING__ – GameLift is setting up the new fleet, creating new instances with the game build 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}); --- | 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'.+-- | 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}); --- | 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.+-- | 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 that are stored on each instance at @C:\game\logs@ (for Windows) or @/local/game/logs@ (for Linux). 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.+-- | 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}); @@ -547,14 +550,11 @@ faBuildId :: Lens' FleetAttributes (Maybe Text) faBuildId = lens _faBuildId (\ s a -> s{_faBuildId = a}); --- | Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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.+-- | 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. faNewGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy) faNewGameSessionProtectionPolicy = lens _faNewGameSessionProtectionPolicy (\ s a -> s{_faNewGameSessionProtectionPolicy = a}); @@ -562,7 +562,7 @@ faName :: Lens' FleetAttributes (Maybe Text) faName = lens _faName (\ s a -> s{_faName = a}); --- | 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'.+-- | 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}); @@ -574,6 +574,10 @@ faDescription :: Lens' FleetAttributes (Maybe Text) faDescription = lens _faDescription (\ s a -> s{_faDescription = a}); +-- | Fleet policy to limit the number of game sessions an individual player can create over a span of time.+faResourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy)+faResourceCreationLimitPolicy = lens _faResourceCreationLimitPolicy (\ s a -> s{_faResourceCreationLimitPolicy = a});+ instance FromJSON FleetAttributes where         parseJSON           = withObject "FleetAttributes"@@ -589,14 +593,17 @@                      <*> (x .:? "Name")                      <*> (x .:? "ServerLaunchPath")                      <*> (x .:? "FleetId")-                     <*> (x .:? "Description"))+                     <*> (x .:? "Description")+                     <*> (x .:? "ResourceCreationLimitPolicy"))  instance Hashable FleetAttributes  instance NFData FleetAttributes --- | Information about the fleet\'s capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet\'s instance type.+-- | Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type. --+--+-- -- /See:/ 'fleetCapacity' smart constructor. data FleetCapacity = FleetCapacity'     { _fcInstanceType   :: !(Maybe EC2InstanceType)@@ -608,11 +615,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'fcInstanceType'+-- * 'fcInstanceType' - Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. GameLift supports the following EC2 instance types. See <http://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions. ----- * 'fcFleetId'+-- * 'fcFleetId' - Unique identifier for a fleet. ----- * 'fcInstanceCounts'+-- * 'fcInstanceCounts' - Current status of fleet capacity. fleetCapacity     :: FleetCapacity fleetCapacity =@@ -622,7 +629,7 @@     , _fcInstanceCounts = Nothing     } --- | 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.+-- | 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 <http://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}); @@ -648,6 +655,8 @@  -- | Current status of fleet utilization, including the number of game and player sessions being hosted. --+--+-- -- /See:/ 'fleetUtilization' smart constructor. data FleetUtilization = FleetUtilization'     { _fuActiveGameSessionCount    :: !(Maybe Nat)@@ -661,15 +670,15 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'fuActiveGameSessionCount'+-- * 'fuActiveGameSessionCount' - Number of active game sessions currently being hosted on all instances in the fleet. ----- * 'fuMaximumPlayerSessionCount'+-- * 'fuMaximumPlayerSessionCount' - Maximum players allowed across all game sessions currently being hosted on all instances in the fleet. ----- * 'fuCurrentPlayerSessionCount'+-- * 'fuCurrentPlayerSessionCount' - Number of active player sessions currently being hosted on all instances in the fleet. ----- * 'fuFleetId'+-- * 'fuFleetId' - Unique identifier for a fleet. ----- * 'fuActiveServerProcessCount'+-- * 'fuActiveServerProcessCount' - Number of server processes in an @ACTIVE@ status currently running across all instances in the fleet fleetUtilization     :: FleetUtilization fleetUtilization =@@ -697,7 +706,7 @@ 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+-- | 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; @@ -716,8 +725,10 @@  instance NFData FleetUtilization --- | 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>.+-- | 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'     { _gpKey   :: !Text@@ -728,9 +739,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'gpKey'+-- * 'gpKey' - TBD ----- * 'gpValue'+-- * 'gpValue' - TBD gameProperty     :: Text -- ^ 'gpKey'     -> Text -- ^ 'gpValue'@@ -741,11 +752,11 @@     , _gpValue = pValue_     } --- | Undocumented member.+-- | TBD gpKey :: Lens' GameProperty Text gpKey = lens _gpKey (\ s a -> s{_gpKey = a}); --- | Undocumented member.+-- | TBD gpValue :: Lens' GameProperty Text gpValue = lens _gpValue (\ s a -> s{_gpValue = a}); @@ -767,6 +778,8 @@  -- | Properties describing a game session. --+--+-- -- /See:/ 'gameSession' smart constructor. data GameSession = GameSession'     { _gsCreationTime                :: !(Maybe POSIX)@@ -780,6 +793,7 @@     , _gsName                        :: !(Maybe Text)     , _gsCurrentPlayerSessionCount   :: !(Maybe Nat)     , _gsFleetId                     :: !(Maybe Text)+    , _gsCreatorId                   :: !(Maybe Text)     , _gsPort                        :: !(Maybe Nat)     } deriving (Eq,Read,Show,Data,Typeable,Generic) @@ -787,29 +801,31 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'gsCreationTime'+-- * 'gsCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'gsStatus'+-- * 'gsStatus' - Current status of the game session. A game session must be in an @ACTIVE@ status to have player sessions. ----- * 'gsGameProperties'+-- * 'gsGameProperties' - Set of custom properties for the game session. ----- * 'gsIPAddress'+-- * 'gsIPAddress' - IP address of the game session. To connect to a GameLift server process, an app needs both the IP address and port number. ----- * 'gsGameSessionId'+-- * 'gsGameSessionId' - Unique identifier for a game session. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. ----- * 'gsMaximumPlayerSessionCount'+-- * 'gsMaximumPlayerSessionCount' - Maximum number of players allowed in the game session. ----- * 'gsTerminationTime'+-- * 'gsTerminationTime' - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'gsPlayerSessionCreationPolicy'+-- * 'gsPlayerSessionCreationPolicy' - Indicates whether or not the game session is accepting new players. ----- * 'gsName'+-- * 'gsName' - Descriptive label associated with a game session. Session names do not need to be unique. ----- * 'gsCurrentPlayerSessionCount'+-- * 'gsCurrentPlayerSessionCount' - Number of players currently in the game session. ----- * 'gsFleetId'+-- * 'gsFleetId' - Unique identifier for a fleet. ----- * 'gsPort'+-- * 'gsCreatorId' - Player ID of the person or entity that created the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions for a single player.+--+-- * 'gsPort' - Port number for the game session. To connect to a GameLift server process, an app needs both the IP address and port number. gameSession     :: GameSession gameSession =@@ -825,14 +841,15 @@     , _gsName = Nothing     , _gsCurrentPlayerSessionCount = Nothing     , _gsFleetId = Nothing+    , _gsCreatorId = Nothing     , _gsPort = Nothing     } --- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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' status 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}); @@ -844,7 +861,7 @@ gsIPAddress :: Lens' GameSession (Maybe Text) gsIPAddress = lens _gsIPAddress (\ s a -> s{_gsIPAddress = a}); --- | Unique identifier for a game session.+-- | Unique identifier for a game session. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. gsGameSessionId :: Lens' GameSession (Maybe Text) gsGameSessionId = lens _gsGameSessionId (\ s a -> s{_gsGameSessionId = a}); @@ -852,7 +869,7 @@ gsMaximumPlayerSessionCount :: Lens' GameSession (Maybe Natural) gsMaximumPlayerSessionCount = lens _gsMaximumPlayerSessionCount (\ s a -> s{_gsMaximumPlayerSessionCount = a}) . mapping _Nat; --- | Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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; @@ -872,6 +889,10 @@ gsFleetId :: Lens' GameSession (Maybe Text) gsFleetId = lens _gsFleetId (\ s a -> s{_gsFleetId = a}); +-- | Player ID of the person or entity that created the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions for a single player.+gsCreatorId :: Lens' GameSession (Maybe Text)+gsCreatorId = lens _gsCreatorId (\ s a -> s{_gsCreatorId = 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;@@ -891,14 +912,17 @@                      <*> (x .:? "Name")                      <*> (x .:? "CurrentPlayerSessionCount")                      <*> (x .:? "FleetId")+                     <*> (x .:? "CreatorId")                      <*> (x .:? "Port"))  instance Hashable GameSession  instance NFData GameSession --- | A game session\'s properties and the protection policy currently in force.+-- | A game session's properties and the protection policy currently in force. --+--+-- -- /See:/ 'gameSessionDetail' smart constructor. data GameSessionDetail = GameSessionDetail'     { _gsdGameSession      :: !(Maybe GameSession)@@ -909,9 +933,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'gsdGameSession'+-- * 'gsdGameSession' - Undocumented member. ----- * 'gsdProtectionPolicy'+-- * 'gsdProtectionPolicy' - Current status of protection for the game session.     * __NoProtection__ – The game session can be terminated during a scale-down event.     * __FullProtection__ – If the game session is in an @ACTIVE@ status, it cannot be terminated during a scale-down event. gameSessionDetail     :: GameSessionDetail gameSessionDetail =@@ -924,10 +948,7 @@ gsdGameSession :: Lens' GameSessionDetail (Maybe GameSession) gsdGameSession = lens _gsdGameSession (\ s a -> s{_gsdGameSession = a}); --- | 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.+-- | 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. gsdProtectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy) gsdProtectionPolicy = lens _gsdProtectionPolicy (\ s a -> s{_gsdProtectionPolicy = a}); @@ -942,8 +963,10 @@  instance NFData GameSessionDetail --- | 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.+-- | 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'     { _ipFromPort :: !Nat@@ -956,13 +979,13 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ipFromPort'+-- * 'ipFromPort' - Starting value for a range of allowed port numbers. ----- * 'ipToPort'+-- * 'ipToPort' - Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than @FromPort@ . ----- * 'ipIPRange'+-- * 'ipIPRange' - Range of allowed IP addresses. This value must be expressed in <https://tools.ietf.org/id/cidr CIDR notation> . Example: "@000.000.000.000/[subnet mask]@ " or optionally the shortened version "@0.0.0.0/[subnet mask]@ ". ----- * 'ipProtocol'+-- * 'ipProtocol' - Network communication protocol used by the fleet. ipPermission     :: Natural -- ^ 'ipFromPort'     -> Natural -- ^ 'ipToPort'@@ -981,11 +1004,11 @@ 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; --- | Range of allowed IP addresses. This value must be expressed in <https://tools.ietf.org/id/cidr CIDR notation>. Example: \"'000.000.000.000\/[subnet mask]'\" or optionally the shortened version \"'0.0.0.0\/[subnet mask]'\".+-- | Range of allowed IP addresses. This value must be expressed in <https://tools.ietf.org/id/cidr CIDR notation> . Example: "@000.000.000.000/[subnet mask]@ " or optionally the shortened version "@0.0.0.0/[subnet mask]@ ". ipIPRange :: Lens' IPPermission Text ipIPRange = lens _ipIPRange (\ s a -> s{_ipIPRange = a}); @@ -1015,8 +1038,214 @@                   Just ("IpRange" .= _ipIPRange),                   Just ("Protocol" .= _ipProtocol)]) +-- | Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet contains zero or more instances.+--+--+--+-- /See:/ 'instance'' smart constructor.+data Instance = Instance'+    { _iCreationTime    :: !(Maybe POSIX)+    , _iInstanceId      :: !(Maybe Text)+    , _iStatus          :: !(Maybe InstanceStatus)+    , _iIPAddress       :: !(Maybe Text)+    , _iOperatingSystem :: !(Maybe OperatingSystem)+    , _iType            :: !(Maybe EC2InstanceType)+    , _iFleetId         :: !(Maybe Text)+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'Instance' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'iCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").+--+-- * 'iInstanceId' - Unique identifier for the instance.+--+-- * 'iStatus' - Current status of the instance. Possible statuses include the following:     * __PENDING__ – The instance is in the process of being created and launching server processes as defined in the fleet's runtime configuration.      * __ACTIVE__ – The instance has been successfully created and at least one server process has successfully launched and reported back to GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions.      * __TERMINATING__ – The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.+--+-- * 'iIPAddress' - IP address assigned to the instance.+--+-- * 'iOperatingSystem' - Operating system that is running on this instance.+--+-- * 'iType' - EC2 instance type that defines the computing resources of this instance.+--+-- * 'iFleetId' - Unique identifier for the fleet that the instance belongs to.+instance'+    :: Instance+instance' =+    Instance'+    { _iCreationTime = Nothing+    , _iInstanceId = Nothing+    , _iStatus = Nothing+    , _iIPAddress = Nothing+    , _iOperatingSystem = Nothing+    , _iType = Nothing+    , _iFleetId = Nothing+    }++-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").+iCreationTime :: Lens' Instance (Maybe UTCTime)+iCreationTime = lens _iCreationTime (\ s a -> s{_iCreationTime = a}) . mapping _Time;++-- | Unique identifier for the instance.+iInstanceId :: Lens' Instance (Maybe Text)+iInstanceId = lens _iInstanceId (\ s a -> s{_iInstanceId = a});++-- | Current status of the instance. Possible statuses include the following:     * __PENDING__ – The instance is in the process of being created and launching server processes as defined in the fleet's runtime configuration.      * __ACTIVE__ – The instance has been successfully created and at least one server process has successfully launched and reported back to GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions.      * __TERMINATING__ – The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.+iStatus :: Lens' Instance (Maybe InstanceStatus)+iStatus = lens _iStatus (\ s a -> s{_iStatus = a});++-- | IP address assigned to the instance.+iIPAddress :: Lens' Instance (Maybe Text)+iIPAddress = lens _iIPAddress (\ s a -> s{_iIPAddress = a});++-- | Operating system that is running on this instance.+iOperatingSystem :: Lens' Instance (Maybe OperatingSystem)+iOperatingSystem = lens _iOperatingSystem (\ s a -> s{_iOperatingSystem = a});++-- | EC2 instance type that defines the computing resources of this instance.+iType :: Lens' Instance (Maybe EC2InstanceType)+iType = lens _iType (\ s a -> s{_iType = a});++-- | Unique identifier for the fleet that the instance belongs to.+iFleetId :: Lens' Instance (Maybe Text)+iFleetId = lens _iFleetId (\ s a -> s{_iFleetId = a});++instance FromJSON Instance where+        parseJSON+          = withObject "Instance"+              (\ x ->+                 Instance' <$>+                   (x .:? "CreationTime") <*> (x .:? "InstanceId") <*>+                     (x .:? "Status")+                     <*> (x .:? "IpAddress")+                     <*> (x .:? "OperatingSystem")+                     <*> (x .:? "Type")+                     <*> (x .:? "FleetId"))++instance Hashable Instance++instance NFData Instance++-- | Information required to remotely connect to a fleet instance. Access is requested by calling 'GetInstanceAccess' .+--+--+--+-- /See:/ 'instanceAccess' smart constructor.+data InstanceAccess = InstanceAccess'+    { _iaInstanceId      :: !(Maybe Text)+    , _iaIPAddress       :: !(Maybe Text)+    , _iaOperatingSystem :: !(Maybe OperatingSystem)+    , _iaCredentials     :: !(Maybe (Sensitive InstanceCredentials))+    , _iaFleetId         :: !(Maybe Text)+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'InstanceAccess' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'iaInstanceId' - Unique identifier for the instance being accessed.+--+-- * 'iaIPAddress' - IP address assigned to the instance.+--+-- * 'iaOperatingSystem' - Operating system that is running on the instance.+--+-- * 'iaCredentials' - Credentials required to access the instance.+--+-- * 'iaFleetId' - Unique identifier for the fleet containing the instance being accessed.+instanceAccess+    :: InstanceAccess+instanceAccess =+    InstanceAccess'+    { _iaInstanceId = Nothing+    , _iaIPAddress = Nothing+    , _iaOperatingSystem = Nothing+    , _iaCredentials = Nothing+    , _iaFleetId = Nothing+    }++-- | Unique identifier for the instance being accessed.+iaInstanceId :: Lens' InstanceAccess (Maybe Text)+iaInstanceId = lens _iaInstanceId (\ s a -> s{_iaInstanceId = a});++-- | IP address assigned to the instance.+iaIPAddress :: Lens' InstanceAccess (Maybe Text)+iaIPAddress = lens _iaIPAddress (\ s a -> s{_iaIPAddress = a});++-- | Operating system that is running on the instance.+iaOperatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem)+iaOperatingSystem = lens _iaOperatingSystem (\ s a -> s{_iaOperatingSystem = a});++-- | Credentials required to access the instance.+iaCredentials :: Lens' InstanceAccess (Maybe InstanceCredentials)+iaCredentials = lens _iaCredentials (\ s a -> s{_iaCredentials = a}) . mapping _Sensitive;++-- | Unique identifier for the fleet containing the instance being accessed.+iaFleetId :: Lens' InstanceAccess (Maybe Text)+iaFleetId = lens _iaFleetId (\ s a -> s{_iaFleetId = a});++instance FromJSON InstanceAccess where+        parseJSON+          = withObject "InstanceAccess"+              (\ x ->+                 InstanceAccess' <$>+                   (x .:? "InstanceId") <*> (x .:? "IpAddress") <*>+                     (x .:? "OperatingSystem")+                     <*> (x .:? "Credentials")+                     <*> (x .:? "FleetId"))++instance Hashable InstanceAccess++instance NFData InstanceAccess++-- | Set of credentials required to remotely access a fleet instance. Access credentials are requested by calling 'GetInstanceAccess' and returned in an 'InstanceAccess' object.+--+--+--+-- /See:/ 'instanceCredentials' smart constructor.+data InstanceCredentials = InstanceCredentials'+    { _icUserName :: !(Maybe Text)+    , _icSecret   :: !(Maybe Text)+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'InstanceCredentials' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'icUserName' - User login string.+--+-- * 'icSecret' - Secret string. For Windows instances, the secret is a password. For Linux instances, it is a private key.+instanceCredentials+    :: InstanceCredentials+instanceCredentials =+    InstanceCredentials'+    { _icUserName = Nothing+    , _icSecret = Nothing+    }++-- | User login string.+icUserName :: Lens' InstanceCredentials (Maybe Text)+icUserName = lens _icUserName (\ s a -> s{_icUserName = a});++-- | Secret string. For Windows instances, the secret is a password. For Linux instances, it is a private key.+icSecret :: Lens' InstanceCredentials (Maybe Text)+icSecret = lens _icSecret (\ s a -> s{_icSecret = a});++instance FromJSON InstanceCredentials where+        parseJSON+          = withObject "InstanceCredentials"+              (\ x ->+                 InstanceCredentials' <$>+                   (x .:? "UserName") <*> (x .:? "Secret"))++instance Hashable InstanceCredentials++instance NFData InstanceCredentials+ -- | Properties describing a player session. --+--+-- -- /See:/ 'playerSession' smart constructor. data PlayerSession = PlayerSession'     { _psCreationTime    :: !(Maybe POSIX)@@ -1034,23 +1263,23 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'psCreationTime'+-- * 'psCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'psStatus'+-- * 'psStatus' - Current status of the player session. Possible player session statuses include the following:     * __RESERVED__ – The player session request has been received, but the player has not yet connected to the server process 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). ----- * 'psIPAddress'+-- * 'psIPAddress' - Game session IP address. All player sessions reference the game session location. ----- * 'psGameSessionId'+-- * 'psGameSessionId' - Unique identifier for the game session that the player session is connected to. ----- * 'psTerminationTime'+-- * 'psTerminationTime' - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). ----- * 'psPlayerSessionId'+-- * 'psPlayerSessionId' - Unique identifier for a player session. ----- * 'psFleetId'+-- * 'psFleetId' - Unique identifier for a fleet. ----- * 'psPlayerId'+-- * 'psPlayerId' - Unique identifier for a player. ----- * 'psPort'+-- * 'psPort' - Port number for the game session. To connect to a GameLift server process, an app needs both the IP address and port number. playerSession     :: PlayerSession playerSession =@@ -1066,18 +1295,11 @@     , _psPort = Nothing     } --- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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 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).+-- | Current status of the player session. Possible player session statuses include the following:     * __RESERVED__ – The player session request has been received, but the player has not yet connected to the server process and/or been validated.      * __ACTIVE__ – The player has been validated by the server process and is currently connected.     * __COMPLETED__ – The player connection has been dropped.     * __TIMEDOUT__ – A player session request was received, but the player did not connect and/or was not validated within the time-out limit (60 seconds). psStatus :: Lens' PlayerSession (Maybe PlayerSessionStatus) psStatus = lens _psStatus (\ s a -> s{_psStatus = a}); @@ -1085,11 +1307,11 @@ psIPAddress :: Lens' PlayerSession (Maybe Text) psIPAddress = lens _psIPAddress (\ s a -> s{_psIPAddress = a}); --- | Unique identifier for a game session.+-- | Unique identifier for the game session that the player session is connected to. psGameSessionId :: Lens' PlayerSession (Maybe Text) psGameSessionId = lens _psGameSessionId (\ s a -> s{_psGameSessionId = a}); --- | Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\".+-- | 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; @@ -1127,8 +1349,66 @@  instance NFData PlayerSession +-- | Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".+--+--+-- The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a @CreateGameSession@ request, GameLift checks that the player (identified by @CreatorId@ ) has created fewer than 10 game sessions in the past 60 minutes.+--+--+-- /See:/ 'resourceCreationLimitPolicy' smart constructor.+data ResourceCreationLimitPolicy = ResourceCreationLimitPolicy'+    { _rclpNewGameSessionsPerCreator :: !(Maybe Nat)+    , _rclpPolicyPeriodInMinutes     :: !(Maybe Nat)+    } deriving (Eq,Read,Show,Data,Typeable,Generic)++-- | Creates a value of 'ResourceCreationLimitPolicy' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'rclpNewGameSessionsPerCreator' - Maximum number of game sessions that an individual can create during the policy period.+--+-- * 'rclpPolicyPeriodInMinutes' - Time span used in evaluating the resource creation limit policy.+resourceCreationLimitPolicy+    :: ResourceCreationLimitPolicy+resourceCreationLimitPolicy =+    ResourceCreationLimitPolicy'+    { _rclpNewGameSessionsPerCreator = Nothing+    , _rclpPolicyPeriodInMinutes = Nothing+    }++-- | Maximum number of game sessions that an individual can create during the policy period.+rclpNewGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural)+rclpNewGameSessionsPerCreator = lens _rclpNewGameSessionsPerCreator (\ s a -> s{_rclpNewGameSessionsPerCreator = a}) . mapping _Nat;++-- | Time span used in evaluating the resource creation limit policy.+rclpPolicyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural)+rclpPolicyPeriodInMinutes = lens _rclpPolicyPeriodInMinutes (\ s a -> s{_rclpPolicyPeriodInMinutes = a}) . mapping _Nat;++instance FromJSON ResourceCreationLimitPolicy where+        parseJSON+          = withObject "ResourceCreationLimitPolicy"+              (\ x ->+                 ResourceCreationLimitPolicy' <$>+                   (x .:? "NewGameSessionsPerCreator") <*>+                     (x .:? "PolicyPeriodInMinutes"))++instance Hashable ResourceCreationLimitPolicy++instance NFData ResourceCreationLimitPolicy++instance ToJSON ResourceCreationLimitPolicy where+        toJSON ResourceCreationLimitPolicy'{..}+          = object+              (catMaybes+                 [("NewGameSessionsPerCreator" .=) <$>+                    _rclpNewGameSessionsPerCreator,+                  ("PolicyPeriodInMinutes" .=) <$>+                    _rclpPolicyPeriodInMinutes])+ -- | Routing configuration for a fleet alias. --+--+-- -- /See:/ 'routingStrategy' smart constructor. data RoutingStrategy = RoutingStrategy'     { _rsType    :: !(Maybe RoutingStrategyType)@@ -1140,11 +1420,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'rsType'+-- * 'rsType' - Type of routing strategy. Possible routing types include the following:     * __SIMPLE__ – The alias resolves to one specific fleet. Use this type when routing to active fleets.     * __TERMINAL__ – The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the 'RoutingStrategy' message embedded. ----- * 'rsMessage'+-- * 'rsMessage' - Message text to be used with a terminal routing strategy. ----- * 'rsFleetId'+-- * 'rsFleetId' - Unique identifier for a fleet. routingStrategy     :: RoutingStrategy routingStrategy =@@ -1154,12 +1434,7 @@     , _rsFleetId = Nothing     } --- | Type of routing strategy.------ Possible routing types include the following:------ -   __SIMPLE__ – The alias resolves to one specific fleet. Use this type when routing to active fleets.--- -   __TERMINAL__ – The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the < RoutingStrategy> message embedded.+-- | Type of routing strategy. Possible routing types include the following:     * __SIMPLE__ – The alias resolves to one specific fleet. Use this type when routing to active fleets.     * __TERMINAL__ – The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the 'RoutingStrategy' message embedded. rsType :: Lens' RoutingStrategy (Maybe RoutingStrategyType) rsType = lens _rsType (\ s a -> s{_rsType = a}); @@ -1193,10 +1468,12 @@  -- | 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.+-- 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)@@ -1206,7 +1483,7 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'rcServerProcesses'+-- * 'rcServerProcesses' - Collection of server process configurations describing what server processes to run on each instance in a fleet runtimeConfiguration     :: RuntimeConfiguration runtimeConfiguration =@@ -1234,8 +1511,10 @@               (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>.+-- | 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. data S3Location = S3Location'     { _slBucket  :: !(Maybe Text)@@ -1247,11 +1526,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'slBucket'+-- * 'slBucket' - Amazon S3 bucket identifier. ----- * 'slKey'+-- * 'slKey' - Amazon S3 bucket key. ----- * 'slRoleARN'+-- * 'slRoleARN' - Amazon resource number for the cross-account access role that allows GameLift access to the S3 bucket. s3Location     :: S3Location s3Location =@@ -1294,6 +1573,8 @@  -- | Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID. --+--+-- -- /See:/ 'scalingPolicy' smart constructor. data ScalingPolicy = ScalingPolicy'     { _spStatus                :: !(Maybe ScalingStatusType)@@ -1311,23 +1592,23 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'spStatus'+-- * 'spStatus' - 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.     * __UPDATE_REQUESTED__ – A request to update the scaling policy has been received.     * __UPDATING__ – A change is being made to the scaling policy.     * __DELETE_REQUESTED__ – A request to delete the scaling policy has been received.     * __DELETING__ – The scaling policy is being deleted.     * __DELETED__ – The scaling policy has been deleted.     * __ERROR__ – An error occurred in creating the policy. It should be removed and recreated. ----- * 'spScalingAdjustmentType'+-- * 'spScalingAdjustmentType' - Type of adjustment to make to a fleet's instance count (see 'FleetCapacity' ):     * __ChangeInCapacity__ – add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.     * __ExactCapacity__ – set the instance count to the scaling adjustment value.     * __PercentChangeInCapacity__ – increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down. ----- * 'spEvaluationPeriods'+-- * 'spEvaluationPeriods' - Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered. ----- * 'spMetricName'+-- * 'spMetricName' - 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. ----- * 'spComparisonOperator'+-- * 'spComparisonOperator' - Comparison operator to use when measuring a metric against the threshold value. ----- * 'spName'+-- * 'spName' - Descriptive label associated with a scaling policy. Policy names do not need to be unique. ----- * 'spThreshold'+-- * 'spThreshold' - Metric value used to trigger a scaling event. ----- * 'spScalingAdjustment'+-- * 'spScalingAdjustment' - Amount of adjustment to make, based on the scaling adjustment type. ----- * 'spFleetId'+-- * 'spFleetId' - Unique identity for the fleet associated with this scaling policy. scalingPolicy     :: ScalingPolicy scalingPolicy =@@ -1343,23 +1624,11 @@     , _spFleetId = Nothing     } --- | 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.--- -   __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.+-- | 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.     * __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.+-- | 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. spScalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType) spScalingAdjustmentType = lens _spScalingAdjustmentType (\ s a -> s{_spScalingAdjustmentType = a}); @@ -1367,14 +1636,7 @@ spEvaluationPeriods :: Lens' ScalingPolicy (Maybe Natural) spEvaluationPeriods = lens _spEvaluationPeriods (\ s a -> s{_spEvaluationPeriods = a}) . mapping _Nat; --- | 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.+-- | 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. spMetricName :: Lens' ScalingPolicy (Maybe MetricName) spMetricName = lens _spMetricName (\ s a -> s{_spMetricName = a}); @@ -1416,8 +1678,10 @@  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'.+-- | 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)@@ -1429,11 +1693,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'spParameters'+-- * 'spParameters' - Optional list of parameters to pass to the server executable on launch. ----- * 'spLaunchPath'+-- * 'spLaunchPath' - Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances @C:\game@ , and for Linux instances @/local/game@ . A Windows game build with an executable file located at @MyGame\latest\server.exe@ must have a launch path of "@C:\game\MyGame\latest\server.exe@ ". A Linux game build with an executable file located at @MyGame/latest/server.exe@ must have a launch path of "@/local/game/MyGame/latest/server.exe@ ". ----- * 'spConcurrentExecutions'+-- * 'spConcurrentExecutions' - Number of server processes using this configuration to run concurrently on an instance. serverProcess     :: Text -- ^ 'spLaunchPath'     -> Natural -- ^ 'spConcurrentExecutions'@@ -1449,7 +1713,7 @@ 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'\".+-- | Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances @C:\game@ , and for Linux instances @/local/game@ . A Windows game build with an executable file located at @MyGame\latest\server.exe@ must have a launch path of "@C:\game\MyGame\latest\server.exe@ ". A Linux game build with an executable file located at @MyGame/latest/server.exe@ must have a launch path of "@/local/game/MyGame/latest/server.exe@ ". spLaunchPath :: Lens' ServerProcess Text spLaunchPath = lens _spLaunchPath (\ s a -> s{_spLaunchPath = a}); 
gen/Network/AWS/GameLift/Types/Sum.hs view
@@ -212,6 +212,13 @@     | FleetValidationLaunchPathNotFound     | FleetValidationTimedOut     | GenericEvent+    | ServerProcessCrashed+    | ServerProcessForceTerminated+    | ServerProcessInvalidPath+    | ServerProcessProcessExitTimeout+    | ServerProcessProcessReadyTimeout+    | ServerProcessSDKInitializationTimeout+    | ServerProcessTerminatedUnhealthy     deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)  instance FromText EventCode where@@ -234,8 +241,15 @@         "fleet_validation_launch_path_not_found" -> pure FleetValidationLaunchPathNotFound         "fleet_validation_timed_out" -> pure FleetValidationTimedOut         "generic_event" -> pure GenericEvent+        "server_process_crashed" -> pure ServerProcessCrashed+        "server_process_force_terminated" -> pure ServerProcessForceTerminated+        "server_process_invalid_path" -> pure ServerProcessInvalidPath+        "server_process_process_exit_timeout" -> pure ServerProcessProcessExitTimeout+        "server_process_process_ready_timeout" -> pure ServerProcessProcessReadyTimeout+        "server_process_sdk_initialization_timeout" -> pure ServerProcessSDKInitializationTimeout+        "server_process_terminated_unhealthy" -> pure ServerProcessTerminatedUnhealthy         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, server_process_crashed, server_process_force_terminated, server_process_invalid_path, server_process_process_exit_timeout, server_process_process_ready_timeout, server_process_sdk_initialization_timeout, server_process_terminated_unhealthy"  instance ToText EventCode where     toText = \case@@ -257,6 +271,13 @@         FleetValidationLaunchPathNotFound -> "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"         FleetValidationTimedOut -> "FLEET_VALIDATION_TIMED_OUT"         GenericEvent -> "GENERIC_EVENT"+        ServerProcessCrashed -> "SERVER_PROCESS_CRASHED"+        ServerProcessForceTerminated -> "SERVER_PROCESS_FORCE_TERMINATED"+        ServerProcessInvalidPath -> "SERVER_PROCESS_INVALID_PATH"+        ServerProcessProcessExitTimeout -> "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"+        ServerProcessProcessReadyTimeout -> "SERVER_PROCESS_PROCESS_READY_TIMEOUT"+        ServerProcessSDKInitializationTimeout -> "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"+        ServerProcessTerminatedUnhealthy -> "SERVER_PROCESS_TERMINATED_UNHEALTHY"  instance Hashable     EventCode instance NFData       EventCode@@ -317,6 +338,7 @@ data GameSessionStatus     = GSSActivating     | GSSActive+    | GSSError'     | GSSTerminated     | GSSTerminating     deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)@@ -325,15 +347,17 @@     parser = takeLowerText >>= \case         "activating" -> pure GSSActivating         "active" -> pure GSSActive+        "error" -> pure GSSError'         "terminated" -> pure GSSTerminated         "terminating" -> pure GSSTerminating         e -> fromTextError $ "Failure parsing GameSessionStatus from value: '" <> e-           <> "'. Accepted values: activating, active, terminated, terminating"+           <> "'. Accepted values: activating, active, error, terminated, terminating"  instance ToText GameSessionStatus where     toText = \case         GSSActivating -> "ACTIVATING"         GSSActive -> "ACTIVE"+        GSSError' -> "ERROR"         GSSTerminated -> "TERMINATED"         GSSTerminating -> "TERMINATING" @@ -374,6 +398,35 @@  instance FromJSON IPProtocol where     parseJSON = parseJSONText "IPProtocol"++data InstanceStatus+    = ISActive+    | ISPending+    | ISTerminating+    deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)++instance FromText InstanceStatus where+    parser = takeLowerText >>= \case+        "active" -> pure ISActive+        "pending" -> pure ISPending+        "terminating" -> pure ISTerminating+        e -> fromTextError $ "Failure parsing InstanceStatus from value: '" <> e+           <> "'. Accepted values: active, pending, terminating"++instance ToText InstanceStatus where+    toText = \case+        ISActive -> "ACTIVE"+        ISPending -> "PENDING"+        ISTerminating -> "TERMINATING"++instance Hashable     InstanceStatus+instance NFData       InstanceStatus+instance ToByteString InstanceStatus+instance ToQuery      InstanceStatus+instance ToHeader     InstanceStatus++instance FromJSON InstanceStatus where+    parseJSON = parseJSONText "InstanceStatus"  data MetricName     = ActivatingGameSessions
gen/Network/AWS/GameLift/UpdateAlias.hs view
@@ -19,6 +19,8 @@ -- Portability : non-portable (GHC extensions) -- -- Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.+--+-- module Network.AWS.GameLift.UpdateAlias     (     -- * Creating a Request@@ -47,6 +49,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'updateAlias' smart constructor. data UpdateAlias = UpdateAlias'     { _uaRoutingStrategy :: !(Maybe RoutingStrategy)@@ -59,13 +63,13 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'uaRoutingStrategy'+-- * 'uaRoutingStrategy' - Object specifying the fleet and routing type to use for the alias. ----- * 'uaName'+-- * 'uaName' - Descriptive label associated with an alias. Alias names do not need to be unique. ----- * 'uaDescription'+-- * 'uaDescription' - Human-readable description of an alias. ----- * 'uaAliasId'+-- * 'uaAliasId' - Unique identifier for a fleet alias. Specify the alias you want to update. updateAlias     :: Text -- ^ 'uaAliasId'     -> UpdateAlias@@ -132,6 +136,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'updateAliasResponse' smart constructor. data UpdateAliasResponse = UpdateAliasResponse'     { _uarsAlias          :: !(Maybe Alias)@@ -142,9 +148,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'uarsAlias'+-- * 'uarsAlias' - Object containing the updated alias configuration. ----- * 'uarsResponseStatus'+-- * 'uarsResponseStatus' - -- | The response status code. updateAliasResponse     :: Int -- ^ 'uarsResponseStatus'     -> UpdateAliasResponse@@ -158,7 +164,7 @@ uarsAlias :: Lens' UpdateAliasResponse (Maybe Alias) uarsAlias = lens _uarsAlias (\ s a -> s{_uarsAlias = a}); --- | The response status code.+-- | -- | The response status code. uarsResponseStatus :: Lens' UpdateAliasResponse Int uarsResponseStatus = lens _uarsResponseStatus (\ s a -> s{_uarsResponseStatus = a}); 
gen/Network/AWS/GameLift/UpdateBuild.hs view
@@ -19,6 +19,8 @@ -- Portability : non-portable (GHC extensions) -- -- Updates metadata in a build record, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.+--+-- module Network.AWS.GameLift.UpdateBuild     (     -- * Creating a Request@@ -46,6 +48,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'updateBuild' smart constructor. data UpdateBuild = UpdateBuild'     { _ubName    :: !(Maybe Text)@@ -57,11 +61,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ubName'+-- * 'ubName' - Descriptive label associated with a build. Build names do not need to be unique. ----- * 'ubVersion'+-- * 'ubVersion' - Version associated with this build. Version strings do not need to be unique to a build. ----- * 'ubBuildId'+-- * 'ubBuildId' - Unique identifier of the build you want to update. updateBuild     :: Text -- ^ 'ubBuildId'     -> UpdateBuild@@ -122,6 +126,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'updateBuildResponse' smart constructor. data UpdateBuildResponse = UpdateBuildResponse'     { _ubrsBuild          :: !(Maybe Build)@@ -132,9 +138,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ubrsBuild'+-- * 'ubrsBuild' - Object containing the updated build record. ----- * 'ubrsResponseStatus'+-- * 'ubrsResponseStatus' - -- | The response status code. updateBuildResponse     :: Int -- ^ 'ubrsResponseStatus'     -> UpdateBuildResponse@@ -148,7 +154,7 @@ ubrsBuild :: Lens' UpdateBuildResponse (Maybe Build) ubrsBuild = lens _ubrsBuild (\ s a -> s{_ubrsBuild = a}); --- | The response status code.+-- | -- | The response status code. ubrsResponseStatus :: Lens' UpdateBuildResponse Int ubrsResponseStatus = lens _ubrsResponseStatus (\ s a -> s{_ubrsResponseStatus = a}); 
gen/Network/AWS/GameLift/UpdateFleetAttributes.hs view
@@ -19,6 +19,8 @@ -- Portability : non-portable (GHC extensions) -- -- Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values you want to change. If successful, the fleet ID for the updated fleet is returned.+--+-- module Network.AWS.GameLift.UpdateFleetAttributes     (     -- * Creating a Request@@ -28,6 +30,7 @@     , ufaNewGameSessionProtectionPolicy     , ufaName     , ufaDescription+    , ufaResourceCreationLimitPolicy     , ufaFleetId      -- * Destructuring the Response@@ -47,11 +50,14 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'updateFleetAttributes' smart constructor. data UpdateFleetAttributes = UpdateFleetAttributes'     { _ufaNewGameSessionProtectionPolicy :: !(Maybe ProtectionPolicy)     , _ufaName                           :: !(Maybe Text)     , _ufaDescription                    :: !(Maybe Text)+    , _ufaResourceCreationLimitPolicy    :: !(Maybe ResourceCreationLimitPolicy)     , _ufaFleetId                        :: !Text     } deriving (Eq,Read,Show,Data,Typeable,Generic) @@ -59,13 +65,15 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ufaNewGameSessionProtectionPolicy'+-- * 'ufaNewGameSessionProtectionPolicy' - 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. ----- * 'ufaName'+-- * 'ufaName' - Descriptive label associated with a fleet. Fleet names do not need to be unique. ----- * 'ufaDescription'+-- * 'ufaDescription' - Human-readable description of a fleet. ----- * 'ufaFleetId'+-- * 'ufaResourceCreationLimitPolicy' - Policy that limits the number of game sessions an individual player can create over a span of time.+--+-- * 'ufaFleetId' - Unique identifier for the fleet you want to update attribute metadata for. updateFleetAttributes     :: Text -- ^ 'ufaFleetId'     -> UpdateFleetAttributes@@ -74,13 +82,11 @@     { _ufaNewGameSessionProtectionPolicy = Nothing     , _ufaName = Nothing     , _ufaDescription = Nothing+    , _ufaResourceCreationLimitPolicy = Nothing     , _ufaFleetId = pFleetId_     } --- | 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.+-- | 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. ufaNewGameSessionProtectionPolicy :: Lens' UpdateFleetAttributes (Maybe ProtectionPolicy) ufaNewGameSessionProtectionPolicy = lens _ufaNewGameSessionProtectionPolicy (\ s a -> s{_ufaNewGameSessionProtectionPolicy = a}); @@ -92,6 +98,10 @@ ufaDescription :: Lens' UpdateFleetAttributes (Maybe Text) ufaDescription = lens _ufaDescription (\ s a -> s{_ufaDescription = a}); +-- | Policy that limits the number of game sessions an individual player can create over a span of time.+ufaResourceCreationLimitPolicy :: Lens' UpdateFleetAttributes (Maybe ResourceCreationLimitPolicy)+ufaResourceCreationLimitPolicy = lens _ufaResourceCreationLimitPolicy (\ s a -> s{_ufaResourceCreationLimitPolicy = a});+ -- | Unique identifier for the fleet you want to update attribute metadata for. ufaFleetId :: Lens' UpdateFleetAttributes Text ufaFleetId = lens _ufaFleetId (\ s a -> s{_ufaFleetId = a});@@ -127,6 +137,8 @@                     _ufaNewGameSessionProtectionPolicy,                   ("Name" .=) <$> _ufaName,                   ("Description" .=) <$> _ufaDescription,+                  ("ResourceCreationLimitPolicy" .=) <$>+                    _ufaResourceCreationLimitPolicy,                   Just ("FleetId" .= _ufaFleetId)])  instance ToPath UpdateFleetAttributes where@@ -137,6 +149,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'updateFleetAttributesResponse' smart constructor. data UpdateFleetAttributesResponse = UpdateFleetAttributesResponse'     { _ufarsFleetId        :: !(Maybe Text)@@ -147,9 +161,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ufarsFleetId'+-- * 'ufarsFleetId' - Unique identifier for the updated fleet. ----- * 'ufarsResponseStatus'+-- * 'ufarsResponseStatus' - -- | The response status code. updateFleetAttributesResponse     :: Int -- ^ 'ufarsResponseStatus'     -> UpdateFleetAttributesResponse@@ -163,7 +177,7 @@ ufarsFleetId :: Lens' UpdateFleetAttributesResponse (Maybe Text) ufarsFleetId = lens _ufarsFleetId (\ s a -> s{_ufarsFleetId = a}); --- | The response status code.+-- | -- | The response status code. ufarsResponseStatus :: Lens' UpdateFleetAttributesResponse Int ufarsResponseStatus = lens _ufarsResponseStatus (\ s a -> s{_ufarsResponseStatus = a}); 
gen/Network/AWS/GameLift/UpdateFleetCapacity.hs view
@@ -18,11 +18,13 @@ -- 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) 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.+-- 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 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 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.+-- 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 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@@ -51,6 +53,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'updateFleetCapacity' smart constructor. data UpdateFleetCapacity = UpdateFleetCapacity'     { _ufcMaxSize          :: !(Maybe Nat)@@ -63,13 +67,13 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ufcMaxSize'+-- * 'ufcMaxSize' - Maximum value allowed for the fleet's instance count. Default if not set is 1. ----- * 'ufcMinSize'+-- * 'ufcMinSize' - Minimum value allowed for the fleet's instance count. Default if not set is 0. ----- * 'ufcDesiredInstances'+-- * 'ufcDesiredInstances' - Number of EC2 instances you want this fleet to host. ----- * 'ufcFleetId'+-- * 'ufcFleetId' - Unique identifier for the fleet you want to update capacity for. updateFleetCapacity     :: Text -- ^ 'ufcFleetId'     -> UpdateFleetCapacity@@ -81,11 +85,11 @@     , _ufcFleetId = pFleetId_     } --- | Maximum value allowed for the fleet\'s instance count. Default if not set is 1.+-- | Maximum value allowed for the fleet's instance count. Default if not set is 1. ufcMaxSize :: Lens' UpdateFleetCapacity (Maybe Natural) ufcMaxSize = lens _ufcMaxSize (\ s a -> s{_ufcMaxSize = a}) . mapping _Nat; --- | Minimum value allowed for the fleet\'s instance count. Default if not set is 0.+-- | Minimum value allowed for the fleet's instance count. Default if not set is 0. ufcMinSize :: Lens' UpdateFleetCapacity (Maybe Natural) ufcMinSize = lens _ufcMinSize (\ s a -> s{_ufcMinSize = a}) . mapping _Nat; @@ -137,6 +141,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'updateFleetCapacityResponse' smart constructor. data UpdateFleetCapacityResponse = UpdateFleetCapacityResponse'     { _ufcrsFleetId        :: !(Maybe Text)@@ -147,9 +153,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ufcrsFleetId'+-- * 'ufcrsFleetId' - Unique identifier for the updated fleet. ----- * 'ufcrsResponseStatus'+-- * 'ufcrsResponseStatus' - -- | The response status code. updateFleetCapacityResponse     :: Int -- ^ 'ufcrsResponseStatus'     -> UpdateFleetCapacityResponse@@ -163,7 +169,7 @@ ufcrsFleetId :: Lens' UpdateFleetCapacityResponse (Maybe Text) ufcrsFleetId = lens _ufcrsFleetId (\ s a -> s{_ufcrsFleetId = a}); --- | The response status code.+-- | -- | The response status code. ufcrsResponseStatus :: Lens' UpdateFleetCapacityResponse Int ufcrsResponseStatus = lens _ufcrsResponseStatus (\ s a -> s{_ufcrsResponseStatus = a}); 
gen/Network/AWS/GameLift/UpdateFleetPortSettings.hs view
@@ -18,7 +18,9 @@ -- 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@@ -46,6 +48,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'updateFleetPortSettings' smart constructor. data UpdateFleetPortSettings = UpdateFleetPortSettings'     { _ufpsInboundPermissionRevocations    :: !(Maybe [IPPermission])@@ -57,11 +61,11 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ufpsInboundPermissionRevocations'+-- * 'ufpsInboundPermissionRevocations' - Collection of port settings to be removed from the fleet record. ----- * 'ufpsInboundPermissionAuthorizations'+-- * 'ufpsInboundPermissionAuthorizations' - Collection of port settings to be added to the fleet record. ----- * 'ufpsFleetId'+-- * 'ufpsFleetId' - Unique identifier for the fleet you want to update port settings for. updateFleetPortSettings     :: Text -- ^ 'ufpsFleetId'     -> UpdateFleetPortSettings@@ -125,6 +129,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'updateFleetPortSettingsResponse' smart constructor. data UpdateFleetPortSettingsResponse = UpdateFleetPortSettingsResponse'     { _ufpsrsFleetId        :: !(Maybe Text)@@ -135,9 +141,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ufpsrsFleetId'+-- * 'ufpsrsFleetId' - Unique identifier for the updated fleet. ----- * 'ufpsrsResponseStatus'+-- * 'ufpsrsResponseStatus' - -- | The response status code. updateFleetPortSettingsResponse     :: Int -- ^ 'ufpsrsResponseStatus'     -> UpdateFleetPortSettingsResponse@@ -151,7 +157,7 @@ ufpsrsFleetId :: Lens' UpdateFleetPortSettingsResponse (Maybe Text) ufpsrsFleetId = lens _ufpsrsFleetId (\ s a -> s{_ufpsrsFleetId = a}); --- | The response status code.+-- | -- | The response status code. ufpsrsResponseStatus :: Lens' UpdateFleetPortSettingsResponse Int ufpsrsResponseStatus = lens _ufpsrsResponseStatus (\ s a -> s{_ufpsrsResponseStatus = a}); 
gen/Network/AWS/GameLift/UpdateGameSession.hs view
@@ -18,7 +18,9 @@ -- Stability   : auto-generated -- Portability : non-portable (GHC extensions) ----- Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated < GameSession> object is returned.+-- Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated 'GameSession' object is returned.+--+-- module Network.AWS.GameLift.UpdateGameSession     (     -- * Creating a Request@@ -48,6 +50,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'updateGameSession' smart constructor. data UpdateGameSession = UpdateGameSession'     { _ugsMaximumPlayerSessionCount   :: !(Maybe Nat)@@ -61,15 +65,15 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ugsMaximumPlayerSessionCount'+-- * 'ugsMaximumPlayerSessionCount' - Maximum number of players that can be simultaneously connected to the game session. ----- * 'ugsPlayerSessionCreationPolicy'+-- * 'ugsPlayerSessionCreationPolicy' - Policy determining whether or not the game session accepts new players. ----- * 'ugsName'+-- * 'ugsName' - Descriptive label associated with a game session. Session names do not need to be unique. ----- * 'ugsProtectionPolicy'+-- * 'ugsProtectionPolicy' - 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. ----- * 'ugsGameSessionId'+-- * 'ugsGameSessionId' - Unique identifier for the game session to update. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. updateGameSession     :: Text -- ^ 'ugsGameSessionId'     -> UpdateGameSession@@ -94,14 +98,11 @@ 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.+-- | 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. ugsProtectionPolicy :: Lens' UpdateGameSession (Maybe ProtectionPolicy) ugsProtectionPolicy = lens _ugsProtectionPolicy (\ s a -> s{_ugsProtectionPolicy = a}); --- | Unique identifier for a game session. Specify the game session you want to update.+-- | Unique identifier for the game session to update. Game session ID format is as follows: "arn:aws:gamelift:<region>::gamesession/fleet-<fleet ID>/<ID string>". The value of <ID string> is either a custom ID string (if one was specified when the game session was created) an autogenerated string. ugsGameSessionId :: Lens' UpdateGameSession Text ugsGameSessionId = lens _ugsGameSessionId (\ s a -> s{_ugsGameSessionId = a}); @@ -147,6 +148,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'updateGameSessionResponse' smart constructor. data UpdateGameSessionResponse = UpdateGameSessionResponse'     { _ugsrsGameSession    :: !(Maybe GameSession)@@ -157,9 +160,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ugsrsGameSession'+-- * 'ugsrsGameSession' - Object containing the updated game session metadata. ----- * 'ugsrsResponseStatus'+-- * 'ugsrsResponseStatus' - -- | The response status code. updateGameSessionResponse     :: Int -- ^ 'ugsrsResponseStatus'     -> UpdateGameSessionResponse@@ -173,7 +176,7 @@ ugsrsGameSession :: Lens' UpdateGameSessionResponse (Maybe GameSession) ugsrsGameSession = lens _ugsrsGameSession (\ s a -> s{_ugsrsGameSession = a}); --- | The response status code.+-- | -- | The response status code. ugsrsResponseStatus :: Lens' UpdateGameSessionResponse Int ugsrsResponseStatus = lens _ugsrsResponseStatus (\ s a -> s{_ugsrsResponseStatus = a}); 
gen/Network/AWS/GameLift/UpdateRuntimeConfiguration.hs view
@@ -18,11 +18,13 @@ -- 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.+-- 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.+-- 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@@ -49,6 +51,8 @@  -- | Represents the input for a request action. --+--+-- -- /See:/ 'updateRuntimeConfiguration' smart constructor. data UpdateRuntimeConfiguration = UpdateRuntimeConfiguration'     { _urcFleetId              :: !Text@@ -59,9 +63,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'urcFleetId'+-- * 'urcFleetId' - Unique identifier of the fleet to update runtime configuration for. ----- * 'urcRuntimeConfiguration'+-- * 'urcRuntimeConfiguration' - 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. updateRuntimeConfiguration     :: Text -- ^ 'urcFleetId'     -> RuntimeConfiguration -- ^ 'urcRuntimeConfiguration'@@ -122,6 +126,8 @@  -- | Represents the returned data in response to a request action. --+--+-- -- /See:/ 'updateRuntimeConfigurationResponse' smart constructor. data UpdateRuntimeConfigurationResponse = UpdateRuntimeConfigurationResponse'     { _urcrsRuntimeConfiguration :: !(Maybe RuntimeConfiguration)@@ -132,9 +138,9 @@ -- -- Use one of the following lenses to modify other fields as desired: ----- * 'urcrsRuntimeConfiguration'+-- * 'urcrsRuntimeConfiguration' - The runtime configuration currently in force. If the update was successful, this object matches the one in the request. ----- * 'urcrsResponseStatus'+-- * 'urcrsResponseStatus' - -- | The response status code. updateRuntimeConfigurationResponse     :: Int -- ^ 'urcrsResponseStatus'     -> UpdateRuntimeConfigurationResponse@@ -148,7 +154,7 @@ urcrsRuntimeConfiguration :: Lens' UpdateRuntimeConfigurationResponse (Maybe RuntimeConfiguration) urcrsRuntimeConfiguration = lens _urcrsRuntimeConfiguration (\ s a -> s{_urcrsRuntimeConfiguration = a}); --- | The response status code.+-- | -- | The response status code. urcrsResponseStatus :: Lens' UpdateRuntimeConfigurationResponse Int urcrsResponseStatus = lens _urcrsResponseStatus (\ s a -> s{_urcrsResponseStatus = a}); 
test/Test/AWS/Gen/GameLift.hs view
@@ -64,6 +64,9 @@ --         , requestSearchGameSessions $ --             searchGameSessions --+--         , requestGetInstanceAccess $+--             getInstanceAccess+-- --         , requestDescribeScalingPolicies $ --             describeScalingPolicies --@@ -103,6 +106,9 @@ --         , requestUpdateAlias $ --             updateAlias --+--         , requestDescribeInstances $+--             describeInstances+-- --         , requestDescribeGameSessionDetails $ --             describeGameSessionDetails --@@ -181,6 +187,9 @@ --         , responseSearchGameSessions $ --             searchGameSessionsResponse --+--         , responseGetInstanceAccess $+--             getInstanceAccessResponse+-- --         , responseDescribeScalingPolicies $ --             describeScalingPoliciesResponse --@@ -220,6 +229,9 @@ --         , responseUpdateAlias $ --             updateAliasResponse --+--         , responseDescribeInstances $+--             describeInstancesResponse+-- --         , responseDescribeGameSessionDetails $ --             describeGameSessionDetailsResponse --@@ -324,6 +336,11 @@     "SearchGameSessions"     "fixture/SearchGameSessions.yaml" +requestGetInstanceAccess :: GetInstanceAccess -> TestTree+requestGetInstanceAccess = req+    "GetInstanceAccess"+    "fixture/GetInstanceAccess.yaml"+ requestDescribeScalingPolicies :: DescribeScalingPolicies -> TestTree requestDescribeScalingPolicies = req     "DescribeScalingPolicies"@@ -389,6 +406,11 @@     "UpdateAlias"     "fixture/UpdateAlias.yaml" +requestDescribeInstances :: DescribeInstances -> TestTree+requestDescribeInstances = req+    "DescribeInstances"+    "fixture/DescribeInstances.yaml"+ requestDescribeGameSessionDetails :: DescribeGameSessionDetails -> TestTree requestDescribeGameSessionDetails = req     "DescribeGameSessionDetails"@@ -540,6 +562,13 @@     gameLift     (Proxy :: Proxy SearchGameSessions) +responseGetInstanceAccess :: GetInstanceAccessResponse -> TestTree+responseGetInstanceAccess = res+    "GetInstanceAccessResponse"+    "fixture/GetInstanceAccessResponse.proto"+    gameLift+    (Proxy :: Proxy GetInstanceAccess)+ responseDescribeScalingPolicies :: DescribeScalingPoliciesResponse -> TestTree responseDescribeScalingPolicies = res     "DescribeScalingPoliciesResponse"@@ -630,6 +659,13 @@     "fixture/UpdateAliasResponse.proto"     gameLift     (Proxy :: Proxy UpdateAlias)++responseDescribeInstances :: DescribeInstancesResponse -> TestTree+responseDescribeInstances = res+    "DescribeInstancesResponse"+    "fixture/DescribeInstancesResponse.proto"+    gameLift+    (Proxy :: Proxy DescribeInstances)  responseDescribeGameSessionDetails :: DescribeGameSessionDetailsResponse -> TestTree responseDescribeGameSessionDetails = res