amazonka-gamelift 1.4.5 → 1.5.0
raw patch · 121 files changed
+12749/−3479 lines, 121 filesdep ~amazonka-coredep ~amazonka-gameliftdep ~amazonka-testPVP ok
version bump matches the API change (PVP)
Dependency ranges changed: amazonka-core, amazonka-gamelift, amazonka-test
API changes (from Hackage documentation)
- Network.AWS.GameLift.CreateBuild: instance GHC.Read.Read Network.AWS.GameLift.CreateBuild.CreateBuildResponse
- Network.AWS.GameLift.DescribePlayerSessions: dpsGameSessionId :: Lens' DescribePlayerSessions (Maybe Text)
- Network.AWS.GameLift.DescribePlayerSessions: dpsLimit :: Lens' DescribePlayerSessions (Maybe Natural)
- Network.AWS.GameLift.DescribePlayerSessions: dpsNextToken :: Lens' DescribePlayerSessions (Maybe Text)
- Network.AWS.GameLift.DescribePlayerSessions: dpsPlayerId :: Lens' DescribePlayerSessions (Maybe Text)
- Network.AWS.GameLift.DescribePlayerSessions: dpsPlayerSessionId :: Lens' DescribePlayerSessions (Maybe Text)
- Network.AWS.GameLift.DescribePlayerSessions: dpsPlayerSessionStatusFilter :: Lens' DescribePlayerSessions (Maybe Text)
- Network.AWS.GameLift.GetInstanceAccess: instance GHC.Read.Read Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
- Network.AWS.GameLift.RequestUploadCredentials: instance GHC.Read.Read Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentialsResponse
+ Network.AWS.GameLift: Accept :: AcceptanceType
+ Network.AWS.GameLift: AvailableGameSessions :: MetricName
+ Network.AWS.GameLift: Cancelled :: GameSessionPlacementState
+ Network.AWS.GameLift: FleetCreationExtractingBuild :: EventCode
+ Network.AWS.GameLift: FleetCreationRunningInstaller :: EventCode
+ Network.AWS.GameLift: FleetCreationValidatingRuntimeConfig :: EventCode
+ Network.AWS.GameLift: FleetVPCPeeringDeleted :: EventCode
+ Network.AWS.GameLift: FleetVPCPeeringFailed :: EventCode
+ Network.AWS.GameLift: FleetVPCPeeringSucceeded :: EventCode
+ Network.AWS.GameLift: Fulfilled :: GameSessionPlacementState
+ Network.AWS.GameLift: GameSessionActivationTimeout :: EventCode
+ Network.AWS.GameLift: MCSCancelled :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift: MCSCompleted :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift: MCSFailed :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift: MCSPlacing :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift: MCSQueued :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift: MCSRequiresAcceptance :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift: MCSSearching :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift: MCSTimedOut :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift: Pending :: GameSessionPlacementState
+ Network.AWS.GameLift: PercentAvailableGameSessions :: MetricName
+ Network.AWS.GameLift: PercentIdleInstances :: MetricName
+ Network.AWS.GameLift: QueueDepth :: MetricName
+ Network.AWS.GameLift: R4_16XLarge :: EC2InstanceType
+ Network.AWS.GameLift: R4_2XLarge :: EC2InstanceType
+ Network.AWS.GameLift: R4_4XLarge :: EC2InstanceType
+ Network.AWS.GameLift: R4_8XLarge :: EC2InstanceType
+ Network.AWS.GameLift: R4_Large :: EC2InstanceType
+ Network.AWS.GameLift: R4_XLarge :: EC2InstanceType
+ Network.AWS.GameLift: Reject :: AcceptanceType
+ Network.AWS.GameLift: TimedOut :: GameSessionPlacementState
+ Network.AWS.GameLift: WaitTime :: MetricName
+ Network.AWS.GameLift: _UnsupportedRegionException :: AsError a => Getting (First ServiceError) a ServiceError
+ Network.AWS.GameLift: aAliasARN :: Lens' Alias (Maybe Text)
+ Network.AWS.GameLift: attributeValue :: AttributeValue
+ Network.AWS.GameLift: avN :: Lens' AttributeValue (Maybe Double)
+ Network.AWS.GameLift: avS :: Lens' AttributeValue (Maybe Text)
+ Network.AWS.GameLift: avSDM :: Lens' AttributeValue (HashMap Text Double)
+ Network.AWS.GameLift: avSL :: Lens' AttributeValue [Text]
+ Network.AWS.GameLift: data AcceptanceType
+ Network.AWS.GameLift: data AttributeValue
+ Network.AWS.GameLift: data DesiredPlayerSession
+ Network.AWS.GameLift: data GameSessionConnectionInfo
+ Network.AWS.GameLift: data GameSessionPlacement
+ Network.AWS.GameLift: data GameSessionPlacementState
+ Network.AWS.GameLift: data GameSessionQueue
+ Network.AWS.GameLift: data GameSessionQueueDestination
+ Network.AWS.GameLift: data MatchedPlayerSession
+ Network.AWS.GameLift: data MatchmakingConfiguration
+ Network.AWS.GameLift: data MatchmakingConfigurationStatus
+ Network.AWS.GameLift: data MatchmakingRuleSet
+ Network.AWS.GameLift: data MatchmakingTicket
+ Network.AWS.GameLift: data PlacedPlayerSession
+ Network.AWS.GameLift: data Player
+ Network.AWS.GameLift: data PlayerLatency
+ Network.AWS.GameLift: data PlayerLatencyPolicy
+ Network.AWS.GameLift: data VPCPeeringAuthorization
+ Network.AWS.GameLift: data VPCPeeringConnection
+ Network.AWS.GameLift: data VPCPeeringConnectionStatus
+ Network.AWS.GameLift: desiredPlayerSession :: DesiredPlayerSession
+ Network.AWS.GameLift: dpsPlayerData :: Lens' DesiredPlayerSession (Maybe Text)
+ Network.AWS.GameLift: dpsPlayerId :: Lens' DesiredPlayerSession (Maybe Text)
+ Network.AWS.GameLift: ePreSignedLogURL :: Lens' Event (Maybe Text)
+ Network.AWS.GameLift: faFleetARN :: Lens' FleetAttributes (Maybe Text)
+ Network.AWS.GameLift: faMetricGroups :: Lens' FleetAttributes [Text]
+ Network.AWS.GameLift: gameSessionConnectionInfo :: GameSessionConnectionInfo
+ Network.AWS.GameLift: gameSessionPlacement :: GameSessionPlacement
+ Network.AWS.GameLift: gameSessionQueue :: GameSessionQueue
+ Network.AWS.GameLift: gameSessionQueueDestination :: GameSessionQueueDestination
+ Network.AWS.GameLift: gsGameSessionData :: Lens' GameSession (Maybe Text)
+ Network.AWS.GameLift: gsciGameSessionARN :: Lens' GameSessionConnectionInfo (Maybe Text)
+ Network.AWS.GameLift: gsciIPAddress :: Lens' GameSessionConnectionInfo (Maybe Text)
+ Network.AWS.GameLift: gsciMatchedPlayerSessions :: Lens' GameSessionConnectionInfo [MatchedPlayerSession]
+ Network.AWS.GameLift: gsciPort :: Lens' GameSessionConnectionInfo (Maybe Natural)
+ Network.AWS.GameLift: gspEndTime :: Lens' GameSessionPlacement (Maybe UTCTime)
+ Network.AWS.GameLift: gspGameProperties :: Lens' GameSessionPlacement [GameProperty]
+ Network.AWS.GameLift: gspGameSessionARN :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift: gspGameSessionData :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift: gspGameSessionId :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift: gspGameSessionName :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift: gspGameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift: gspGameSessionRegion :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift: gspIPAddress :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift: gspMaximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural)
+ Network.AWS.GameLift: gspPlacedPlayerSessions :: Lens' GameSessionPlacement [PlacedPlayerSession]
+ Network.AWS.GameLift: gspPlacementId :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift: gspPlayerLatencies :: Lens' GameSessionPlacement [PlayerLatency]
+ Network.AWS.GameLift: gspPort :: Lens' GameSessionPlacement (Maybe Natural)
+ Network.AWS.GameLift: gspStartTime :: Lens' GameSessionPlacement (Maybe UTCTime)
+ Network.AWS.GameLift: gspStatus :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState)
+ Network.AWS.GameLift: gsqDestinations :: Lens' GameSessionQueue [GameSessionQueueDestination]
+ Network.AWS.GameLift: gsqGameSessionQueueARN :: Lens' GameSessionQueue (Maybe Text)
+ Network.AWS.GameLift: gsqName :: Lens' GameSessionQueue (Maybe Text)
+ Network.AWS.GameLift: gsqPlayerLatencyPolicies :: Lens' GameSessionQueue [PlayerLatencyPolicy]
+ Network.AWS.GameLift: gsqTimeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural)
+ Network.AWS.GameLift: gsqdDestinationARN :: Lens' GameSessionQueueDestination (Maybe Text)
+ Network.AWS.GameLift: matchedPlayerSession :: MatchedPlayerSession
+ Network.AWS.GameLift: matchmakingConfiguration :: MatchmakingConfiguration
+ Network.AWS.GameLift: matchmakingRuleSet :: Text -> MatchmakingRuleSet
+ Network.AWS.GameLift: matchmakingTicket :: MatchmakingTicket
+ Network.AWS.GameLift: mcAcceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool)
+ Network.AWS.GameLift: mcAcceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift: mcAdditionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift: mcCreationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime)
+ Network.AWS.GameLift: mcCustomEventData :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift: mcDescription :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift: mcGameProperties :: Lens' MatchmakingConfiguration [GameProperty]
+ Network.AWS.GameLift: mcGameSessionData :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift: mcGameSessionQueueARNs :: Lens' MatchmakingConfiguration [Text]
+ Network.AWS.GameLift: mcName :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift: mcNotificationTarget :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift: mcRequestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift: mcRuleSetName :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift: mpsPlayerId :: Lens' MatchedPlayerSession (Maybe Text)
+ Network.AWS.GameLift: mpsPlayerSessionId :: Lens' MatchedPlayerSession (Maybe Text)
+ Network.AWS.GameLift: mrsCreationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime)
+ Network.AWS.GameLift: mrsRuleSetBody :: Lens' MatchmakingRuleSet Text
+ Network.AWS.GameLift: mrsRuleSetName :: Lens' MatchmakingRuleSet (Maybe Text)
+ Network.AWS.GameLift: mtConfigurationName :: Lens' MatchmakingTicket (Maybe Text)
+ Network.AWS.GameLift: mtEndTime :: Lens' MatchmakingTicket (Maybe UTCTime)
+ Network.AWS.GameLift: mtEstimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural)
+ Network.AWS.GameLift: mtGameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo)
+ Network.AWS.GameLift: mtPlayers :: Lens' MatchmakingTicket [Player]
+ Network.AWS.GameLift: mtStartTime :: Lens' MatchmakingTicket (Maybe UTCTime)
+ Network.AWS.GameLift: mtStatus :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus)
+ Network.AWS.GameLift: mtStatusMessage :: Lens' MatchmakingTicket (Maybe Text)
+ Network.AWS.GameLift: mtStatusReason :: Lens' MatchmakingTicket (Maybe Text)
+ Network.AWS.GameLift: mtTicketId :: Lens' MatchmakingTicket (Maybe Text)
+ Network.AWS.GameLift: pLatencyInMs :: Lens' Player (HashMap Text Natural)
+ Network.AWS.GameLift: pPlayerAttributes :: Lens' Player (HashMap Text AttributeValue)
+ Network.AWS.GameLift: pPlayerId :: Lens' Player (Maybe Text)
+ Network.AWS.GameLift: pTeam :: Lens' Player (Maybe Text)
+ Network.AWS.GameLift: plLatencyInMilliseconds :: Lens' PlayerLatency (Maybe Double)
+ Network.AWS.GameLift: plPlayerId :: Lens' PlayerLatency (Maybe Text)
+ Network.AWS.GameLift: plRegionIdentifier :: Lens' PlayerLatency (Maybe Text)
+ Network.AWS.GameLift: placedPlayerSession :: PlacedPlayerSession
+ Network.AWS.GameLift: player :: Player
+ Network.AWS.GameLift: playerLatency :: PlayerLatency
+ Network.AWS.GameLift: playerLatencyPolicy :: PlayerLatencyPolicy
+ Network.AWS.GameLift: plpMaximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
+ Network.AWS.GameLift: plpPolicyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
+ Network.AWS.GameLift: ppsPlayerId :: Lens' PlacedPlayerSession (Maybe Text)
+ Network.AWS.GameLift: ppsPlayerSessionId :: Lens' PlacedPlayerSession (Maybe Text)
+ Network.AWS.GameLift: psPlayerData :: Lens' PlayerSession (Maybe Text)
+ Network.AWS.GameLift: rcGameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural)
+ Network.AWS.GameLift: rcMaxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural)
+ Network.AWS.GameLift: vpaCreationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime)
+ Network.AWS.GameLift: vpaExpirationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime)
+ Network.AWS.GameLift: vpaGameLiftAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text)
+ Network.AWS.GameLift: vpaPeerVPCAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text)
+ Network.AWS.GameLift: vpaPeerVPCId :: Lens' VPCPeeringAuthorization (Maybe Text)
+ Network.AWS.GameLift: vpcFleetId :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift: vpcGameLiftVPCId :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift: vpcIPV4CidrBlock :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift: vpcPeerVPCId :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift: vpcPeeringAuthorization :: VPCPeeringAuthorization
+ Network.AWS.GameLift: vpcPeeringConnection :: VPCPeeringConnection
+ Network.AWS.GameLift: vpcPeeringConnectionStatus :: VPCPeeringConnectionStatus
+ Network.AWS.GameLift: vpcStatus :: Lens' VPCPeeringConnection (Maybe VPCPeeringConnectionStatus)
+ Network.AWS.GameLift: vpcVPCPeeringConnectionId :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift: vpcsCode :: Lens' VPCPeeringConnectionStatus (Maybe Text)
+ Network.AWS.GameLift: vpcsMessage :: Lens' VPCPeeringConnectionStatus (Maybe Text)
+ Network.AWS.GameLift.AcceptMatch: acceptMatch :: Text -> AcceptanceType -> AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: acceptMatchResponse :: Int -> AcceptMatchResponse
+ Network.AWS.GameLift.AcceptMatch: amAcceptanceType :: Lens' AcceptMatch AcceptanceType
+ Network.AWS.GameLift.AcceptMatch: amPlayerIds :: Lens' AcceptMatch [Text]
+ Network.AWS.GameLift.AcceptMatch: amTicketId :: Lens' AcceptMatch Text
+ Network.AWS.GameLift.AcceptMatch: amrsResponseStatus :: Lens' AcceptMatchResponse Int
+ Network.AWS.GameLift.AcceptMatch: data AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: data AcceptMatchResponse
+ Network.AWS.GameLift.AcceptMatch: instance Control.DeepSeq.NFData Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance Control.DeepSeq.NFData Network.AWS.GameLift.AcceptMatch.AcceptMatchResponse
+ Network.AWS.GameLift.AcceptMatch: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance Data.Data.Data Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance Data.Data.Data Network.AWS.GameLift.AcceptMatch.AcceptMatchResponse
+ Network.AWS.GameLift.AcceptMatch: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance GHC.Classes.Eq Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance GHC.Classes.Eq Network.AWS.GameLift.AcceptMatch.AcceptMatchResponse
+ Network.AWS.GameLift.AcceptMatch: instance GHC.Generics.Generic Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance GHC.Generics.Generic Network.AWS.GameLift.AcceptMatch.AcceptMatchResponse
+ Network.AWS.GameLift.AcceptMatch: instance GHC.Read.Read Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance GHC.Read.Read Network.AWS.GameLift.AcceptMatch.AcceptMatchResponse
+ Network.AWS.GameLift.AcceptMatch: instance GHC.Show.Show Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance GHC.Show.Show Network.AWS.GameLift.AcceptMatch.AcceptMatchResponse
+ Network.AWS.GameLift.AcceptMatch: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.AcceptMatch: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.AcceptMatch.AcceptMatch
+ Network.AWS.GameLift.CreateFleet: cfMetricGroups :: Lens' CreateFleet [Text]
+ Network.AWS.GameLift.CreateFleet: cfPeerVPCAWSAccountId :: Lens' CreateFleet (Maybe Text)
+ Network.AWS.GameLift.CreateFleet: cfPeerVPCId :: Lens' CreateFleet (Maybe Text)
+ Network.AWS.GameLift.CreateGameSession: cgsGameSessionData :: Lens' CreateGameSession (Maybe Text)
+ Network.AWS.GameLift.CreateGameSession: cgsIdempotencyToken :: Lens' CreateGameSession (Maybe Text)
+ Network.AWS.GameLift.CreateGameSessionQueue: cgsqDestinations :: Lens' CreateGameSessionQueue [GameSessionQueueDestination]
+ Network.AWS.GameLift.CreateGameSessionQueue: cgsqName :: Lens' CreateGameSessionQueue Text
+ Network.AWS.GameLift.CreateGameSessionQueue: cgsqPlayerLatencyPolicies :: Lens' CreateGameSessionQueue [PlayerLatencyPolicy]
+ Network.AWS.GameLift.CreateGameSessionQueue: cgsqTimeoutInSeconds :: Lens' CreateGameSessionQueue (Maybe Natural)
+ Network.AWS.GameLift.CreateGameSessionQueue: cgsqrsGameSessionQueue :: Lens' CreateGameSessionQueueResponse (Maybe GameSessionQueue)
+ Network.AWS.GameLift.CreateGameSessionQueue: cgsqrsResponseStatus :: Lens' CreateGameSessionQueueResponse Int
+ Network.AWS.GameLift.CreateGameSessionQueue: createGameSessionQueue :: Text -> CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: createGameSessionQueueResponse :: Int -> CreateGameSessionQueueResponse
+ Network.AWS.GameLift.CreateGameSessionQueue: data CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: data CreateGameSessionQueueResponse
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueueResponse
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Data.Data.Data Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Data.Data.Data Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueueResponse
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance GHC.Classes.Eq Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance GHC.Classes.Eq Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueueResponse
+ Network.AWS.GameLift.CreateGameSessionQueue: instance GHC.Generics.Generic Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance GHC.Generics.Generic Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueueResponse
+ Network.AWS.GameLift.CreateGameSessionQueue: instance GHC.Read.Read Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance GHC.Read.Read Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueueResponse
+ Network.AWS.GameLift.CreateGameSessionQueue: instance GHC.Show.Show Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance GHC.Show.Show Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueueResponse
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateGameSessionQueue: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreateGameSessionQueue.CreateGameSessionQueue
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcAcceptanceRequired :: Lens' CreateMatchmakingConfiguration Bool
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcAcceptanceTimeoutSeconds :: Lens' CreateMatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcAdditionalPlayerCount :: Lens' CreateMatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcCustomEventData :: Lens' CreateMatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcDescription :: Lens' CreateMatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcGameProperties :: Lens' CreateMatchmakingConfiguration [GameProperty]
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcGameSessionData :: Lens' CreateMatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcGameSessionQueueARNs :: Lens' CreateMatchmakingConfiguration [Text]
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcName :: Lens' CreateMatchmakingConfiguration Text
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcNotificationTarget :: Lens' CreateMatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcRequestTimeoutSeconds :: Lens' CreateMatchmakingConfiguration Natural
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcRuleSetName :: Lens' CreateMatchmakingConfiguration Text
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcrsConfiguration :: Lens' CreateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration)
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: cmcrsResponseStatus :: Lens' CreateMatchmakingConfigurationResponse Int
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: createMatchmakingConfiguration :: Text -> Natural -> Bool -> Text -> CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: createMatchmakingConfigurationResponse :: Int -> CreateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: data CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: data CreateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Data.Data.Data Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Data.Data.Data Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance GHC.Read.Read Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance GHC.Read.Read Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance GHC.Show.Show Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance GHC.Show.Show Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingConfiguration: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreateMatchmakingConfiguration.CreateMatchmakingConfiguration
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: cmrsName :: Lens' CreateMatchmakingRuleSet Text
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: cmrsRuleSetBody :: Lens' CreateMatchmakingRuleSet Text
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: cmrsrsResponseStatus :: Lens' CreateMatchmakingRuleSetResponse Int
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: cmrsrsRuleSet :: Lens' CreateMatchmakingRuleSetResponse MatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: createMatchmakingRuleSet :: Text -> Text -> CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: createMatchmakingRuleSetResponse :: Int -> MatchmakingRuleSet -> CreateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: data CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: data CreateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Data.Data.Data Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Data.Data.Data Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance GHC.Classes.Eq Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance GHC.Classes.Eq Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance GHC.Generics.Generic Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance GHC.Generics.Generic Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance GHC.Read.Read Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance GHC.Read.Read Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance GHC.Show.Show Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance GHC.Show.Show Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreateMatchmakingRuleSet: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreateMatchmakingRuleSet.CreateMatchmakingRuleSet
+ Network.AWS.GameLift.CreatePlayerSession: cPlayerData :: Lens' CreatePlayerSession (Maybe Text)
+ Network.AWS.GameLift.CreatePlayerSessions: cpsPlayerDataMap :: Lens' CreatePlayerSessions (HashMap Text Text)
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: createVPCPeeringAuthorization :: Text -> Text -> CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: createVPCPeeringAuthorizationResponse :: Int -> CreateVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: cvpaGameLiftAWSAccountId :: Lens' CreateVPCPeeringAuthorization Text
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: cvpaPeerVPCId :: Lens' CreateVPCPeeringAuthorization Text
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: cvparsResponseStatus :: Lens' CreateVPCPeeringAuthorizationResponse Int
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: cvparsVPCPeeringAuthorization :: Lens' CreateVPCPeeringAuthorizationResponse (Maybe VPCPeeringAuthorization)
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: data CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: data CreateVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Data.Data.Data Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Data.Data.Data Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance GHC.Classes.Eq Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance GHC.Classes.Eq Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance GHC.Generics.Generic Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance GHC.Generics.Generic Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance GHC.Read.Read Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance GHC.Read.Read Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance GHC.Show.Show Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance GHC.Show.Show Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringAuthorization: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreateVPCPeeringAuthorization.CreateVPCPeeringAuthorization
+ Network.AWS.GameLift.CreateVPCPeeringConnection: createVPCPeeringConnection :: Text -> Text -> Text -> CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: createVPCPeeringConnectionResponse :: Int -> CreateVPCPeeringConnectionResponse
+ Network.AWS.GameLift.CreateVPCPeeringConnection: cvpcFleetId :: Lens' CreateVPCPeeringConnection Text
+ Network.AWS.GameLift.CreateVPCPeeringConnection: cvpcPeerVPCAWSAccountId :: Lens' CreateVPCPeeringConnection Text
+ Network.AWS.GameLift.CreateVPCPeeringConnection: cvpcPeerVPCId :: Lens' CreateVPCPeeringConnection Text
+ Network.AWS.GameLift.CreateVPCPeeringConnection: cvpcrsResponseStatus :: Lens' CreateVPCPeeringConnectionResponse Int
+ Network.AWS.GameLift.CreateVPCPeeringConnection: data CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: data CreateVPCPeeringConnectionResponse
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnectionResponse
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Data.Data.Data Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Data.Data.Data Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnectionResponse
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance GHC.Classes.Eq Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance GHC.Classes.Eq Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnectionResponse
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance GHC.Generics.Generic Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance GHC.Generics.Generic Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnectionResponse
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance GHC.Read.Read Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance GHC.Read.Read Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnectionResponse
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance GHC.Show.Show Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance GHC.Show.Show Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnectionResponse
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.CreateVPCPeeringConnection: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreateVPCPeeringConnection.CreateVPCPeeringConnection
+ Network.AWS.GameLift.DeleteGameSessionQueue: data DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: data DeleteGameSessionQueueResponse
+ Network.AWS.GameLift.DeleteGameSessionQueue: deleteGameSessionQueue :: Text -> DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: deleteGameSessionQueueResponse :: Int -> DeleteGameSessionQueueResponse
+ Network.AWS.GameLift.DeleteGameSessionQueue: dgsqName :: Lens' DeleteGameSessionQueue Text
+ Network.AWS.GameLift.DeleteGameSessionQueue: dgsqrsResponseStatus :: Lens' DeleteGameSessionQueueResponse Int
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueueResponse
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Data.Data.Data Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Data.Data.Data Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueueResponse
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance GHC.Classes.Eq Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance GHC.Classes.Eq Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueueResponse
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance GHC.Generics.Generic Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance GHC.Generics.Generic Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueueResponse
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance GHC.Read.Read Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance GHC.Read.Read Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueueResponse
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance GHC.Show.Show Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance GHC.Show.Show Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueueResponse
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteGameSessionQueue: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DeleteGameSessionQueue.DeleteGameSessionQueue
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: data DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: data DeleteMatchmakingConfigurationResponse
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: deleteMatchmakingConfiguration :: Text -> DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: deleteMatchmakingConfigurationResponse :: Int -> DeleteMatchmakingConfigurationResponse
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: dmcName :: Lens' DeleteMatchmakingConfiguration Text
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: dmcrsResponseStatus :: Lens' DeleteMatchmakingConfigurationResponse Int
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfigurationResponse
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Data.Data.Data Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Data.Data.Data Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfigurationResponse
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfigurationResponse
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfigurationResponse
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance GHC.Read.Read Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance GHC.Read.Read Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfigurationResponse
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance GHC.Show.Show Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance GHC.Show.Show Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfigurationResponse
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteMatchmakingConfiguration: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DeleteMatchmakingConfiguration.DeleteMatchmakingConfiguration
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: data DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: data DeleteVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: deleteVPCPeeringAuthorization :: Text -> Text -> DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: deleteVPCPeeringAuthorizationResponse :: Int -> DeleteVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: dvpaGameLiftAWSAccountId :: Lens' DeleteVPCPeeringAuthorization Text
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: dvpaPeerVPCId :: Lens' DeleteVPCPeeringAuthorization Text
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: dvparsResponseStatus :: Lens' DeleteVPCPeeringAuthorizationResponse Int
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Data.Data.Data Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Data.Data.Data Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance GHC.Classes.Eq Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance GHC.Classes.Eq Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance GHC.Generics.Generic Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance GHC.Generics.Generic Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance GHC.Read.Read Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance GHC.Read.Read Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance GHC.Show.Show Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance GHC.Show.Show Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorizationResponse
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringAuthorization: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DeleteVPCPeeringAuthorization.DeleteVPCPeeringAuthorization
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: data DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: data DeleteVPCPeeringConnectionResponse
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: deleteVPCPeeringConnection :: Text -> Text -> DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: deleteVPCPeeringConnectionResponse :: Int -> DeleteVPCPeeringConnectionResponse
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: dvpcFleetId :: Lens' DeleteVPCPeeringConnection Text
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: dvpcVPCPeeringConnectionId :: Lens' DeleteVPCPeeringConnection Text
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: dvpcrsResponseStatus :: Lens' DeleteVPCPeeringConnectionResponse Int
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnectionResponse
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Data.Data.Data Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Data.Data.Data Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnectionResponse
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance GHC.Classes.Eq Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance GHC.Classes.Eq Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnectionResponse
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance GHC.Generics.Generic Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance GHC.Generics.Generic Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnectionResponse
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance GHC.Read.Read Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance GHC.Read.Read Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnectionResponse
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance GHC.Show.Show Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance GHC.Show.Show Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnectionResponse
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DeleteVPCPeeringConnection: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DeleteVPCPeeringConnection.DeleteVPCPeeringConnection
+ Network.AWS.GameLift.DescribeGameSessionPlacement: data DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: data DescribeGameSessionPlacementResponse
+ Network.AWS.GameLift.DescribeGameSessionPlacement: describeGameSessionPlacement :: Text -> DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: describeGameSessionPlacementResponse :: Int -> DescribeGameSessionPlacementResponse
+ Network.AWS.GameLift.DescribeGameSessionPlacement: dgspPlacementId :: Lens' DescribeGameSessionPlacement Text
+ Network.AWS.GameLift.DescribeGameSessionPlacement: dgsprsGameSessionPlacement :: Lens' DescribeGameSessionPlacementResponse (Maybe GameSessionPlacement)
+ Network.AWS.GameLift.DescribeGameSessionPlacement: dgsprsResponseStatus :: Lens' DescribeGameSessionPlacementResponse Int
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacementResponse
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Data.Data.Data Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Data.Data.Data Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacementResponse
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacementResponse
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacementResponse
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance GHC.Read.Read Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance GHC.Read.Read Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacementResponse
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance GHC.Show.Show Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance GHC.Show.Show Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacementResponse
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionPlacement: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeGameSessionPlacement.DescribeGameSessionPlacement
+ Network.AWS.GameLift.DescribeGameSessionQueues: data DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: data DescribeGameSessionQueuesResponse
+ Network.AWS.GameLift.DescribeGameSessionQueues: describeGameSessionQueues :: DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: describeGameSessionQueuesResponse :: Int -> DescribeGameSessionQueuesResponse
+ Network.AWS.GameLift.DescribeGameSessionQueues: dgsqLimit :: Lens' DescribeGameSessionQueues (Maybe Natural)
+ Network.AWS.GameLift.DescribeGameSessionQueues: dgsqNames :: Lens' DescribeGameSessionQueues [Text]
+ Network.AWS.GameLift.DescribeGameSessionQueues: dgsqNextToken :: Lens' DescribeGameSessionQueues (Maybe Text)
+ Network.AWS.GameLift.DescribeGameSessionQueues: drsGameSessionQueues :: Lens' DescribeGameSessionQueuesResponse [GameSessionQueue]
+ Network.AWS.GameLift.DescribeGameSessionQueues: drsNextToken :: Lens' DescribeGameSessionQueuesResponse (Maybe Text)
+ Network.AWS.GameLift.DescribeGameSessionQueues: drsResponseStatus :: Lens' DescribeGameSessionQueuesResponse Int
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueuesResponse
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Data.Data.Data Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Data.Data.Data Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueuesResponse
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueuesResponse
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueuesResponse
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance GHC.Read.Read Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance GHC.Read.Read Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueuesResponse
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance GHC.Show.Show Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance GHC.Show.Show Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueuesResponse
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeGameSessionQueues: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeGameSessionQueues.DescribeGameSessionQueues
+ Network.AWS.GameLift.DescribeMatchmaking: data DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: data DescribeMatchmakingResponse
+ Network.AWS.GameLift.DescribeMatchmaking: describeMatchmaking :: DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: describeMatchmakingResponse :: Int -> DescribeMatchmakingResponse
+ Network.AWS.GameLift.DescribeMatchmaking: dmTicketIds :: Lens' DescribeMatchmaking [Text]
+ Network.AWS.GameLift.DescribeMatchmaking: dmrsResponseStatus :: Lens' DescribeMatchmakingResponse Int
+ Network.AWS.GameLift.DescribeMatchmaking: dmrsTicketList :: Lens' DescribeMatchmakingResponse [MatchmakingTicket]
+ Network.AWS.GameLift.DescribeMatchmaking: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmakingResponse
+ Network.AWS.GameLift.DescribeMatchmaking: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance Data.Data.Data Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance Data.Data.Data Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmakingResponse
+ Network.AWS.GameLift.DescribeMatchmaking: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmakingResponse
+ Network.AWS.GameLift.DescribeMatchmaking: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmakingResponse
+ Network.AWS.GameLift.DescribeMatchmaking: instance GHC.Read.Read Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance GHC.Read.Read Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmakingResponse
+ Network.AWS.GameLift.DescribeMatchmaking: instance GHC.Show.Show Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance GHC.Show.Show Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmakingResponse
+ Network.AWS.GameLift.DescribeMatchmaking: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmaking: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeMatchmaking.DescribeMatchmaking
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: data DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: data DescribeMatchmakingConfigurationsResponse
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: describeMatchmakingConfigurations :: DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: describeMatchmakingConfigurationsResponse :: Int -> DescribeMatchmakingConfigurationsResponse
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: dmcLimit :: Lens' DescribeMatchmakingConfigurations (Maybe Natural)
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: dmcNames :: Lens' DescribeMatchmakingConfigurations [Text]
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: dmcNextToken :: Lens' DescribeMatchmakingConfigurations (Maybe Text)
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: dmcRuleSetName :: Lens' DescribeMatchmakingConfigurations (Maybe Text)
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: dmcsrsConfigurations :: Lens' DescribeMatchmakingConfigurationsResponse [MatchmakingConfiguration]
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: dmcsrsNextToken :: Lens' DescribeMatchmakingConfigurationsResponse (Maybe Text)
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: dmcsrsResponseStatus :: Lens' DescribeMatchmakingConfigurationsResponse Int
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurationsResponse
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Data.Data.Data Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Data.Data.Data Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurationsResponse
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurationsResponse
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurationsResponse
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance GHC.Read.Read Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance GHC.Read.Read Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurationsResponse
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance GHC.Show.Show Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance GHC.Show.Show Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurationsResponse
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingConfigurations: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeMatchmakingConfigurations.DescribeMatchmakingConfigurations
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: data DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: data DescribeMatchmakingRuleSetsResponse
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: describeMatchmakingRuleSets :: DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: describeMatchmakingRuleSetsResponse :: Int -> DescribeMatchmakingRuleSetsResponse
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: dmrsLimit :: Lens' DescribeMatchmakingRuleSets (Maybe Natural)
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: dmrsNames :: Lens' DescribeMatchmakingRuleSets (Maybe (NonEmpty Text))
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: dmrsNextToken :: Lens' DescribeMatchmakingRuleSets (Maybe Text)
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: dmrsrsNextToken :: Lens' DescribeMatchmakingRuleSetsResponse (Maybe Text)
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: dmrsrsResponseStatus :: Lens' DescribeMatchmakingRuleSetsResponse Int
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: dmrsrsRuleSets :: Lens' DescribeMatchmakingRuleSetsResponse [MatchmakingRuleSet]
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSetsResponse
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Data.Data.Data Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Data.Data.Data Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSetsResponse
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSetsResponse
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSetsResponse
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance GHC.Read.Read Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance GHC.Read.Read Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSetsResponse
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance GHC.Show.Show Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance GHC.Show.Show Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSetsResponse
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribeMatchmakingRuleSets: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeMatchmakingRuleSets.DescribeMatchmakingRuleSets
+ Network.AWS.GameLift.DescribePlayerSessions: dpssGameSessionId :: Lens' DescribePlayerSessions (Maybe Text)
+ Network.AWS.GameLift.DescribePlayerSessions: dpssLimit :: Lens' DescribePlayerSessions (Maybe Natural)
+ Network.AWS.GameLift.DescribePlayerSessions: dpssNextToken :: Lens' DescribePlayerSessions (Maybe Text)
+ Network.AWS.GameLift.DescribePlayerSessions: dpssPlayerId :: Lens' DescribePlayerSessions (Maybe Text)
+ Network.AWS.GameLift.DescribePlayerSessions: dpssPlayerSessionId :: Lens' DescribePlayerSessions (Maybe Text)
+ Network.AWS.GameLift.DescribePlayerSessions: dpssPlayerSessionStatusFilter :: Lens' DescribePlayerSessions (Maybe Text)
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: data DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: data DescribeVPCPeeringAuthorizationsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: describeVPCPeeringAuthorizations :: DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: describeVPCPeeringAuthorizationsResponse :: Int -> DescribeVPCPeeringAuthorizationsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: dvpcparsResponseStatus :: Lens' DescribeVPCPeeringAuthorizationsResponse Int
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: dvpcparsVPCPeeringAuthorizations :: Lens' DescribeVPCPeeringAuthorizationsResponse [VPCPeeringAuthorization]
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizationsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Data.Data.Data Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Data.Data.Data Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizationsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizationsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizationsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance GHC.Read.Read Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance GHC.Read.Read Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizationsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance GHC.Show.Show Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance GHC.Show.Show Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizationsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringAuthorizations: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeVPCPeeringAuthorizations.DescribeVPCPeeringAuthorizations
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: data DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: data DescribeVPCPeeringConnectionsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: describeVPCPeeringConnections :: DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: describeVPCPeeringConnectionsResponse :: Int -> DescribeVPCPeeringConnectionsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: dvpcpcFleetId :: Lens' DescribeVPCPeeringConnections (Maybe Text)
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: dvpcpcrsResponseStatus :: Lens' DescribeVPCPeeringConnectionsResponse Int
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: dvpcpcrsVPCPeeringConnections :: Lens' DescribeVPCPeeringConnectionsResponse [VPCPeeringConnection]
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnectionsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Data.Data.Data Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Data.Data.Data Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnectionsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance GHC.Classes.Eq Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnectionsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance GHC.Generics.Generic Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnectionsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance GHC.Read.Read Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance GHC.Read.Read Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnectionsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance GHC.Show.Show Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance GHC.Show.Show Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnectionsResponse
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.DescribeVPCPeeringConnections: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeVPCPeeringConnections.DescribeVPCPeeringConnections
+ Network.AWS.GameLift.StartGameSessionPlacement: data StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: data StartGameSessionPlacementResponse
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Control.DeepSeq.NFData Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Control.DeepSeq.NFData Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacementResponse
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Data.Data.Data Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Data.Data.Data Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacementResponse
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance GHC.Classes.Eq Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance GHC.Classes.Eq Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacementResponse
+ Network.AWS.GameLift.StartGameSessionPlacement: instance GHC.Generics.Generic Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance GHC.Generics.Generic Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacementResponse
+ Network.AWS.GameLift.StartGameSessionPlacement: instance GHC.Read.Read Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance GHC.Read.Read Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacementResponse
+ Network.AWS.GameLift.StartGameSessionPlacement: instance GHC.Show.Show Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance GHC.Show.Show Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacementResponse
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.StartGameSessionPlacement.StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: sgspDesiredPlayerSessions :: Lens' StartGameSessionPlacement [DesiredPlayerSession]
+ Network.AWS.GameLift.StartGameSessionPlacement: sgspGameProperties :: Lens' StartGameSessionPlacement [GameProperty]
+ Network.AWS.GameLift.StartGameSessionPlacement: sgspGameSessionData :: Lens' StartGameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.StartGameSessionPlacement: sgspGameSessionName :: Lens' StartGameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.StartGameSessionPlacement: sgspGameSessionQueueName :: Lens' StartGameSessionPlacement Text
+ Network.AWS.GameLift.StartGameSessionPlacement: sgspMaximumPlayerSessionCount :: Lens' StartGameSessionPlacement Natural
+ Network.AWS.GameLift.StartGameSessionPlacement: sgspPlacementId :: Lens' StartGameSessionPlacement Text
+ Network.AWS.GameLift.StartGameSessionPlacement: sgspPlayerLatencies :: Lens' StartGameSessionPlacement [PlayerLatency]
+ Network.AWS.GameLift.StartGameSessionPlacement: sgsprsGameSessionPlacement :: Lens' StartGameSessionPlacementResponse (Maybe GameSessionPlacement)
+ Network.AWS.GameLift.StartGameSessionPlacement: sgsprsResponseStatus :: Lens' StartGameSessionPlacementResponse Int
+ Network.AWS.GameLift.StartGameSessionPlacement: startGameSessionPlacement :: Text -> Text -> Natural -> StartGameSessionPlacement
+ Network.AWS.GameLift.StartGameSessionPlacement: startGameSessionPlacementResponse :: Int -> StartGameSessionPlacementResponse
+ Network.AWS.GameLift.StartMatchmaking: data StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: data StartMatchmakingResponse
+ Network.AWS.GameLift.StartMatchmaking: instance Control.DeepSeq.NFData Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance Control.DeepSeq.NFData Network.AWS.GameLift.StartMatchmaking.StartMatchmakingResponse
+ Network.AWS.GameLift.StartMatchmaking: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance Data.Data.Data Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance Data.Data.Data Network.AWS.GameLift.StartMatchmaking.StartMatchmakingResponse
+ Network.AWS.GameLift.StartMatchmaking: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance GHC.Classes.Eq Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance GHC.Classes.Eq Network.AWS.GameLift.StartMatchmaking.StartMatchmakingResponse
+ Network.AWS.GameLift.StartMatchmaking: instance GHC.Generics.Generic Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance GHC.Generics.Generic Network.AWS.GameLift.StartMatchmaking.StartMatchmakingResponse
+ Network.AWS.GameLift.StartMatchmaking: instance GHC.Read.Read Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance GHC.Read.Read Network.AWS.GameLift.StartMatchmaking.StartMatchmakingResponse
+ Network.AWS.GameLift.StartMatchmaking: instance GHC.Show.Show Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance GHC.Show.Show Network.AWS.GameLift.StartMatchmaking.StartMatchmakingResponse
+ Network.AWS.GameLift.StartMatchmaking: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.StartMatchmaking.StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: sConfigurationName :: Lens' StartMatchmaking Text
+ Network.AWS.GameLift.StartMatchmaking: sPlayers :: Lens' StartMatchmaking [Player]
+ Network.AWS.GameLift.StartMatchmaking: sTicketId :: Lens' StartMatchmaking (Maybe Text)
+ Network.AWS.GameLift.StartMatchmaking: srsMatchmakingTicket :: Lens' StartMatchmakingResponse (Maybe MatchmakingTicket)
+ Network.AWS.GameLift.StartMatchmaking: srsResponseStatus :: Lens' StartMatchmakingResponse Int
+ Network.AWS.GameLift.StartMatchmaking: startMatchmaking :: Text -> StartMatchmaking
+ Network.AWS.GameLift.StartMatchmaking: startMatchmakingResponse :: Int -> StartMatchmakingResponse
+ Network.AWS.GameLift.StopGameSessionPlacement: data StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: data StopGameSessionPlacementResponse
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Control.DeepSeq.NFData Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Control.DeepSeq.NFData Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacementResponse
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Data.Data.Data Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Data.Data.Data Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacementResponse
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance GHC.Classes.Eq Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance GHC.Classes.Eq Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacementResponse
+ Network.AWS.GameLift.StopGameSessionPlacement: instance GHC.Generics.Generic Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance GHC.Generics.Generic Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacementResponse
+ Network.AWS.GameLift.StopGameSessionPlacement: instance GHC.Read.Read Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance GHC.Read.Read Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacementResponse
+ Network.AWS.GameLift.StopGameSessionPlacement: instance GHC.Show.Show Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance GHC.Show.Show Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacementResponse
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.StopGameSessionPlacement.StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: sPlacementId :: Lens' StopGameSessionPlacement Text
+ Network.AWS.GameLift.StopGameSessionPlacement: stopGameSessionPlacement :: Text -> StopGameSessionPlacement
+ Network.AWS.GameLift.StopGameSessionPlacement: stopGameSessionPlacementResponse :: Int -> StopGameSessionPlacementResponse
+ Network.AWS.GameLift.StopGameSessionPlacement: storsGameSessionPlacement :: Lens' StopGameSessionPlacementResponse (Maybe GameSessionPlacement)
+ Network.AWS.GameLift.StopGameSessionPlacement: storsResponseStatus :: Lens' StopGameSessionPlacementResponse Int
+ Network.AWS.GameLift.StopMatchmaking: data StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: data StopMatchmakingResponse
+ Network.AWS.GameLift.StopMatchmaking: instance Control.DeepSeq.NFData Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance Control.DeepSeq.NFData Network.AWS.GameLift.StopMatchmaking.StopMatchmakingResponse
+ Network.AWS.GameLift.StopMatchmaking: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance Data.Data.Data Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance Data.Data.Data Network.AWS.GameLift.StopMatchmaking.StopMatchmakingResponse
+ Network.AWS.GameLift.StopMatchmaking: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance GHC.Classes.Eq Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance GHC.Classes.Eq Network.AWS.GameLift.StopMatchmaking.StopMatchmakingResponse
+ Network.AWS.GameLift.StopMatchmaking: instance GHC.Generics.Generic Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance GHC.Generics.Generic Network.AWS.GameLift.StopMatchmaking.StopMatchmakingResponse
+ Network.AWS.GameLift.StopMatchmaking: instance GHC.Read.Read Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance GHC.Read.Read Network.AWS.GameLift.StopMatchmaking.StopMatchmakingResponse
+ Network.AWS.GameLift.StopMatchmaking: instance GHC.Show.Show Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance GHC.Show.Show Network.AWS.GameLift.StopMatchmaking.StopMatchmakingResponse
+ Network.AWS.GameLift.StopMatchmaking: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.StopMatchmaking.StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: smTicketId :: Lens' StopMatchmaking Text
+ Network.AWS.GameLift.StopMatchmaking: smrsResponseStatus :: Lens' StopMatchmakingResponse Int
+ Network.AWS.GameLift.StopMatchmaking: stopMatchmaking :: Text -> StopMatchmaking
+ Network.AWS.GameLift.StopMatchmaking: stopMatchmakingResponse :: Int -> StopMatchmakingResponse
+ Network.AWS.GameLift.Types: Accept :: AcceptanceType
+ Network.AWS.GameLift.Types: AvailableGameSessions :: MetricName
+ Network.AWS.GameLift.Types: Cancelled :: GameSessionPlacementState
+ Network.AWS.GameLift.Types: FleetCreationExtractingBuild :: EventCode
+ Network.AWS.GameLift.Types: FleetCreationRunningInstaller :: EventCode
+ Network.AWS.GameLift.Types: FleetCreationValidatingRuntimeConfig :: EventCode
+ Network.AWS.GameLift.Types: FleetVPCPeeringDeleted :: EventCode
+ Network.AWS.GameLift.Types: FleetVPCPeeringFailed :: EventCode
+ Network.AWS.GameLift.Types: FleetVPCPeeringSucceeded :: EventCode
+ Network.AWS.GameLift.Types: Fulfilled :: GameSessionPlacementState
+ Network.AWS.GameLift.Types: GameSessionActivationTimeout :: EventCode
+ Network.AWS.GameLift.Types: MCSCancelled :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift.Types: MCSCompleted :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift.Types: MCSFailed :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift.Types: MCSPlacing :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift.Types: MCSQueued :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift.Types: MCSRequiresAcceptance :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift.Types: MCSSearching :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift.Types: MCSTimedOut :: MatchmakingConfigurationStatus
+ Network.AWS.GameLift.Types: Pending :: GameSessionPlacementState
+ Network.AWS.GameLift.Types: PercentAvailableGameSessions :: MetricName
+ Network.AWS.GameLift.Types: PercentIdleInstances :: MetricName
+ Network.AWS.GameLift.Types: QueueDepth :: MetricName
+ Network.AWS.GameLift.Types: R4_16XLarge :: EC2InstanceType
+ Network.AWS.GameLift.Types: R4_2XLarge :: EC2InstanceType
+ Network.AWS.GameLift.Types: R4_4XLarge :: EC2InstanceType
+ Network.AWS.GameLift.Types: R4_8XLarge :: EC2InstanceType
+ Network.AWS.GameLift.Types: R4_Large :: EC2InstanceType
+ Network.AWS.GameLift.Types: R4_XLarge :: EC2InstanceType
+ Network.AWS.GameLift.Types: Reject :: AcceptanceType
+ Network.AWS.GameLift.Types: TimedOut :: GameSessionPlacementState
+ Network.AWS.GameLift.Types: WaitTime :: MetricName
+ Network.AWS.GameLift.Types: _UnsupportedRegionException :: AsError a => Getting (First ServiceError) a ServiceError
+ Network.AWS.GameLift.Types: aAliasARN :: Lens' Alias (Maybe Text)
+ Network.AWS.GameLift.Types: attributeValue :: AttributeValue
+ Network.AWS.GameLift.Types: avN :: Lens' AttributeValue (Maybe Double)
+ Network.AWS.GameLift.Types: avS :: Lens' AttributeValue (Maybe Text)
+ Network.AWS.GameLift.Types: avSDM :: Lens' AttributeValue (HashMap Text Double)
+ Network.AWS.GameLift.Types: avSL :: Lens' AttributeValue [Text]
+ Network.AWS.GameLift.Types: data AcceptanceType
+ Network.AWS.GameLift.Types: data AttributeValue
+ Network.AWS.GameLift.Types: data DesiredPlayerSession
+ Network.AWS.GameLift.Types: data GameSessionConnectionInfo
+ Network.AWS.GameLift.Types: data GameSessionPlacement
+ Network.AWS.GameLift.Types: data GameSessionPlacementState
+ Network.AWS.GameLift.Types: data GameSessionQueue
+ Network.AWS.GameLift.Types: data GameSessionQueueDestination
+ Network.AWS.GameLift.Types: data MatchedPlayerSession
+ Network.AWS.GameLift.Types: data MatchmakingConfiguration
+ Network.AWS.GameLift.Types: data MatchmakingConfigurationStatus
+ Network.AWS.GameLift.Types: data MatchmakingRuleSet
+ Network.AWS.GameLift.Types: data MatchmakingTicket
+ Network.AWS.GameLift.Types: data PlacedPlayerSession
+ Network.AWS.GameLift.Types: data Player
+ Network.AWS.GameLift.Types: data PlayerLatency
+ Network.AWS.GameLift.Types: data PlayerLatencyPolicy
+ Network.AWS.GameLift.Types: data VPCPeeringAuthorization
+ Network.AWS.GameLift.Types: data VPCPeeringConnection
+ Network.AWS.GameLift.Types: data VPCPeeringConnectionStatus
+ Network.AWS.GameLift.Types: desiredPlayerSession :: DesiredPlayerSession
+ Network.AWS.GameLift.Types: dpsPlayerData :: Lens' DesiredPlayerSession (Maybe Text)
+ Network.AWS.GameLift.Types: dpsPlayerId :: Lens' DesiredPlayerSession (Maybe Text)
+ Network.AWS.GameLift.Types: ePreSignedLogURL :: Lens' Event (Maybe Text)
+ Network.AWS.GameLift.Types: faFleetARN :: Lens' FleetAttributes (Maybe Text)
+ Network.AWS.GameLift.Types: faMetricGroups :: Lens' FleetAttributes [Text]
+ Network.AWS.GameLift.Types: gameSessionConnectionInfo :: GameSessionConnectionInfo
+ Network.AWS.GameLift.Types: gameSessionPlacement :: GameSessionPlacement
+ Network.AWS.GameLift.Types: gameSessionQueue :: GameSessionQueue
+ Network.AWS.GameLift.Types: gameSessionQueueDestination :: GameSessionQueueDestination
+ Network.AWS.GameLift.Types: gsGameSessionData :: Lens' GameSession (Maybe Text)
+ Network.AWS.GameLift.Types: gsciGameSessionARN :: Lens' GameSessionConnectionInfo (Maybe Text)
+ Network.AWS.GameLift.Types: gsciIPAddress :: Lens' GameSessionConnectionInfo (Maybe Text)
+ Network.AWS.GameLift.Types: gsciMatchedPlayerSessions :: Lens' GameSessionConnectionInfo [MatchedPlayerSession]
+ Network.AWS.GameLift.Types: gsciPort :: Lens' GameSessionConnectionInfo (Maybe Natural)
+ Network.AWS.GameLift.Types: gspEndTime :: Lens' GameSessionPlacement (Maybe UTCTime)
+ Network.AWS.GameLift.Types: gspGameProperties :: Lens' GameSessionPlacement [GameProperty]
+ Network.AWS.GameLift.Types: gspGameSessionARN :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.Types: gspGameSessionData :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.Types: gspGameSessionId :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.Types: gspGameSessionName :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.Types: gspGameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.Types: gspGameSessionRegion :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.Types: gspIPAddress :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.Types: gspMaximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural)
+ Network.AWS.GameLift.Types: gspPlacedPlayerSessions :: Lens' GameSessionPlacement [PlacedPlayerSession]
+ Network.AWS.GameLift.Types: gspPlacementId :: Lens' GameSessionPlacement (Maybe Text)
+ Network.AWS.GameLift.Types: gspPlayerLatencies :: Lens' GameSessionPlacement [PlayerLatency]
+ Network.AWS.GameLift.Types: gspPort :: Lens' GameSessionPlacement (Maybe Natural)
+ Network.AWS.GameLift.Types: gspStartTime :: Lens' GameSessionPlacement (Maybe UTCTime)
+ Network.AWS.GameLift.Types: gspStatus :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState)
+ Network.AWS.GameLift.Types: gsqDestinations :: Lens' GameSessionQueue [GameSessionQueueDestination]
+ Network.AWS.GameLift.Types: gsqGameSessionQueueARN :: Lens' GameSessionQueue (Maybe Text)
+ Network.AWS.GameLift.Types: gsqName :: Lens' GameSessionQueue (Maybe Text)
+ Network.AWS.GameLift.Types: gsqPlayerLatencyPolicies :: Lens' GameSessionQueue [PlayerLatencyPolicy]
+ Network.AWS.GameLift.Types: gsqTimeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural)
+ Network.AWS.GameLift.Types: gsqdDestinationARN :: Lens' GameSessionQueueDestination (Maybe Text)
+ Network.AWS.GameLift.Types: matchedPlayerSession :: MatchedPlayerSession
+ Network.AWS.GameLift.Types: matchmakingConfiguration :: MatchmakingConfiguration
+ Network.AWS.GameLift.Types: matchmakingRuleSet :: Text -> MatchmakingRuleSet
+ Network.AWS.GameLift.Types: matchmakingTicket :: MatchmakingTicket
+ Network.AWS.GameLift.Types: mcAcceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool)
+ Network.AWS.GameLift.Types: mcAcceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift.Types: mcAdditionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift.Types: mcCreationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime)
+ Network.AWS.GameLift.Types: mcCustomEventData :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.Types: mcDescription :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.Types: mcGameProperties :: Lens' MatchmakingConfiguration [GameProperty]
+ Network.AWS.GameLift.Types: mcGameSessionData :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.Types: mcGameSessionQueueARNs :: Lens' MatchmakingConfiguration [Text]
+ Network.AWS.GameLift.Types: mcName :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.Types: mcNotificationTarget :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.Types: mcRequestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift.Types: mcRuleSetName :: Lens' MatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.Types: mpsPlayerId :: Lens' MatchedPlayerSession (Maybe Text)
+ Network.AWS.GameLift.Types: mpsPlayerSessionId :: Lens' MatchedPlayerSession (Maybe Text)
+ Network.AWS.GameLift.Types: mrsCreationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime)
+ Network.AWS.GameLift.Types: mrsRuleSetBody :: Lens' MatchmakingRuleSet Text
+ Network.AWS.GameLift.Types: mrsRuleSetName :: Lens' MatchmakingRuleSet (Maybe Text)
+ Network.AWS.GameLift.Types: mtConfigurationName :: Lens' MatchmakingTicket (Maybe Text)
+ Network.AWS.GameLift.Types: mtEndTime :: Lens' MatchmakingTicket (Maybe UTCTime)
+ Network.AWS.GameLift.Types: mtEstimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural)
+ Network.AWS.GameLift.Types: mtGameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo)
+ Network.AWS.GameLift.Types: mtPlayers :: Lens' MatchmakingTicket [Player]
+ Network.AWS.GameLift.Types: mtStartTime :: Lens' MatchmakingTicket (Maybe UTCTime)
+ Network.AWS.GameLift.Types: mtStatus :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus)
+ Network.AWS.GameLift.Types: mtStatusMessage :: Lens' MatchmakingTicket (Maybe Text)
+ Network.AWS.GameLift.Types: mtStatusReason :: Lens' MatchmakingTicket (Maybe Text)
+ Network.AWS.GameLift.Types: mtTicketId :: Lens' MatchmakingTicket (Maybe Text)
+ Network.AWS.GameLift.Types: pLatencyInMs :: Lens' Player (HashMap Text Natural)
+ Network.AWS.GameLift.Types: pPlayerAttributes :: Lens' Player (HashMap Text AttributeValue)
+ Network.AWS.GameLift.Types: pPlayerId :: Lens' Player (Maybe Text)
+ Network.AWS.GameLift.Types: pTeam :: Lens' Player (Maybe Text)
+ Network.AWS.GameLift.Types: plLatencyInMilliseconds :: Lens' PlayerLatency (Maybe Double)
+ Network.AWS.GameLift.Types: plPlayerId :: Lens' PlayerLatency (Maybe Text)
+ Network.AWS.GameLift.Types: plRegionIdentifier :: Lens' PlayerLatency (Maybe Text)
+ Network.AWS.GameLift.Types: placedPlayerSession :: PlacedPlayerSession
+ Network.AWS.GameLift.Types: player :: Player
+ Network.AWS.GameLift.Types: playerLatency :: PlayerLatency
+ Network.AWS.GameLift.Types: playerLatencyPolicy :: PlayerLatencyPolicy
+ Network.AWS.GameLift.Types: plpMaximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
+ Network.AWS.GameLift.Types: plpPolicyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural)
+ Network.AWS.GameLift.Types: ppsPlayerId :: Lens' PlacedPlayerSession (Maybe Text)
+ Network.AWS.GameLift.Types: ppsPlayerSessionId :: Lens' PlacedPlayerSession (Maybe Text)
+ Network.AWS.GameLift.Types: psPlayerData :: Lens' PlayerSession (Maybe Text)
+ Network.AWS.GameLift.Types: rcGameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural)
+ Network.AWS.GameLift.Types: rcMaxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural)
+ Network.AWS.GameLift.Types: vpaCreationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime)
+ Network.AWS.GameLift.Types: vpaExpirationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime)
+ Network.AWS.GameLift.Types: vpaGameLiftAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text)
+ Network.AWS.GameLift.Types: vpaPeerVPCAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text)
+ Network.AWS.GameLift.Types: vpaPeerVPCId :: Lens' VPCPeeringAuthorization (Maybe Text)
+ Network.AWS.GameLift.Types: vpcFleetId :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift.Types: vpcGameLiftVPCId :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift.Types: vpcIPV4CidrBlock :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift.Types: vpcPeerVPCId :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift.Types: vpcPeeringAuthorization :: VPCPeeringAuthorization
+ Network.AWS.GameLift.Types: vpcPeeringConnection :: VPCPeeringConnection
+ Network.AWS.GameLift.Types: vpcPeeringConnectionStatus :: VPCPeeringConnectionStatus
+ Network.AWS.GameLift.Types: vpcStatus :: Lens' VPCPeeringConnection (Maybe VPCPeeringConnectionStatus)
+ Network.AWS.GameLift.Types: vpcVPCPeeringConnectionId :: Lens' VPCPeeringConnection (Maybe Text)
+ Network.AWS.GameLift.Types: vpcsCode :: Lens' VPCPeeringConnectionStatus (Maybe Text)
+ Network.AWS.GameLift.Types: vpcsMessage :: Lens' VPCPeeringConnectionStatus (Maybe Text)
+ Network.AWS.GameLift.UpdateFleetAttributes: ufaMetricGroups :: Lens' UpdateFleetAttributes [Text]
+ Network.AWS.GameLift.UpdateGameSessionQueue: data UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: data UpdateGameSessionQueueResponse
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueueResponse
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Data.Data.Data Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Data.Data.Data Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueueResponse
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance GHC.Classes.Eq Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance GHC.Classes.Eq Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueueResponse
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance GHC.Generics.Generic Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance GHC.Generics.Generic Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueueResponse
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance GHC.Read.Read Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance GHC.Read.Read Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueueResponse
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance GHC.Show.Show Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance GHC.Show.Show Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueueResponse
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateGameSessionQueue.UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: ugsqDestinations :: Lens' UpdateGameSessionQueue [GameSessionQueueDestination]
+ Network.AWS.GameLift.UpdateGameSessionQueue: ugsqName :: Lens' UpdateGameSessionQueue Text
+ Network.AWS.GameLift.UpdateGameSessionQueue: ugsqPlayerLatencyPolicies :: Lens' UpdateGameSessionQueue [PlayerLatencyPolicy]
+ Network.AWS.GameLift.UpdateGameSessionQueue: ugsqTimeoutInSeconds :: Lens' UpdateGameSessionQueue (Maybe Natural)
+ Network.AWS.GameLift.UpdateGameSessionQueue: ugsqrsGameSessionQueue :: Lens' UpdateGameSessionQueueResponse (Maybe GameSessionQueue)
+ Network.AWS.GameLift.UpdateGameSessionQueue: ugsqrsResponseStatus :: Lens' UpdateGameSessionQueueResponse Int
+ Network.AWS.GameLift.UpdateGameSessionQueue: updateGameSessionQueue :: Text -> UpdateGameSessionQueue
+ Network.AWS.GameLift.UpdateGameSessionQueue: updateGameSessionQueueResponse :: Int -> UpdateGameSessionQueueResponse
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: data UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: data UpdateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Data.Data.Data Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Data.Data.Data Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance GHC.Classes.Eq Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance GHC.Generics.Generic Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance GHC.Read.Read Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance GHC.Read.Read Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance GHC.Show.Show Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance GHC.Show.Show Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateMatchmakingConfiguration.UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcAcceptanceRequired :: Lens' UpdateMatchmakingConfiguration (Maybe Bool)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcAcceptanceTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcAdditionalPlayerCount :: Lens' UpdateMatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcCustomEventData :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcDescription :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcGameProperties :: Lens' UpdateMatchmakingConfiguration [GameProperty]
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcGameSessionData :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcGameSessionQueueARNs :: Lens' UpdateMatchmakingConfiguration [Text]
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcName :: Lens' UpdateMatchmakingConfiguration Text
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcNotificationTarget :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcRequestTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcRuleSetName :: Lens' UpdateMatchmakingConfiguration (Maybe Text)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcrsConfiguration :: Lens' UpdateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration)
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: umcrsResponseStatus :: Lens' UpdateMatchmakingConfigurationResponse Int
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: updateMatchmakingConfiguration :: Text -> UpdateMatchmakingConfiguration
+ Network.AWS.GameLift.UpdateMatchmakingConfiguration: updateMatchmakingConfigurationResponse :: Int -> UpdateMatchmakingConfigurationResponse
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: data ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: data ValidateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Control.DeepSeq.NFData Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Control.DeepSeq.NFData Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Data.Data.Data Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Data.Data.Data Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Data.Hashable.Class.Hashable Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance GHC.Classes.Eq Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance GHC.Classes.Eq Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance GHC.Generics.Generic Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance GHC.Generics.Generic Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance GHC.Read.Read Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance GHC.Read.Read Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance GHC.Show.Show Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance GHC.Show.Show Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.ValidateMatchmakingRuleSet.ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: validateMatchmakingRuleSet :: Text -> ValidateMatchmakingRuleSet
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: validateMatchmakingRuleSetResponse :: Int -> ValidateMatchmakingRuleSetResponse
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: vmrsRuleSetBody :: Lens' ValidateMatchmakingRuleSet Text
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: vmrsrsResponseStatus :: Lens' ValidateMatchmakingRuleSetResponse Int
+ Network.AWS.GameLift.ValidateMatchmakingRuleSet: vmrsrsValid :: Lens' ValidateMatchmakingRuleSetResponse (Maybe Bool)
Files
- README.md +1/−1
- amazonka-gamelift.cabal +40/−11
- fixture/AcceptMatch.yaml +10/−0
- fixture/AcceptMatchResponse.proto +0/−0
- fixture/CreateGameSessionQueue.yaml +10/−0
- fixture/CreateGameSessionQueueResponse.proto +0/−0
- fixture/CreateMatchmakingConfiguration.yaml +10/−0
- fixture/CreateMatchmakingConfigurationResponse.proto +0/−0
- fixture/CreateMatchmakingRuleSet.yaml +10/−0
- fixture/CreateMatchmakingRuleSetResponse.proto +0/−0
- fixture/CreateVPCPeeringAuthorization.yaml +10/−0
- fixture/CreateVPCPeeringAuthorizationResponse.proto +0/−0
- fixture/CreateVPCPeeringConnection.yaml +10/−0
- fixture/CreateVPCPeeringConnectionResponse.proto +0/−0
- fixture/DeleteGameSessionQueue.yaml +10/−0
- fixture/DeleteGameSessionQueueResponse.proto +0/−0
- fixture/DeleteMatchmakingConfiguration.yaml +10/−0
- fixture/DeleteMatchmakingConfigurationResponse.proto +0/−0
- fixture/DeleteVPCPeeringAuthorization.yaml +10/−0
- fixture/DeleteVPCPeeringAuthorizationResponse.proto +0/−0
- fixture/DeleteVPCPeeringConnection.yaml +10/−0
- fixture/DeleteVPCPeeringConnectionResponse.proto +0/−0
- fixture/DescribeGameSessionPlacement.yaml +10/−0
- fixture/DescribeGameSessionPlacementResponse.proto +0/−0
- fixture/DescribeGameSessionQueues.yaml +10/−0
- fixture/DescribeGameSessionQueuesResponse.proto +0/−0
- fixture/DescribeMatchmaking.yaml +10/−0
- fixture/DescribeMatchmakingConfigurations.yaml +10/−0
- fixture/DescribeMatchmakingConfigurationsResponse.proto +0/−0
- fixture/DescribeMatchmakingResponse.proto +0/−0
- fixture/DescribeMatchmakingRuleSets.yaml +10/−0
- fixture/DescribeMatchmakingRuleSetsResponse.proto +0/−0
- fixture/DescribeVPCPeeringAuthorizations.yaml +10/−0
- fixture/DescribeVPCPeeringAuthorizationsResponse.proto +0/−0
- fixture/DescribeVPCPeeringConnections.yaml +10/−0
- fixture/DescribeVPCPeeringConnectionsResponse.proto +0/−0
- fixture/StartGameSessionPlacement.yaml +10/−0
- fixture/StartGameSessionPlacementResponse.proto +0/−0
- fixture/StartMatchmaking.yaml +10/−0
- fixture/StartMatchmakingResponse.proto +0/−0
- fixture/StopGameSessionPlacement.yaml +10/−0
- fixture/StopGameSessionPlacementResponse.proto +0/−0
- fixture/StopMatchmaking.yaml +10/−0
- fixture/StopMatchmakingResponse.proto +0/−0
- fixture/UpdateGameSessionQueue.yaml +10/−0
- fixture/UpdateGameSessionQueueResponse.proto +0/−0
- fixture/UpdateMatchmakingConfiguration.yaml +10/−0
- fixture/UpdateMatchmakingConfigurationResponse.proto +0/−0
- fixture/ValidateMatchmakingRuleSet.yaml +10/−0
- fixture/ValidateMatchmakingRuleSetResponse.proto +0/−0
- gen/Network/AWS/GameLift.hs +464/−106
- gen/Network/AWS/GameLift/AcceptMatch.hs +168/−0
- gen/Network/AWS/GameLift/CreateAlias.hs +55/−35
- gen/Network/AWS/GameLift/CreateBuild.hs +68/−50
- gen/Network/AWS/GameLift/CreateFleet.hs +159/−70
- gen/Network/AWS/GameLift/CreateGameSession.hs +109/−53
- gen/Network/AWS/GameLift/CreateGameSessionQueue.hs +193/−0
- gen/Network/AWS/GameLift/CreateMatchmakingConfiguration.hs +293/−0
- gen/Network/AWS/GameLift/CreateMatchmakingRuleSet.hs +177/−0
- gen/Network/AWS/GameLift/CreatePlayerSession.hs +68/−34
- gen/Network/AWS/GameLift/CreatePlayerSessions.hs +64/−30
- gen/Network/AWS/GameLift/CreateVPCPeeringAuthorization.hs +188/−0
- gen/Network/AWS/GameLift/CreateVPCPeeringConnection.hs +176/−0
- gen/Network/AWS/GameLift/DeleteAlias.hs +37/−20
- gen/Network/AWS/GameLift/DeleteBuild.hs +36/−21
- gen/Network/AWS/GameLift/DeleteFleet.hs +74/−21
- gen/Network/AWS/GameLift/DeleteGameSessionQueue.hs +138/−0
- gen/Network/AWS/GameLift/DeleteMatchmakingConfiguration.hs +152/−0
- gen/Network/AWS/GameLift/DeleteScalingPolicy.hs +77/−24
- gen/Network/AWS/GameLift/DeleteVPCPeeringAuthorization.hs +165/−0
- gen/Network/AWS/GameLift/DeleteVPCPeeringConnection.hs +164/−0
- gen/Network/AWS/GameLift/DescribeAlias.hs +44/−27
- gen/Network/AWS/GameLift/DescribeBuild.hs +39/−26
- gen/Network/AWS/GameLift/DescribeEC2InstanceLimits.hs +80/−27
- gen/Network/AWS/GameLift/DescribeFleetAttributes.hs +88/−35
- gen/Network/AWS/GameLift/DescribeFleetCapacity.hs +88/−35
- gen/Network/AWS/GameLift/DescribeFleetEvents.hs +95/−39
- gen/Network/AWS/GameLift/DescribeFleetPortSettings.hs +81/−26
- gen/Network/AWS/GameLift/DescribeFleetUtilization.hs +88/−34
- gen/Network/AWS/GameLift/DescribeGameSessionDetails.hs +78/−47
- gen/Network/AWS/GameLift/DescribeGameSessionPlacement.hs +174/−0
- gen/Network/AWS/GameLift/DescribeGameSessionQueues.hs +186/−0
- gen/Network/AWS/GameLift/DescribeGameSessions.hs +79/−47
- gen/Network/AWS/GameLift/DescribeInstances.hs +43/−39
- gen/Network/AWS/GameLift/DescribeMatchmaking.hs +156/−0
- gen/Network/AWS/GameLift/DescribeMatchmakingConfigurations.hs +214/−0
- gen/Network/AWS/GameLift/DescribeMatchmakingRuleSets.hs +192/−0
- gen/Network/AWS/GameLift/DescribePlayerSessions.hs +99/−73
- gen/Network/AWS/GameLift/DescribeRuntimeConfiguration.hs +80/−25
- gen/Network/AWS/GameLift/DescribeScalingPolicies.hs +95/−39
- gen/Network/AWS/GameLift/DescribeVPCPeeringAuthorizations.hs +149/−0
- gen/Network/AWS/GameLift/DescribeVPCPeeringConnections.hs +165/−0
- gen/Network/AWS/GameLift/GetGameSessionLogURL.hs +52/−26
- gen/Network/AWS/GameLift/GetInstanceAccess.hs +41/−34
- gen/Network/AWS/GameLift/ListAliases.hs +60/−40
- gen/Network/AWS/GameLift/ListBuilds.hs +49/−35
- gen/Network/AWS/GameLift/ListFleets.hs +89/−37
- gen/Network/AWS/GameLift/PutScalingPolicy.hs +101/−47
- gen/Network/AWS/GameLift/RequestUploadCredentials.hs +30/−31
- gen/Network/AWS/GameLift/ResolveAlias.hs +41/−26
- gen/Network/AWS/GameLift/SearchGameSessions.hs +78/−48
- gen/Network/AWS/GameLift/StartGameSessionPlacement.hs +273/−0
- gen/Network/AWS/GameLift/StartMatchmaking.hs +199/−0
- gen/Network/AWS/GameLift/StopGameSessionPlacement.hs +171/−0
- gen/Network/AWS/GameLift/StopMatchmaking.hs +137/−0
- gen/Network/AWS/GameLift/Types.hs +232/−37
- gen/Network/AWS/GameLift/Types/Product.hs +3663/−1732
- gen/Network/AWS/GameLift/Types/Sum.hs +304/−129
- gen/Network/AWS/GameLift/UpdateAlias.hs +53/−35
- gen/Network/AWS/GameLift/UpdateBuild.hs +47/−35
- gen/Network/AWS/GameLift/UpdateFleetAttributes.hs +104/−40
- gen/Network/AWS/GameLift/UpdateFleetCapacity.hs +87/−33
- gen/Network/AWS/GameLift/UpdateFleetPortSettings.hs +85/−31
- gen/Network/AWS/GameLift/UpdateGameSession.hs +69/−41
- gen/Network/AWS/GameLift/UpdateGameSessionQueue.hs +187/−0
- gen/Network/AWS/GameLift/UpdateMatchmakingConfiguration.hs +282/−0
- gen/Network/AWS/GameLift/UpdateRuntimeConfiguration.hs +88/−33
- gen/Network/AWS/GameLift/ValidateMatchmakingRuleSet.hs +162/−0
- gen/Network/AWS/GameLift/Waiters.hs +6/−6
- test/Main.hs +2/−2
- test/Test/AWS/Gen/GameLift.hs +438/−6
README.md view
@@ -8,7 +8,7 @@ ## Version -`1.4.5`+`1.5.0` ## Description
amazonka-gamelift.cabal view
@@ -1,13 +1,13 @@ name: amazonka-gamelift-version: 1.4.5+version: 1.5.0 synopsis: Amazon GameLift SDK. homepage: https://github.com/brendanhay/amazonka bug-reports: https://github.com/brendanhay/amazonka/issues-license: OtherLicense+license: MPL-2.0 license-file: LICENSE author: Brendan Hay-maintainer: Brendan Hay <brendan.g.hay@gmail.com>-copyright: Copyright (c) 2013-2016 Brendan Hay+maintainer: Brendan Hay <brendan.g.hay+amazonka@gmail.com>+copyright: Copyright (c) 2013-2017 Brendan Hay category: Network, AWS, Cloud, Distributed Computing build-type: Simple cabal-version: >= 1.10@@ -29,27 +29,42 @@ to get started. source-repository head- type: git- location: git://github.com/brendanhay/amazonka.git+ type: git+ location: git://github.com/brendanhay/amazonka.git+ subdir: amazonka-gamelift library default-language: Haskell2010 hs-source-dirs: src gen - ghc-options: -Wall+ ghc-options:+ -Wall+ -fwarn-incomplete-uni-patterns+ -fwarn-incomplete-record-updates+ -funbox-strict-fields exposed-modules: Network.AWS.GameLift+ , Network.AWS.GameLift.AcceptMatch , Network.AWS.GameLift.CreateAlias , Network.AWS.GameLift.CreateBuild , Network.AWS.GameLift.CreateFleet , Network.AWS.GameLift.CreateGameSession+ , Network.AWS.GameLift.CreateGameSessionQueue+ , Network.AWS.GameLift.CreateMatchmakingConfiguration+ , Network.AWS.GameLift.CreateMatchmakingRuleSet , Network.AWS.GameLift.CreatePlayerSession , Network.AWS.GameLift.CreatePlayerSessions+ , Network.AWS.GameLift.CreateVPCPeeringAuthorization+ , Network.AWS.GameLift.CreateVPCPeeringConnection , Network.AWS.GameLift.DeleteAlias , Network.AWS.GameLift.DeleteBuild , Network.AWS.GameLift.DeleteFleet+ , Network.AWS.GameLift.DeleteGameSessionQueue+ , Network.AWS.GameLift.DeleteMatchmakingConfiguration , Network.AWS.GameLift.DeleteScalingPolicy+ , Network.AWS.GameLift.DeleteVPCPeeringAuthorization+ , Network.AWS.GameLift.DeleteVPCPeeringConnection , Network.AWS.GameLift.DescribeAlias , Network.AWS.GameLift.DescribeBuild , Network.AWS.GameLift.DescribeEC2InstanceLimits@@ -59,11 +74,18 @@ , Network.AWS.GameLift.DescribeFleetPortSettings , Network.AWS.GameLift.DescribeFleetUtilization , Network.AWS.GameLift.DescribeGameSessionDetails+ , Network.AWS.GameLift.DescribeGameSessionPlacement+ , Network.AWS.GameLift.DescribeGameSessionQueues , Network.AWS.GameLift.DescribeGameSessions , Network.AWS.GameLift.DescribeInstances+ , Network.AWS.GameLift.DescribeMatchmaking+ , Network.AWS.GameLift.DescribeMatchmakingConfigurations+ , Network.AWS.GameLift.DescribeMatchmakingRuleSets , Network.AWS.GameLift.DescribePlayerSessions , Network.AWS.GameLift.DescribeRuntimeConfiguration , Network.AWS.GameLift.DescribeScalingPolicies+ , Network.AWS.GameLift.DescribeVPCPeeringAuthorizations+ , Network.AWS.GameLift.DescribeVPCPeeringConnections , Network.AWS.GameLift.GetGameSessionLogURL , Network.AWS.GameLift.GetInstanceAccess , Network.AWS.GameLift.ListAliases@@ -73,6 +95,10 @@ , Network.AWS.GameLift.RequestUploadCredentials , Network.AWS.GameLift.ResolveAlias , Network.AWS.GameLift.SearchGameSessions+ , Network.AWS.GameLift.StartGameSessionPlacement+ , Network.AWS.GameLift.StartMatchmaking+ , Network.AWS.GameLift.StopGameSessionPlacement+ , Network.AWS.GameLift.StopMatchmaking , Network.AWS.GameLift.Types , Network.AWS.GameLift.UpdateAlias , Network.AWS.GameLift.UpdateBuild@@ -80,7 +106,10 @@ , Network.AWS.GameLift.UpdateFleetCapacity , Network.AWS.GameLift.UpdateFleetPortSettings , Network.AWS.GameLift.UpdateGameSession+ , Network.AWS.GameLift.UpdateGameSessionQueue+ , Network.AWS.GameLift.UpdateMatchmakingConfiguration , Network.AWS.GameLift.UpdateRuntimeConfiguration+ , Network.AWS.GameLift.ValidateMatchmakingRuleSet , Network.AWS.GameLift.Waiters other-modules:@@ -88,7 +117,7 @@ , Network.AWS.GameLift.Types.Sum build-depends:- amazonka-core == 1.4.5.*+ amazonka-core == 1.5.0.* , base >= 4.7 && < 5 test-suite amazonka-gamelift-test@@ -108,9 +137,9 @@ , Test.AWS.GameLift.Internal build-depends:- amazonka-core == 1.4.5.*- , amazonka-test == 1.4.5.*- , amazonka-gamelift == 1.4.5.*+ amazonka-core == 1.5.0.*+ , amazonka-test == 1.5.0.*+ , amazonka-gamelift , base , bytestring , tasty
+ fixture/AcceptMatch.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/AcceptMatchResponse.proto view
+ fixture/CreateGameSessionQueue.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/CreateGameSessionQueueResponse.proto view
+ fixture/CreateMatchmakingConfiguration.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/CreateMatchmakingConfigurationResponse.proto view
+ fixture/CreateMatchmakingRuleSet.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/CreateMatchmakingRuleSetResponse.proto view
+ fixture/CreateVPCPeeringAuthorization.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/CreateVPCPeeringAuthorizationResponse.proto view
+ fixture/CreateVPCPeeringConnection.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/CreateVPCPeeringConnectionResponse.proto view
+ fixture/DeleteGameSessionQueue.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DeleteGameSessionQueueResponse.proto view
+ fixture/DeleteMatchmakingConfiguration.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DeleteMatchmakingConfigurationResponse.proto view
+ fixture/DeleteVPCPeeringAuthorization.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DeleteVPCPeeringAuthorizationResponse.proto view
+ fixture/DeleteVPCPeeringConnection.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DeleteVPCPeeringConnectionResponse.proto view
+ fixture/DescribeGameSessionPlacement.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DescribeGameSessionPlacementResponse.proto view
+ fixture/DescribeGameSessionQueues.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DescribeGameSessionQueuesResponse.proto view
+ fixture/DescribeMatchmaking.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DescribeMatchmakingConfigurations.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DescribeMatchmakingConfigurationsResponse.proto view
+ fixture/DescribeMatchmakingResponse.proto view
+ fixture/DescribeMatchmakingRuleSets.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DescribeMatchmakingRuleSetsResponse.proto view
+ fixture/DescribeVPCPeeringAuthorizations.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DescribeVPCPeeringAuthorizationsResponse.proto view
+ fixture/DescribeVPCPeeringConnections.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/DescribeVPCPeeringConnectionsResponse.proto view
+ fixture/StartGameSessionPlacement.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/StartGameSessionPlacementResponse.proto view
+ fixture/StartMatchmaking.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/StartMatchmakingResponse.proto view
+ fixture/StopGameSessionPlacement.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/StopGameSessionPlacementResponse.proto view
+ fixture/StopMatchmaking.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/StopMatchmakingResponse.proto view
+ fixture/UpdateGameSessionQueue.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/UpdateGameSessionQueueResponse.proto view
+ fixture/UpdateMatchmakingConfiguration.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/UpdateMatchmakingConfigurationResponse.proto view
+ fixture/ValidateMatchmakingRuleSet.yaml view
@@ -0,0 +1,10 @@+---+method: POST+headers:+ Authorization: AWS4-HMAC-SHA256 Credential=access/20091028/us-east-1/gamelift/aws4_request, SignedHeaders=content-type;host;x-amz-content-sha256;x-amz-date, Signature=?+ Host: gamelift.us-east-1.amazonaws.com+ Content-Type: application/x-www-form-urlencoded; charset=utf-8+ X-Amz-Content-SHA256: abcdef+ X-Amz-Date: 20091028T223200Z+body:+ ''
+ fixture/ValidateMatchmakingRuleSetResponse.proto view
gen/Network/AWS/GameLift.hs view
@@ -5,164 +5,254 @@ -- | -- Module : Network.AWS.GameLift--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) -- -- __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.+-- Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their multiplayer games. Amazon GameLift provides tools for the following tasks: (1) acquire computing resources and deploy game servers, (2) scale game server capacity to meet player demand, (3) host game sessions and manage player access, and (4) track in-depth metrics on player usage and server performance. ----- 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.+-- The Amazon GameLift service API includes two important function sets: ----- __More Resources__+-- * __Manage game sessions and player access__ -- Retrieve information on available game sessions; create new game sessions; send player requests to join a game session. ----- * <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide> : Learn more about GameLift features and how to use them+-- * __Configure and manage game server resources__ -- Manage builds, fleets, queues, and aliases; set autoscaling policies; retrieve logs and metrics. ----- * <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+-- This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with these tools: --+-- * The Amazon Web Services software development kit (<http://aws.amazon.com/tools/#sdk AWS SDK> ) is available in <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-supported.html#gamelift-supported-clients multiple languages> including C++ and C#. Use the SDK to access the API programmatically from an application, such as a game client. --+-- * The <http://aws.amazon.com/cli/ AWS command-line interface> (CLI) tool is primarily useful for handling administrative actions, such as setting up and managing Amazon GameLift settings and resources. You can use the AWS CLI to manage all of your AWS services. ----- __Manage Games and Players Through GameLift__+-- * The <https://console.aws.amazon.com/gamelift/home AWS Management Console> for Amazon GameLift provides a web interface to manage your Amazon GameLift settings and resources. The console includes a dashboard for tracking key resources, including builds and fleets, and displays usage and performance metrics for your games as customizable graphs. ----- Call these actions from your game clients and/or services to create and manage multiplayer game sessions and player sessions.+-- * Amazon GameLift Local is a tool for testing your game's integration with Amazon GameLift before deploying it on the service. This tools supports a subset of key API actions, which can be called from either the AWS CLI or programmatically. See <http://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing-local.html Testing an Integration> . ----- * __Game sessions:__ ----- * 'CreateGameSession' ----- * 'DescribeGameSessions'+-- __MORE RESOURCES__ ----- * 'DescribeGameSessionDetails'+-- * <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide> -- Learn more about Amazon GameLift features and how to use them. ----- * 'UpdateGameSession'+-- * <https://gamedev.amazon.com/forums/tutorials Lumberyard and Amazon GameLift Tutorials> -- Get started fast with walkthroughs and sample projects. ----- * 'SearchGameSessions'+-- * <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. --+-- * <http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html Amazon GameLift Document History> -- See changes to the Amazon GameLift service, SDKs, and documentation, as well as links to release notes. ----- * __Player sessions:__ ----- * 'CreatePlayerSession' ----- * 'CreatePlayerSessions'+-- __API SUMMARY__ ----- * 'DescribePlayerSessions'+-- This list offers a functional overview of the Amazon GameLift service API. --+-- __Managing Games and Players__ --+-- Use these actions to start new game sessions, find existing game sessions, track game session status and other information, and enable player access to game sessions. ----- * __Other actions:__+-- * __Discover existing game sessions__ ----- * 'GetGameSessionLogUrl'+-- * 'SearchGameSessions' -- Retrieve all available game sessions or search for game sessions that match a set of criteria. -- -- --+-- * __Start new game sessions__ --+-- * Start new games with Queues to find the best available hosting resources across multiple regions, minimize player latency, and balance game session activity for efficiency and cost effectiveness. ----- __Set Up and Manage Game Servers__+-- * 'StartGameSessionPlacement' -- Request a new game session placement and add one or more players to it. ----- 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.+-- * 'DescribeGameSessionPlacement' -- Get details on a placement request, including status. ----- * __Game builds:__+-- * 'StopGameSessionPlacement' -- Cancel a placement request. ----- * 'ListBuilds' ----- * 'CreateBuild' ----- * 'DescribeBuild'+-- * 'CreateGameSession' -- Start a new game session on a specific fleet. /Available in Amazon GameLift Local./ ----- * 'UpdateBuild' ----- * 'DeleteBuild' ----- * 'RequestUploadCredentials'+-- * __Start new game sessions with FlexMatch matchmaking__ --+-- * 'StartMatchmaking' -- Request matchmaking for one players or a group who want to play together. --+-- * 'DescribeMatchmaking' -- Get details on a matchmaking request, including status. ----- * __Fleets:__+-- * 'AcceptMatch' -- Register that a player accepts a proposed match, for matches that require player acceptance. ----- * 'ListFleets'+-- * 'StopMatchmaking' -- Cancel a matchmaking request. ----- * 'CreateFleet' ----- * Describe fleets: ----- * 'DescribeFleetAttributes'+-- * __Manage game session data__ ----- * 'DescribeFleetCapacity'+-- * 'DescribeGameSessions' -- Retrieve metadata for one or more game sessions, including length of time active and current player count. /Available in Amazon GameLift Local./ ----- * 'DescribeFleetPortSettings'+-- * 'DescribeGameSessionDetails' -- Retrieve metadata and the game session protection setting for one or more game sessions. ----- * 'DescribeFleetUtilization'+-- * 'UpdateGameSession' -- Change game session settings, such as maximum player count and join policy. ----- * 'DescribeEC2InstanceLimits'+-- * 'GetGameSessionLogUrl' -- Get the location of saved logs for a game session. ----- * 'DescribeFleetEvents' ----- * 'DescribeRuntimeConfiguration' --+-- * __Manage player sessions__ --+-- * 'CreatePlayerSession' -- Send a request for a player to join a game session. /Available in Amazon GameLift Local./ ----- * Update fleets:+-- * 'CreatePlayerSessions' -- Send a request for multiple players to join a game session. /Available in Amazon GameLift Local./ ----- * 'UpdateFleetAttributes'+-- * 'DescribePlayerSessions' -- Get details on player activity, including status, playing time, and player data. /Available in Amazon GameLift Local./ ----- * 'UpdateFleetCapacity' ----- * 'UpdateFleetPortSettings' ----- * 'UpdateRuntimeConfiguration' -- --+-- __Setting Up and Managing Game Servers__ ----- * 'DeleteFleet'+-- When setting up Amazon GameLift resources for your game, you first <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html create a game build> and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more. --+-- * __Manage game builds__ --+-- * 'CreateBuild' -- Create a new build using files stored in an Amazon S3 bucket. (Update uploading permissions with 'RequestUploadCredentials' .) To create a build and upload files from a local path, use the AWS CLI command @upload-build@ . ----- * __Manage your instances:__+-- * 'ListBuilds' -- Get a list of all builds uploaded to a Amazon GameLift region. ----- * 'DescribeInstances'+-- * 'DescribeBuild' -- Retrieve information associated with a build. ----- * 'GetInstanceAccess'+-- * 'UpdateBuild' -- Change build metadata, including build name and version. --+-- * 'DeleteBuild' -- Remove a build from Amazon GameLift. -- ----- * __Manage fleet aliases:__ ----- * 'ListAliases'+-- * __Manage fleets__ ----- * 'CreateAlias'+-- * 'CreateFleet' -- Configure and activate a new fleet to run a build's game servers. ----- * 'DescribeAlias'+-- * 'ListFleets' -- Get a list of all fleet IDs in a Amazon GameLift region (all statuses). ----- * 'UpdateAlias'+-- * 'DeleteFleet' -- Terminate a fleet that is no longer running game servers or hosting players. ----- * 'DeleteAlias'+-- * View / update fleet configurations. ----- * 'ResolveAlias'+-- * 'DescribeFleetAttributes' / 'UpdateFleetAttributes' -- View or change a fleet's metadata and settings for game session protection and resource creation limits. --+-- * 'DescribeFleetPortSettings' / 'UpdateFleetPortSettings' -- View or change the inbound permissions (IP address and port setting ranges) allowed for a fleet. --+-- * 'DescribeRuntimeConfiguration' / 'UpdateRuntimeConfiguration' -- View or change what server processes (and how many) to run on each instance in a fleet. ----- * __Manage autoscaling:__ ----- * 'PutScalingPolicy' ----- * 'DescribeScalingPolicies' ----- * 'DeleteScalingPolicy' --+-- * __Control fleet capacity__ --+-- * 'DescribeEC2InstanceLimits' -- Retrieve maximum number of instances allowed for the current AWS account and the current usage level. --+-- * 'DescribeFleetCapacity' / 'UpdateFleetCapacity' -- Retrieve the capacity settings and the current number of instances in a fleet; adjust fleet capacity settings to scale up or down. --+-- * Autoscale -- Manage autoscaling rules and apply them to a fleet. ----- To view changes to the API, see the GameLift <http://docs.aws.amazon.com/gamelift/latest/developerguide/doc-history.html Document History> page.+-- * 'PutScalingPolicy' -- Create a new autoscaling policy, or update an existing one. --+-- * 'DescribeScalingPolicies' -- Retrieve an existing autoscaling policy.+--+-- * 'DeleteScalingPolicy' -- Delete an autoscaling policy and stop it from affecting a fleet's capacity.+--+--+--+--+--+-- * __Manage VPC peering connections for fleets__+--+-- * 'CreateVpcPeeringAuthorization' -- Authorize a peering connection to one of your VPCs.+--+-- * 'DescribeVpcPeeringAuthorizations' -- Retrieve valid peering connection authorizations.+--+-- * 'DeleteVpcPeeringAuthorization' -- Delete a peering connection authorization.+--+-- * 'CreateVpcPeeringConnection' -- Establish a peering connection between the VPC for a Amazon GameLift fleet and one of your VPCs.+--+-- * 'DescribeVpcPeeringConnections' -- Retrieve information on active or pending VPC peering connections with a Amazon GameLift fleet.+--+-- * 'DeleteVpcPeeringConnection' -- Delete a VPC peering connection with a Amazon GameLift fleet.+--+--+--+-- * __Access fleet activity statistics__+--+-- * 'DescribeFleetUtilization' -- Get current data on the number of server processes, game sessions, and players currently active on a fleet.+--+-- * 'DescribeFleetEvents' -- Get a fleet's logged events for a specified time span.+--+-- * 'DescribeGameSessions' -- Retrieve metadata associated with one or more game sessions, including length of time active and current player count.+--+--+--+-- * __Remotely access an instance__+--+-- * 'DescribeInstances' -- Get information on each instance in a fleet, including instance ID, IP address, and status.+--+-- * 'GetInstanceAccess' -- Request access credentials needed to remotely connect to a specified instance in a fleet.+--+--+--+-- * __Manage fleet aliases__+--+-- * 'CreateAlias' -- Define a new alias and optionally assign it to a fleet.+--+-- * 'ListAliases' -- Get all fleet aliases defined in a Amazon GameLift region.+--+-- * 'DescribeAlias' -- Retrieve information on an existing alias.+--+-- * 'UpdateAlias' -- Change settings for a alias, such as redirecting it from one fleet to another.+--+-- * 'DeleteAlias' -- Remove an alias from the region.+--+-- * 'ResolveAlias' -- Get the fleet ID that a specified alias points to.+--+--+--+-- * __Manage game session queues__+--+-- * 'CreateGameSessionQueue' -- Create a queue for processing requests for new game sessions.+--+-- * 'DescribeGameSessionQueues' -- Retrieve game session queues defined in a Amazon GameLift region.+--+-- * 'UpdateGameSessionQueue' -- Change the configuration of a game session queue.+--+-- * 'DeleteGameSessionQueue' -- Remove a game session queue from the region.+--+--+--+-- * __Manage FlexMatch resources__+--+-- * 'CreateMatchmakingConfiguration' -- Create a matchmaking configuration with instructions for building a player group and placing in a new game session.+--+-- * 'DescribeMatchmakingConfigurations' -- Retrieve matchmaking configurations defined a Amazon GameLift region.+--+-- * 'UpdateMatchmakingConfiguration' -- Change settings for matchmaking configuration. queue.+--+-- * 'DeleteMatchmakingConfiguration' -- Remove a matchmaking configuration from the region.+--+-- * 'CreateMatchmakingRuleSet' -- Create a set of rules to use when searching for player matches.+--+-- * 'DescribeMatchmakingRuleSets' -- Retrieve matchmaking rule sets defined in a Amazon GameLift region.+--+-- * 'ValidateMatchmakingRuleSet' -- Verify syntax for a set of matchmaking rules.+--+--+--+--+-- module Network.AWS.GameLift ( -- * Service Configuration@@ -189,6 +279,9 @@ -- ** GameSessionFullException , _GameSessionFullException + -- ** UnsupportedRegionException+ , _UnsupportedRegionException+ -- ** InvalidGameSessionStatusException , _InvalidGameSessionStatusException @@ -213,6 +306,9 @@ -- * Operations -- $operations + -- ** StopMatchmaking+ , module Network.AWS.GameLift.StopMatchmaking+ -- ** CreateGameSession , module Network.AWS.GameLift.CreateGameSession @@ -246,18 +342,42 @@ -- ** UpdateRuntimeConfiguration , module Network.AWS.GameLift.UpdateRuntimeConfiguration + -- ** CreateVPCPeeringConnection+ , module Network.AWS.GameLift.CreateVPCPeeringConnection++ -- ** CreateGameSessionQueue+ , module Network.AWS.GameLift.CreateGameSessionQueue+ -- ** SearchGameSessions , module Network.AWS.GameLift.SearchGameSessions + -- ** CreateVPCPeeringAuthorization+ , module Network.AWS.GameLift.CreateVPCPeeringAuthorization++ -- ** UpdateGameSessionQueue+ , module Network.AWS.GameLift.UpdateGameSessionQueue++ -- ** DeleteGameSessionQueue+ , module Network.AWS.GameLift.DeleteGameSessionQueue++ -- ** DeleteVPCPeeringConnection+ , module Network.AWS.GameLift.DeleteVPCPeeringConnection+ -- ** GetInstanceAccess , module Network.AWS.GameLift.GetInstanceAccess -- ** DescribeScalingPolicies , module Network.AWS.GameLift.DescribeScalingPolicies + -- ** DescribeMatchmakingRuleSets+ , module Network.AWS.GameLift.DescribeMatchmakingRuleSets+ -- ** DescribeGameSessions , module Network.AWS.GameLift.DescribeGameSessions + -- ** StartGameSessionPlacement+ , module Network.AWS.GameLift.StartGameSessionPlacement+ -- ** DescribeFleetUtilization , module Network.AWS.GameLift.DescribeFleetUtilization @@ -270,9 +390,18 @@ -- ** DescribeFleetAttributes , module Network.AWS.GameLift.DescribeFleetAttributes + -- ** DescribeGameSessionPlacement+ , module Network.AWS.GameLift.DescribeGameSessionPlacement+ -- ** DescribeFleetEvents , module Network.AWS.GameLift.DescribeFleetEvents + -- ** StartMatchmaking+ , module Network.AWS.GameLift.StartMatchmaking++ -- ** CreateMatchmakingRuleSet+ , module Network.AWS.GameLift.CreateMatchmakingRuleSet+ -- ** DescribeFleetCapacity , module Network.AWS.GameLift.DescribeFleetCapacity @@ -300,15 +429,39 @@ -- ** DescribeFleetPortSettings , module Network.AWS.GameLift.DescribeFleetPortSettings + -- ** DescribeGameSessionQueues+ , module Network.AWS.GameLift.DescribeGameSessionQueues++ -- ** DescribeVPCPeeringConnections+ , module Network.AWS.GameLift.DescribeVPCPeeringConnections+ -- ** CreatePlayerSessions , module Network.AWS.GameLift.CreatePlayerSessions + -- ** DescribeMatchmakingConfigurations+ , module Network.AWS.GameLift.DescribeMatchmakingConfigurations++ -- ** DescribeVPCPeeringAuthorizations+ , module Network.AWS.GameLift.DescribeVPCPeeringAuthorizations+ -- ** CreateFleet , module Network.AWS.GameLift.CreateFleet + -- ** DeleteMatchmakingConfiguration+ , module Network.AWS.GameLift.DeleteMatchmakingConfiguration++ -- ** UpdateMatchmakingConfiguration+ , module Network.AWS.GameLift.UpdateMatchmakingConfiguration++ -- ** DeleteVPCPeeringAuthorization+ , module Network.AWS.GameLift.DeleteVPCPeeringAuthorization+ -- ** UpdateFleetAttributes , module Network.AWS.GameLift.UpdateFleetAttributes + -- ** CreateMatchmakingConfiguration+ , module Network.AWS.GameLift.CreateMatchmakingConfiguration+ -- ** DescribePlayerSessions , module Network.AWS.GameLift.DescribePlayerSessions @@ -321,20 +474,35 @@ -- ** UpdateFleetCapacity , module Network.AWS.GameLift.UpdateFleetCapacity + -- ** AcceptMatch+ , module Network.AWS.GameLift.AcceptMatch+ -- ** DescribeAlias , module Network.AWS.GameLift.DescribeAlias + -- ** ValidateMatchmakingRuleSet+ , module Network.AWS.GameLift.ValidateMatchmakingRuleSet+ -- ** DescribeEC2InstanceLimits , module Network.AWS.GameLift.DescribeEC2InstanceLimits + -- ** StopGameSessionPlacement+ , module Network.AWS.GameLift.StopGameSessionPlacement+ -- ** UpdateGameSession , module Network.AWS.GameLift.UpdateGameSession + -- ** DescribeMatchmaking+ , module Network.AWS.GameLift.DescribeMatchmaking+ -- ** CreatePlayerSession , module Network.AWS.GameLift.CreatePlayerSession -- * Types + -- ** AcceptanceType+ , AcceptanceType (..)+ -- ** BuildStatus , BuildStatus (..) @@ -350,6 +518,9 @@ -- ** FleetStatus , FleetStatus (..) + -- ** GameSessionPlacementState+ , GameSessionPlacementState (..)+ -- ** GameSessionStatus , GameSessionStatus (..) @@ -359,6 +530,9 @@ -- ** InstanceStatus , InstanceStatus (..) + -- ** MatchmakingConfigurationStatus+ , MatchmakingConfigurationStatus (..)+ -- ** MetricName , MetricName (..) @@ -398,8 +572,17 @@ , aAliasId , aRoutingStrategy , aName+ , aAliasARN , aDescription + -- ** AttributeValue+ , AttributeValue+ , attributeValue+ , avSL+ , avSDM+ , avN+ , avS+ -- ** Build , Build , build@@ -411,6 +594,12 @@ , bVersion , bSizeOnDisk + -- ** DesiredPlayerSession+ , DesiredPlayerSession+ , desiredPlayerSession+ , dpsPlayerData+ , dpsPlayerId+ -- ** EC2InstanceCounts , EC2InstanceCounts , ec2InstanceCounts@@ -433,6 +622,7 @@ , Event , event , eResourceId+ , ePreSignedLogURL , eEventTime , eMessage , eEventCode@@ -447,10 +637,12 @@ , faLogPaths , faOperatingSystem , faBuildId+ , faFleetARN , faTerminationTime , faNewGameSessionProtectionPolicy , faName , faServerLaunchPath+ , faMetricGroups , faFleetId , faDescription , faResourceCreationLimitPolicy@@ -490,16 +682,59 @@ , gsPlayerSessionCreationPolicy , gsName , gsCurrentPlayerSessionCount+ , gsGameSessionData , gsFleetId , gsCreatorId , gsPort + -- ** GameSessionConnectionInfo+ , GameSessionConnectionInfo+ , gameSessionConnectionInfo+ , gsciMatchedPlayerSessions+ , gsciIPAddress+ , gsciGameSessionARN+ , gsciPort+ -- ** GameSessionDetail , GameSessionDetail , gameSessionDetail , gsdGameSession , gsdProtectionPolicy + -- ** GameSessionPlacement+ , GameSessionPlacement+ , gameSessionPlacement+ , gspStatus+ , gspPlacementId+ , gspGameProperties+ , gspIPAddress+ , gspGameSessionName+ , gspStartTime+ , gspGameSessionId+ , gspGameSessionRegion+ , gspMaximumPlayerSessionCount+ , gspEndTime+ , gspGameSessionARN+ , gspPlayerLatencies+ , gspGameSessionData+ , gspGameSessionQueueName+ , gspPlacedPlayerSessions+ , gspPort++ -- ** GameSessionQueue+ , GameSessionQueue+ , gameSessionQueue+ , gsqGameSessionQueueARN+ , gsqPlayerLatencyPolicies+ , gsqTimeoutInSeconds+ , gsqDestinations+ , gsqName++ -- ** GameSessionQueueDestination+ , GameSessionQueueDestination+ , gameSessionQueueDestination+ , gsqdDestinationARN+ -- ** IPPermission , IPPermission , ipPermission@@ -534,6 +769,77 @@ , icUserName , icSecret + -- ** MatchedPlayerSession+ , MatchedPlayerSession+ , matchedPlayerSession+ , mpsPlayerSessionId+ , mpsPlayerId++ -- ** MatchmakingConfiguration+ , MatchmakingConfiguration+ , matchmakingConfiguration+ , mcCreationTime+ , mcGameProperties+ , mcRuleSetName+ , mcAcceptanceTimeoutSeconds+ , mcRequestTimeoutSeconds+ , mcNotificationTarget+ , mcGameSessionQueueARNs+ , mcName+ , mcCustomEventData+ , mcAcceptanceRequired+ , mcGameSessionData+ , mcDescription+ , mcAdditionalPlayerCount++ -- ** MatchmakingRuleSet+ , MatchmakingRuleSet+ , matchmakingRuleSet+ , mrsCreationTime+ , mrsRuleSetName+ , mrsRuleSetBody++ -- ** MatchmakingTicket+ , MatchmakingTicket+ , matchmakingTicket+ , mtStatus+ , mtConfigurationName+ , mtStartTime+ , mtGameSessionConnectionInfo+ , mtTicketId+ , mtEstimatedWaitTime+ , mtStatusMessage+ , mtEndTime+ , mtStatusReason+ , mtPlayers++ -- ** PlacedPlayerSession+ , PlacedPlayerSession+ , placedPlayerSession+ , ppsPlayerSessionId+ , ppsPlayerId++ -- ** Player+ , Player+ , player+ , pPlayerAttributes+ , pTeam+ , pPlayerId+ , pLatencyInMs++ -- ** PlayerLatency+ , PlayerLatency+ , playerLatency+ , plLatencyInMilliseconds+ , plRegionIdentifier+ , plPlayerId++ -- ** PlayerLatencyPolicy+ , PlayerLatencyPolicy+ , playerLatencyPolicy+ , plpPolicyDurationSeconds+ , plpMaximumIndividualPlayerLatencyMilliseconds+ -- ** PlayerSession , PlayerSession , playerSession@@ -544,6 +850,7 @@ , psTerminationTime , psPlayerSessionId , psFleetId+ , psPlayerData , psPlayerId , psPort @@ -563,7 +870,9 @@ -- ** RuntimeConfiguration , RuntimeConfiguration , runtimeConfiguration+ , rcGameSessionActivationTimeoutSeconds , rcServerProcesses+ , rcMaxConcurrentGameSessionActivations -- ** S3Location , S3Location@@ -591,50 +900,99 @@ , spParameters , spLaunchPath , spConcurrentExecutions++ -- ** VPCPeeringAuthorization+ , VPCPeeringAuthorization+ , vpcPeeringAuthorization+ , vpaCreationTime+ , vpaPeerVPCId+ , vpaPeerVPCAWSAccountId+ , vpaGameLiftAWSAccountId+ , vpaExpirationTime++ -- ** VPCPeeringConnection+ , VPCPeeringConnection+ , vpcPeeringConnection+ , vpcVPCPeeringConnectionId+ , vpcStatus+ , vpcPeerVPCId+ , vpcIPV4CidrBlock+ , vpcGameLiftVPCId+ , vpcFleetId++ -- ** VPCPeeringConnectionStatus+ , VPCPeeringConnectionStatus+ , vpcPeeringConnectionStatus+ , vpcsCode+ , vpcsMessage ) where -import Network.AWS.GameLift.CreateAlias-import Network.AWS.GameLift.CreateBuild-import Network.AWS.GameLift.CreateFleet-import Network.AWS.GameLift.CreateGameSession-import Network.AWS.GameLift.CreatePlayerSession-import Network.AWS.GameLift.CreatePlayerSessions-import Network.AWS.GameLift.DeleteAlias-import Network.AWS.GameLift.DeleteBuild-import Network.AWS.GameLift.DeleteFleet-import Network.AWS.GameLift.DeleteScalingPolicy-import Network.AWS.GameLift.DescribeAlias-import Network.AWS.GameLift.DescribeBuild-import Network.AWS.GameLift.DescribeEC2InstanceLimits-import Network.AWS.GameLift.DescribeFleetAttributes-import Network.AWS.GameLift.DescribeFleetCapacity-import Network.AWS.GameLift.DescribeFleetEvents-import Network.AWS.GameLift.DescribeFleetPortSettings-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-import Network.AWS.GameLift.PutScalingPolicy-import Network.AWS.GameLift.RequestUploadCredentials-import Network.AWS.GameLift.ResolveAlias-import Network.AWS.GameLift.SearchGameSessions-import Network.AWS.GameLift.Types-import Network.AWS.GameLift.UpdateAlias-import Network.AWS.GameLift.UpdateBuild-import Network.AWS.GameLift.UpdateFleetAttributes-import Network.AWS.GameLift.UpdateFleetCapacity-import Network.AWS.GameLift.UpdateFleetPortSettings-import Network.AWS.GameLift.UpdateGameSession-import Network.AWS.GameLift.UpdateRuntimeConfiguration-import Network.AWS.GameLift.Waiters+import Network.AWS.GameLift.AcceptMatch+import Network.AWS.GameLift.CreateAlias+import Network.AWS.GameLift.CreateBuild+import Network.AWS.GameLift.CreateFleet+import Network.AWS.GameLift.CreateGameSession+import Network.AWS.GameLift.CreateGameSessionQueue+import Network.AWS.GameLift.CreateMatchmakingConfiguration+import Network.AWS.GameLift.CreateMatchmakingRuleSet+import Network.AWS.GameLift.CreatePlayerSession+import Network.AWS.GameLift.CreatePlayerSessions+import Network.AWS.GameLift.CreateVPCPeeringAuthorization+import Network.AWS.GameLift.CreateVPCPeeringConnection+import Network.AWS.GameLift.DeleteAlias+import Network.AWS.GameLift.DeleteBuild+import Network.AWS.GameLift.DeleteFleet+import Network.AWS.GameLift.DeleteGameSessionQueue+import Network.AWS.GameLift.DeleteMatchmakingConfiguration+import Network.AWS.GameLift.DeleteScalingPolicy+import Network.AWS.GameLift.DeleteVPCPeeringAuthorization+import Network.AWS.GameLift.DeleteVPCPeeringConnection+import Network.AWS.GameLift.DescribeAlias+import Network.AWS.GameLift.DescribeBuild+import Network.AWS.GameLift.DescribeEC2InstanceLimits+import Network.AWS.GameLift.DescribeFleetAttributes+import Network.AWS.GameLift.DescribeFleetCapacity+import Network.AWS.GameLift.DescribeFleetEvents+import Network.AWS.GameLift.DescribeFleetPortSettings+import Network.AWS.GameLift.DescribeFleetUtilization+import Network.AWS.GameLift.DescribeGameSessionDetails+import Network.AWS.GameLift.DescribeGameSessionPlacement+import Network.AWS.GameLift.DescribeGameSessionQueues+import Network.AWS.GameLift.DescribeGameSessions+import Network.AWS.GameLift.DescribeInstances+import Network.AWS.GameLift.DescribeMatchmaking+import Network.AWS.GameLift.DescribeMatchmakingConfigurations+import Network.AWS.GameLift.DescribeMatchmakingRuleSets+import Network.AWS.GameLift.DescribePlayerSessions+import Network.AWS.GameLift.DescribeRuntimeConfiguration+import Network.AWS.GameLift.DescribeScalingPolicies+import Network.AWS.GameLift.DescribeVPCPeeringAuthorizations+import Network.AWS.GameLift.DescribeVPCPeeringConnections+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+import Network.AWS.GameLift.PutScalingPolicy+import Network.AWS.GameLift.RequestUploadCredentials+import Network.AWS.GameLift.ResolveAlias+import Network.AWS.GameLift.SearchGameSessions+import Network.AWS.GameLift.StartGameSessionPlacement+import Network.AWS.GameLift.StartMatchmaking+import Network.AWS.GameLift.StopGameSessionPlacement+import Network.AWS.GameLift.StopMatchmaking+import Network.AWS.GameLift.Types+import Network.AWS.GameLift.UpdateAlias+import Network.AWS.GameLift.UpdateBuild+import Network.AWS.GameLift.UpdateFleetAttributes+import Network.AWS.GameLift.UpdateFleetCapacity+import Network.AWS.GameLift.UpdateFleetPortSettings+import Network.AWS.GameLift.UpdateGameSession+import Network.AWS.GameLift.UpdateGameSessionQueue+import Network.AWS.GameLift.UpdateMatchmakingConfiguration+import Network.AWS.GameLift.UpdateRuntimeConfiguration+import Network.AWS.GameLift.ValidateMatchmakingRuleSet+import Network.AWS.GameLift.Waiters {- $errors Error matchers are designed for use with the functions provided by
+ gen/Network/AWS/GameLift/AcceptMatch.hs view
@@ -0,0 +1,168 @@+{-# 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.AcceptMatch+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.+--+--+-- When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status @REQUIRES_ACCEPTANCE@ . This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.+--+-- To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status @PLACING@ , where a new game session is created for the match.+--+-- If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players accepted the match, the ticket status is returned to @SEARCHING@ to find a new match. For tickets where one or more players failed to accept the match, the ticket status is set to @FAILED@ , and processing is terminated. A new matchmaking request for these players can be submitted as needed.+--+-- Matchmaking-related operations include:+--+-- * 'StartMatchmaking'+--+-- * 'DescribeMatchmaking'+--+-- * 'StopMatchmaking'+--+-- * 'AcceptMatch'+--+--+--+module Network.AWS.GameLift.AcceptMatch+ (+ -- * Creating a Request+ acceptMatch+ , AcceptMatch+ -- * Request Lenses+ , amTicketId+ , amPlayerIds+ , amAcceptanceType++ -- * Destructuring the Response+ , acceptMatchResponse+ , AcceptMatchResponse+ -- * Response Lenses+ , amrsResponseStatus+ ) 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:/ 'acceptMatch' smart constructor.+data AcceptMatch = AcceptMatch'+ { _amTicketId :: !Text+ , _amPlayerIds :: ![Text]+ , _amAcceptanceType :: !AcceptanceType+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'AcceptMatch' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'amTicketId' - Unique identifier for a matchmaking ticket. The ticket must be in status @REQUIRES_ACCEPTANCE@ ; otherwise this request will fail.+--+-- * 'amPlayerIds' - Unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.+--+-- * 'amAcceptanceType' - Player response to the proposed match.+acceptMatch+ :: Text -- ^ 'amTicketId'+ -> AcceptanceType -- ^ 'amAcceptanceType'+ -> AcceptMatch+acceptMatch pTicketId_ pAcceptanceType_ =+ AcceptMatch'+ { _amTicketId = pTicketId_+ , _amPlayerIds = mempty+ , _amAcceptanceType = pAcceptanceType_+ }+++-- | Unique identifier for a matchmaking ticket. The ticket must be in status @REQUIRES_ACCEPTANCE@ ; otherwise this request will fail.+amTicketId :: Lens' AcceptMatch Text+amTicketId = lens _amTicketId (\ s a -> s{_amTicketId = a});++-- | Unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.+amPlayerIds :: Lens' AcceptMatch [Text]+amPlayerIds = lens _amPlayerIds (\ s a -> s{_amPlayerIds = a}) . _Coerce;++-- | Player response to the proposed match.+amAcceptanceType :: Lens' AcceptMatch AcceptanceType+amAcceptanceType = lens _amAcceptanceType (\ s a -> s{_amAcceptanceType = a});++instance AWSRequest AcceptMatch where+ type Rs AcceptMatch = AcceptMatchResponse+ request = postJSON gameLift+ response+ = receiveEmpty+ (\ s h x ->+ AcceptMatchResponse' <$> (pure (fromEnum s)))++instance Hashable AcceptMatch where++instance NFData AcceptMatch where++instance ToHeaders AcceptMatch where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.AcceptMatch" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON AcceptMatch where+ toJSON AcceptMatch'{..}+ = object+ (catMaybes+ [Just ("TicketId" .= _amTicketId),+ Just ("PlayerIds" .= _amPlayerIds),+ Just ("AcceptanceType" .= _amAcceptanceType)])++instance ToPath AcceptMatch where+ toPath = const "/"++instance ToQuery AcceptMatch where+ toQuery = const mempty++-- | /See:/ 'acceptMatchResponse' smart constructor.+newtype AcceptMatchResponse = AcceptMatchResponse'+ { _amrsResponseStatus :: Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'AcceptMatchResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'amrsResponseStatus' - -- | The response status code.+acceptMatchResponse+ :: Int -- ^ 'amrsResponseStatus'+ -> AcceptMatchResponse+acceptMatchResponse pResponseStatus_ =+ AcceptMatchResponse' {_amrsResponseStatus = pResponseStatus_}+++-- | -- | The response status code.+amrsResponseStatus :: Lens' AcceptMatchResponse Int+amrsResponseStatus = lens _amrsResponseStatus (\ s a -> s{_amrsResponseStatus = a});++instance NFData AcceptMatchResponse where
gen/Network/AWS/GameLift/CreateAlias.hs view
@@ -12,17 +12,35 @@ -- | -- Module : Network.AWS.GameLift.CreateAlias--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) ----- 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.+-- Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing your game client or other game components. For example, for games in production, using an alias allows you to seamlessly redirect your player base to a new game server update. -- ----- 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' .+-- Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site. --+-- To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID, which you can reference when creating a game session. You can reassign an alias to another fleet by calling @UpdateAlias@ .+--+-- Alias-related operations include:+--+-- * 'CreateAlias'+--+-- * 'ListAliases'+--+-- * 'DescribeAlias'+--+-- * 'UpdateAlias'+--+-- * 'DeleteAlias'+--+-- * 'ResolveAlias'+--+--+-- module Network.AWS.GameLift.CreateAlias ( -- * Creating a Request@@ -41,12 +59,12 @@ , carsResponseStatus ) 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+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. --@@ -54,40 +72,42 @@ -- -- /See:/ 'createAlias' smart constructor. data CreateAlias = CreateAlias'- { _caDescription :: !(Maybe Text)- , _caName :: !Text- , _caRoutingStrategy :: !RoutingStrategy- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _caDescription :: !(Maybe Text)+ , _caName :: !Text+ , _caRoutingStrategy :: !RoutingStrategy+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreateAlias' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: -- -- * 'caDescription' - Human-readable description of an alias. ----- * 'caName' - Descriptive label associated with an alias. Alias names do not need to be unique.+-- * 'caName' - Descriptive label that is associated with an alias. Alias names do not need to be unique. ----- * 'caRoutingStrategy' - Object specifying the fleet and routing type to use for the alias.+-- * 'caRoutingStrategy' - Object that specifies the fleet and routing type to use for the alias. createAlias :: Text -- ^ 'caName' -> RoutingStrategy -- ^ 'caRoutingStrategy' -> CreateAlias createAlias pName_ pRoutingStrategy_ =- CreateAlias'- { _caDescription = Nothing- , _caName = pName_- , _caRoutingStrategy = pRoutingStrategy_- }+ CreateAlias'+ { _caDescription = Nothing+ , _caName = pName_+ , _caRoutingStrategy = pRoutingStrategy_+ } + -- | Human-readable description of an alias. caDescription :: Lens' CreateAlias (Maybe Text) caDescription = lens _caDescription (\ s a -> s{_caDescription = a}); --- | Descriptive label associated with an alias. Alias names do not need to be unique.+-- | Descriptive label that is associated with an alias. Alias names do not need to be unique. caName :: Lens' CreateAlias Text caName = lens _caName (\ s a -> s{_caName = a}); --- | Object specifying the fleet and routing type to use for the alias.+-- | Object that specifies the fleet and routing type to use for the alias. caRoutingStrategy :: Lens' CreateAlias RoutingStrategy caRoutingStrategy = lens _caRoutingStrategy (\ s a -> s{_caRoutingStrategy = a}); @@ -100,9 +120,9 @@ CreateAliasResponse' <$> (x .?> "Alias") <*> (pure (fromEnum s))) -instance Hashable CreateAlias+instance Hashable CreateAlias where -instance NFData CreateAlias+instance NFData CreateAlias where instance ToHeaders CreateAlias where toHeaders@@ -133,27 +153,27 @@ -- -- /See:/ 'createAliasResponse' smart constructor. data CreateAliasResponse = CreateAliasResponse'- { _carsAlias :: !(Maybe Alias)- , _carsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _carsAlias :: !(Maybe Alias)+ , _carsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreateAliasResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'carsAlias' - Object containing the newly created alias record.+-- * 'carsAlias' - Object that describes the newly created alias record. -- -- * 'carsResponseStatus' - -- | The response status code. createAliasResponse :: Int -- ^ 'carsResponseStatus' -> CreateAliasResponse createAliasResponse pResponseStatus_ =- CreateAliasResponse'- { _carsAlias = Nothing- , _carsResponseStatus = pResponseStatus_- }+ CreateAliasResponse'+ {_carsAlias = Nothing, _carsResponseStatus = pResponseStatus_} --- | Object containing the newly created alias record.++-- | Object that describes the newly created alias record. carsAlias :: Lens' CreateAliasResponse (Maybe Alias) carsAlias = lens _carsAlias (\ s a -> s{_carsAlias = a}); @@ -161,4 +181,4 @@ carsResponseStatus :: Lens' CreateAliasResponse Int carsResponseStatus = lens _carsResponseStatus (\ s a -> s{_carsResponseStatus = a}); -instance NFData CreateAliasResponse+instance NFData CreateAliasResponse where
gen/Network/AWS/GameLift/CreateBuild.hs view
@@ -12,19 +12,33 @@ -- | -- Module : Network.AWS.GameLift.CreateBuild--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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.+-- Creates a new Amazon GameLift build from a set of game server binary files stored in an Amazon Simple Storage Service (Amazon S3) location. To use this API call, create a @.zip@ file containing all of the files for the build and store it in an Amazon S3 bucket under your AWS account. For help on packaging your build files and creating a build, see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html Uploading Your Game to Amazon GameLift> . -- ----- /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.)+-- /Important:/ Use this API action ONLY if you are storing your game build files in an Amazon S3 bucket. To create a build using files stored locally, use the CLI command <http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html @upload-build@ > , which uploads the build files from a file location you specify. ----- 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.+-- To create a new build using @CreateBuild@ , identify the storage location and operating system of your game build. You also have the option of specifying a build name and version. If successful, this action creates a new build record with an unique build ID and in @INITIALIZED@ status. Use the API call 'DescribeBuild' to check the status of your build. A build must be in @READY@ status before it can be used to create fleets to host your game. --+-- Build-related operations include:+--+-- * 'CreateBuild'+--+-- * 'ListBuilds'+--+-- * 'DescribeBuild'+--+-- * 'UpdateBuild'+--+-- * 'DeleteBuild'+--+--+-- module Network.AWS.GameLift.CreateBuild ( -- * Creating a Request@@ -46,12 +60,12 @@ , cbrsResponseStatus ) 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+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. --@@ -59,46 +73,48 @@ -- -- /See:/ 'createBuild' smart constructor. data CreateBuild = CreateBuild'- { _cbStorageLocation :: !(Maybe S3Location)- , _cbOperatingSystem :: !(Maybe OperatingSystem)- , _cbName :: !(Maybe Text)- , _cbVersion :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _cbStorageLocation :: !(Maybe S3Location)+ , _cbOperatingSystem :: !(Maybe OperatingSystem)+ , _cbName :: !(Maybe Text)+ , _cbVersion :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreateBuild' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cbStorageLocation' - Undocumented member.+-- * 'cbStorageLocation' - Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS account that you're using to manage Amazon GameLift. It also must in the same region that you want to create a new build in. Before calling @CreateBuild@ with this location, you must allow Amazon GameLift to access your Amazon S3 bucket (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build Create a Build with Files in Amazon S3> ). ----- * '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.+-- * '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. If your game build contains multiple executables, they all must run on the same operating system. ----- * 'cbName' - Descriptive label associated with a build. Build names do not need to be unique. A build name can be changed later using@'UpdateBuild' @ .+-- * 'cbName' - Descriptive label that is associated with a build. Build names do not need to be unique. You can use 'UpdateBuild' to change this value later. ----- * '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' @ .+-- * 'cbVersion' - Version that is associated with this build. Version strings do not need to be unique. You can use 'UpdateBuild' to change this value later. createBuild :: CreateBuild createBuild =- CreateBuild'- { _cbStorageLocation = Nothing- , _cbOperatingSystem = Nothing- , _cbName = Nothing- , _cbVersion = Nothing- }+ CreateBuild'+ { _cbStorageLocation = Nothing+ , _cbOperatingSystem = Nothing+ , _cbName = Nothing+ , _cbVersion = Nothing+ } --- | Undocumented member.++-- | Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS account that you're using to manage Amazon GameLift. It also must in the same region that you want to create a new build in. Before calling @CreateBuild@ with this location, you must allow Amazon GameLift to access your Amazon S3 bucket (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build Create a Build with Files in Amazon S3> ). cbStorageLocation :: Lens' CreateBuild (Maybe S3Location) cbStorageLocation = lens _cbStorageLocation (\ s a -> s{_cbStorageLocation = a}); --- | Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.+-- | 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. If your game build contains multiple executables, they all must run on the same operating system. 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 that is associated with a build. Build names do not need to be unique. You can use 'UpdateBuild' to change this value later. 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 that is associated with this build. Version strings do not need to be unique. You can use 'UpdateBuild' to change this value later. cbVersion :: Lens' CreateBuild (Maybe Text) cbVersion = lens _cbVersion (\ s a -> s{_cbVersion = a}); @@ -114,9 +130,9 @@ <*> (x .?> "Build") <*> (pure (fromEnum s))) -instance Hashable CreateBuild+instance Hashable CreateBuild where -instance NFData CreateBuild+instance NFData CreateBuild where instance ToHeaders CreateBuild where toHeaders@@ -148,43 +164,45 @@ -- -- /See:/ 'createBuildResponse' smart constructor. data CreateBuildResponse = CreateBuildResponse'- { _cbrsStorageLocation :: !(Maybe S3Location)- , _cbrsUploadCredentials :: !(Maybe (Sensitive AWSCredentials))- , _cbrsBuild :: !(Maybe Build)- , _cbrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _cbrsStorageLocation :: !(Maybe S3Location)+ , _cbrsUploadCredentials :: !(Maybe (Sensitive AWSCredentials))+ , _cbrsBuild :: !(Maybe Build)+ , _cbrsResponseStatus :: !Int+ } deriving (Eq, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreateBuildResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cbrsStorageLocation' - Amazon S3 path and key, identifying where the game build files are stored.+-- * 'cbrsStorageLocation' - Amazon S3 location specified in the request. ----- * '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' @ .+-- * 'cbrsUploadCredentials' - This element is not currently in use. ----- * 'cbrsBuild' - Set of properties for the newly created build.+-- * 'cbrsBuild' - The newly created build record, including a unique build ID and status. -- -- * 'cbrsResponseStatus' - -- | The response status code. createBuildResponse :: Int -- ^ 'cbrsResponseStatus' -> CreateBuildResponse createBuildResponse pResponseStatus_ =- CreateBuildResponse'- { _cbrsStorageLocation = Nothing- , _cbrsUploadCredentials = Nothing- , _cbrsBuild = Nothing- , _cbrsResponseStatus = pResponseStatus_- }+ CreateBuildResponse'+ { _cbrsStorageLocation = Nothing+ , _cbrsUploadCredentials = Nothing+ , _cbrsBuild = Nothing+ , _cbrsResponseStatus = pResponseStatus_+ } --- | Amazon S3 path and key, identifying where the game build files are stored.++-- | Amazon S3 location specified in the request. 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' @ .+-- | This element is not currently in use. cbrsUploadCredentials :: Lens' CreateBuildResponse (Maybe AWSCredentials) cbrsUploadCredentials = lens _cbrsUploadCredentials (\ s a -> s{_cbrsUploadCredentials = a}) . mapping _Sensitive; --- | Set of properties for the newly created build.+-- | The newly created build record, including a unique build ID and status. cbrsBuild :: Lens' CreateBuildResponse (Maybe Build) cbrsBuild = lens _cbrsBuild (\ s a -> s{_cbrsBuild = a}); @@ -192,4 +210,4 @@ cbrsResponseStatus :: Lens' CreateBuildResponse Int cbrsResponseStatus = lens _cbrsResponseStatus (\ s a -> s{_cbrsResponseStatus = a}); -instance NFData CreateBuildResponse+instance NFData CreateBuildResponse where
gen/Network/AWS/GameLift/CreateFleet.hs view
@@ -12,43 +12,99 @@ -- | -- Module : Network.AWS.GameLift.CreateFleet--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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 <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.+-- To create a new fleet, you must specify the following: (1) fleet name, (2) build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration that describes which server processes to run on each instance in the fleet. (Although the run-time configuration is not a required parameter, the fleet cannot be successfully activated without it.) ----- If the @CreateFleet@ call is successful, Amazon GameLift performs the following tasks:+-- You can also configure the new fleet with the following settings: --+-- * Fleet description+--+-- * Access permissions for inbound traffic+--+-- * Fleet-wide game session protection+--+-- * Resource creation limit+--+--+--+-- If you use Amazon CloudWatch for metrics, you can add the new fleet to a metric group. This allows you to view aggregated metrics for a set of fleets. Once you specify a metric group, the new fleet's metrics are included in the metric group's data.+--+-- You have the option of creating a VPC peering connection with the new fleet. For more information, see <http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html VPC Peering with Amazon GameLift Fleets> .+--+-- 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.+-- * Sets the fleet's target capacity to 1 (desired instances), which causes Amazon 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.+-- * Starts launching server processes on the instance. If the fleet is configured to run multiple server processes per instance, Amazon GameLift staggers each launch by a few seconds. ----- * Begins writing events to the fleet event log, which can be accessed in the GameLift console.+-- * Begins writing events to the fleet event log, which can be accessed in the Amazon GameLift console. ----- * Sets the fleet's status to @ACTIVE@ once one server process in the fleet is ready to host a game session.+-- * Sets the fleet's status to @ACTIVE@ as soon as 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:+-- Fleet-related operations include: ----- * 'UpdateFleetAttributes' -- Update fleet metadata, including name and description.+-- * 'CreateFleet' ----- * 'UpdateFleetCapacity' -- Increase or decrease the number of instances you want the fleet to maintain.+-- * 'ListFleets' ----- * 'UpdateFleetPortSettings' -- Change the IP address and port ranges that allow access to incoming traffic.+-- * Describe fleets: ----- * 'UpdateRuntimeConfiguration' -- Change how server processes are launched in the fleet, including launch path, launch parameters, and the number of concurrent processes.+-- * 'DescribeFleetAttributes' --+-- * 'DescribeFleetPortSettings' --+-- * 'DescribeFleetUtilization' --+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.CreateFleet ( -- * Creating a Request@@ -57,10 +113,13 @@ -- * Request Lenses , cfServerLaunchParameters , cfLogPaths+ , cfPeerVPCId+ , cfPeerVPCAWSAccountId , cfEC2InboundPermissions , cfRuntimeConfiguration , cfNewGameSessionProtectionPolicy , cfServerLaunchPath+ , cfMetricGroups , cfDescription , cfResourceCreationLimitPolicy , cfName@@ -75,12 +134,12 @@ , cfrsResponseStatus ) 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+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. --@@ -88,88 +147,114 @@ -- -- /See:/ 'createFleet' smart constructor. data CreateFleet = CreateFleet'- { _cfServerLaunchParameters :: !(Maybe Text)- , _cfLogPaths :: !(Maybe [Text])- , _cfEC2InboundPermissions :: !(Maybe [IPPermission])- , _cfRuntimeConfiguration :: !(Maybe RuntimeConfiguration)- , _cfNewGameSessionProtectionPolicy :: !(Maybe ProtectionPolicy)- , _cfServerLaunchPath :: !(Maybe Text)- , _cfDescription :: !(Maybe Text)- , _cfResourceCreationLimitPolicy :: !(Maybe ResourceCreationLimitPolicy)- , _cfName :: !Text- , _cfBuildId :: !Text- , _cfEC2InstanceType :: !EC2InstanceType- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _cfServerLaunchParameters :: !(Maybe Text)+ , _cfLogPaths :: !(Maybe [Text])+ , _cfPeerVPCId :: !(Maybe Text)+ , _cfPeerVPCAWSAccountId :: !(Maybe Text)+ , _cfEC2InboundPermissions :: !(Maybe [IPPermission])+ , _cfRuntimeConfiguration :: !(Maybe RuntimeConfiguration)+ , _cfNewGameSessionProtectionPolicy :: !(Maybe ProtectionPolicy)+ , _cfServerLaunchPath :: !(Maybe Text)+ , _cfMetricGroups :: !(Maybe [Text])+ , _cfDescription :: !(Maybe Text)+ , _cfResourceCreationLimitPolicy :: !(Maybe ResourceCreationLimitPolicy)+ , _cfName :: !Text+ , _cfBuildId :: !Text+ , _cfEC2InstanceType :: !EC2InstanceType+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreateFleet' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.)+-- * '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 run-time configuration will continue to work.) ----- * '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.+-- * 'cfLogPaths' - This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API @ProcessReady()@ and specify one or more directory paths in @logParameters@ . See more information in the <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process Server API Reference> . --+-- * 'cfPeerVPCId' - Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+--+-- * 'cfPeerVPCAWSAccountId' - Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.+-- -- * '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' - 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' - Instructions for launching server processes on each instance in the fleet. The run-time 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 run-time configuration with at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters @ServerLaunchPath@ and @ServerLaunchParameters@ ; requests that contain values for these parameters instead of a run-time configuration will continue to work.) ----- * '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.+-- * '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' - 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' - 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 run-time configuration will continue to work.) --+-- * 'cfMetricGroups' - Names of metric groups to add this fleet to. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.+-- -- * 'cfDescription' - Human-readable description of a fleet. -- -- * 'cfResourceCreationLimitPolicy' - Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. ----- * 'cfName' - Descriptive label associated with a fleet. Fleet names do not need to be unique.+-- * 'cfName' - Descriptive label that is associated with a fleet. Fleet names do not need to be unique. ----- * '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.+-- * 'cfBuildId' - Unique identifier for a build to be deployed on the new fleet. The build must have been successfully uploaded to Amazon 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.+-- * '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. Amazon 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' -> EC2InstanceType -- ^ 'cfEC2InstanceType' -> CreateFleet createFleet pName_ pBuildId_ pEC2InstanceType_ =- CreateFleet'- { _cfServerLaunchParameters = Nothing- , _cfLogPaths = Nothing- , _cfEC2InboundPermissions = Nothing- , _cfRuntimeConfiguration = Nothing- , _cfNewGameSessionProtectionPolicy = Nothing- , _cfServerLaunchPath = Nothing- , _cfDescription = Nothing- , _cfResourceCreationLimitPolicy = Nothing- , _cfName = pName_- , _cfBuildId = pBuildId_- , _cfEC2InstanceType = pEC2InstanceType_- }+ CreateFleet'+ { _cfServerLaunchParameters = Nothing+ , _cfLogPaths = Nothing+ , _cfPeerVPCId = Nothing+ , _cfPeerVPCAWSAccountId = Nothing+ , _cfEC2InboundPermissions = Nothing+ , _cfRuntimeConfiguration = Nothing+ , _cfNewGameSessionProtectionPolicy = Nothing+ , _cfServerLaunchPath = Nothing+ , _cfMetricGroups = 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 run-time 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@ (for Windows) or @/local/game/logs@ (for Linux). Use the GameLift console to access stored logs.+-- | This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API @ProcessReady()@ and specify one or more directory paths in @logParameters@ . See more information in the <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process Server API Reference> . cfLogPaths :: Lens' CreateFleet [Text] cfLogPaths = lens _cfLogPaths (\ s a -> s{_cfLogPaths = a}) . _Default . _Coerce; +-- | Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+cfPeerVPCId :: Lens' CreateFleet (Maybe Text)+cfPeerVPCId = lens _cfPeerVPCId (\ s a -> s{_cfPeerVPCId = a});++-- | Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.+cfPeerVPCAWSAccountId :: Lens' CreateFleet (Maybe Text)+cfPeerVPCAWSAccountId = lens _cfPeerVPCAWSAccountId (\ s a -> s{_cfPeerVPCAWSAccountId = a});+ -- | Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. If no inbound permissions are set, including both IP address range and port range, the server processes in the fleet cannot accept connections. You can specify one or more sets of permissions for a fleet. cfEC2InboundPermissions :: Lens' CreateFleet [IPPermission] cfEC2InboundPermissions = lens _cfEC2InboundPermissions (\ s a -> s{_cfEC2InboundPermissions = a}) . _Default . _Coerce; --- | 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 run-time 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 run-time configuration with at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters @ServerLaunchPath@ and @ServerLaunchParameters@ ; requests that contain values for these parameters instead of a run-time 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 run-time configuration will continue to work.) cfServerLaunchPath :: Lens' CreateFleet (Maybe Text) cfServerLaunchPath = lens _cfServerLaunchPath (\ s a -> s{_cfServerLaunchPath = a}); +-- | Names of metric groups to add this fleet to. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.+cfMetricGroups :: Lens' CreateFleet [Text]+cfMetricGroups = lens _cfMetricGroups (\ s a -> s{_cfMetricGroups = a}) . _Default . _Coerce;+ -- | Human-readable description of a fleet. cfDescription :: Lens' CreateFleet (Maybe Text) cfDescription = lens _cfDescription (\ s a -> s{_cfDescription = a});@@ -178,15 +263,15 @@ 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.+-- | Descriptive label that is 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 for a build to be deployed on the new fleet. The build must have been successfully uploaded to Amazon 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 <http://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. Amazon 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}); @@ -199,9 +284,9 @@ CreateFleetResponse' <$> (x .?> "FleetAttributes") <*> (pure (fromEnum s))) -instance Hashable CreateFleet+instance Hashable CreateFleet where -instance NFData CreateFleet+instance NFData CreateFleet where instance ToHeaders CreateFleet where toHeaders@@ -219,6 +304,9 @@ [("ServerLaunchParameters" .=) <$> _cfServerLaunchParameters, ("LogPaths" .=) <$> _cfLogPaths,+ ("PeerVpcId" .=) <$> _cfPeerVPCId,+ ("PeerVpcAwsAccountId" .=) <$>+ _cfPeerVPCAWSAccountId, ("EC2InboundPermissions" .=) <$> _cfEC2InboundPermissions, ("RuntimeConfiguration" .=) <$>@@ -226,6 +314,7 @@ ("NewGameSessionProtectionPolicy" .=) <$> _cfNewGameSessionProtectionPolicy, ("ServerLaunchPath" .=) <$> _cfServerLaunchPath,+ ("MetricGroups" .=) <$> _cfMetricGroups, ("Description" .=) <$> _cfDescription, ("ResourceCreationLimitPolicy" .=) <$> _cfResourceCreationLimitPolicy,@@ -245,10 +334,11 @@ -- -- /See:/ 'createFleetResponse' smart constructor. data CreateFleetResponse = CreateFleetResponse'- { _cfrsFleetAttributes :: !(Maybe FleetAttributes)- , _cfrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _cfrsFleetAttributes :: !(Maybe FleetAttributes)+ , _cfrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreateFleetResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -260,11 +350,10 @@ :: Int -- ^ 'cfrsResponseStatus' -> CreateFleetResponse createFleetResponse pResponseStatus_ =- CreateFleetResponse'- { _cfrsFleetAttributes = Nothing- , _cfrsResponseStatus = pResponseStatus_- }+ CreateFleetResponse'+ {_cfrsFleetAttributes = Nothing, _cfrsResponseStatus = pResponseStatus_} + -- | Properties for the newly created fleet. cfrsFleetAttributes :: Lens' CreateFleetResponse (Maybe FleetAttributes) cfrsFleetAttributes = lens _cfrsFleetAttributes (\ s a -> s{_cfrsFleetAttributes = a});@@ -273,4 +362,4 @@ cfrsResponseStatus :: Lens' CreateFleetResponse Int cfrsResponseStatus = lens _cfrsResponseStatus (\ s a -> s{_cfrsResponseStatus = a}); -instance NFData CreateFleetResponse+instance NFData CreateFleetResponse where
gen/Network/AWS/GameLift/CreateGameSession.hs view
@@ -12,29 +12,65 @@ -- | -- Module : Network.AWS.GameLift.CreateGameSession--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) ----- 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.+-- 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 have an @ACTIVE@ status before a game session can be created in it. -- ----- 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.+-- 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 the game session properties and other settings you specified. ----- 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.+-- __Idempotency tokens.__ You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change. --+-- __Resource creation limits.__ If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.+--+-- __Player acceptance policy.__ By default, newly created game sessions are open to new players. You can restrict new player access by using 'UpdateGameSession' to change the game session's player session creation policy.+--+-- __Game session logs.__ Logs are retained for all active game sessions for 14 days. To access the logs, call 'GetGameSessionLogUrl' to download the log files.+--+-- /Available in Amazon GameLift Local./+--+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- module Network.AWS.GameLift.CreateGameSession ( -- * Creating a Request createGameSession , CreateGameSession -- * Request Lenses+ , cgsIdempotencyToken , cgsGameProperties , cgsGameSessionId , cgsAliasId , cgsName+ , cgsGameSessionData , cgsFleetId , cgsCreatorId , cgsMaximumPlayerSessionCount@@ -47,12 +83,12 @@ , cgsrsResponseStatus ) 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+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. --@@ -60,67 +96,85 @@ -- -- /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)+ { _cgsIdempotencyToken :: !(Maybe Text)+ , _cgsGameProperties :: !(Maybe [GameProperty])+ , _cgsGameSessionId :: !(Maybe Text)+ , _cgsAliasId :: !(Maybe Text)+ , _cgsName :: !(Maybe Text)+ , _cgsGameSessionData :: !(Maybe Text)+ , _cgsFleetId :: !(Maybe Text)+ , _cgsCreatorId :: !(Maybe Text)+ , _cgsMaximumPlayerSessionCount :: !Nat+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreateGameSession' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cgsGameProperties' - Set of properties used to administer a game session. These properties are passed to the server process hosting it.+-- * 'cgsIdempotencyToken' - Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: @arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>@ .) Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted. ----- * '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.+-- * 'cgsGameProperties' - Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). ----- * 'cgsAliasId' - Unique identifier for a fleet alias. Each request must reference either a fleet ID or alias ID, but not both.+-- * 'cgsGameSessionId' - /This parameter is no longer preferred. Please use @IdempotencyToken@ instead./ Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: @arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>@ .) ----- * 'cgsName' - Descriptive label associated with a game session. Session names do not need to be unique.+-- * 'cgsAliasId' - Unique identifier for an alias associated with the fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both. ----- * 'cgsFleetId' - Unique identifier for a fleet. Each request must reference either a fleet ID or alias ID, but not both.+-- * 'cgsName' - Descriptive label that is associated with a game session. Session names do not need to be unique. ----- * '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.+-- * 'cgsGameSessionData' - Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). --+-- * 'cgsFleetId' - Unique identifier for a fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both.+--+-- * 'cgsCreatorId' - Unique identifier for a player 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_- }+ CreateGameSession'+ { _cgsIdempotencyToken = Nothing+ , _cgsGameProperties = Nothing+ , _cgsGameSessionId = Nothing+ , _cgsAliasId = Nothing+ , _cgsName = Nothing+ , _cgsGameSessionData = Nothing+ , _cgsFleetId = Nothing+ , _cgsCreatorId = Nothing+ , _cgsMaximumPlayerSessionCount = _Nat # pMaximumPlayerSessionCount_+ } --- | Set of properties used to administer a game session. These properties are passed to the server process hosting it.++-- | Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: @arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>@ .) Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.+cgsIdempotencyToken :: Lens' CreateGameSession (Maybe Text)+cgsIdempotencyToken = lens _cgsIdempotencyToken (\ s a -> s{_cgsIdempotencyToken = a});++-- | Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). 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.+-- | /This parameter is no longer preferred. Please use @IdempotencyToken@ instead./ Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: @arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>@ .) 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.+-- | Unique identifier for an alias associated with the fleet to create a game session in. 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}); --- | Descriptive label associated with a game session. Session names do not need to be unique.+-- | Descriptive label that is associated with a game session. Session names do not need to be unique. cgsName :: Lens' CreateGameSession (Maybe Text) cgsName = lens _cgsName (\ s a -> s{_cgsName = a}); --- | Unique identifier for a fleet. Each request must reference either a fleet ID or alias ID, but not both.+-- | Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+cgsGameSessionData :: Lens' CreateGameSession (Maybe Text)+cgsGameSessionData = lens _cgsGameSessionData (\ s a -> s{_cgsGameSessionData = a});++-- | Unique identifier for a fleet to create a game session in. Each request must reference either a fleet ID or alias ID, but not both. 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.+-- | Unique identifier for a player 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}); @@ -137,9 +191,9 @@ CreateGameSessionResponse' <$> (x .?> "GameSession") <*> (pure (fromEnum s))) -instance Hashable CreateGameSession+instance Hashable CreateGameSession where -instance NFData CreateGameSession+instance NFData CreateGameSession where instance ToHeaders CreateGameSession where toHeaders@@ -154,10 +208,12 @@ toJSON CreateGameSession'{..} = object (catMaybes- [("GameProperties" .=) <$> _cgsGameProperties,+ [("IdempotencyToken" .=) <$> _cgsIdempotencyToken,+ ("GameProperties" .=) <$> _cgsGameProperties, ("GameSessionId" .=) <$> _cgsGameSessionId, ("AliasId" .=) <$> _cgsAliasId, ("Name" .=) <$> _cgsName,+ ("GameSessionData" .=) <$> _cgsGameSessionData, ("FleetId" .=) <$> _cgsFleetId, ("CreatorId" .=) <$> _cgsCreatorId, Just@@ -176,27 +232,27 @@ -- -- /See:/ 'createGameSessionResponse' smart constructor. data CreateGameSessionResponse = CreateGameSessionResponse'- { _cgsrsGameSession :: !(Maybe GameSession)- , _cgsrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _cgsrsGameSession :: !(Maybe GameSession)+ , _cgsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreateGameSessionResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cgsrsGameSession' - Object containing the newly created game session record.+-- * 'cgsrsGameSession' - Object that describes the newly created game session record. -- -- * 'cgsrsResponseStatus' - -- | The response status code. createGameSessionResponse :: Int -- ^ 'cgsrsResponseStatus' -> CreateGameSessionResponse createGameSessionResponse pResponseStatus_ =- CreateGameSessionResponse'- { _cgsrsGameSession = Nothing- , _cgsrsResponseStatus = pResponseStatus_- }+ CreateGameSessionResponse'+ {_cgsrsGameSession = Nothing, _cgsrsResponseStatus = pResponseStatus_} --- | Object containing the newly created game session record.++-- | Object that describes the newly created game session record. cgsrsGameSession :: Lens' CreateGameSessionResponse (Maybe GameSession) cgsrsGameSession = lens _cgsrsGameSession (\ s a -> s{_cgsrsGameSession = a}); @@ -204,4 +260,4 @@ cgsrsResponseStatus :: Lens' CreateGameSessionResponse Int cgsrsResponseStatus = lens _cgsrsResponseStatus (\ s a -> s{_cgsrsResponseStatus = a}); -instance NFData CreateGameSessionResponse+instance NFData CreateGameSessionResponse where
+ gen/Network/AWS/GameLift/CreateGameSessionQueue.hs view
@@ -0,0 +1,193 @@+{-# 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.CreateGameSessionQueue+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple regions. To add placement requests to a queue, call 'StartGameSessionPlacement' and reference the queue name.+--+--+-- __Destination order.__ When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.+--+-- __Player latency policies.__ For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.+--+-- To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.+--+-- Queue-related operations include:+--+-- * 'CreateGameSessionQueue'+--+-- * 'DescribeGameSessionQueues'+--+-- * 'UpdateGameSessionQueue'+--+-- * 'DeleteGameSessionQueue'+--+--+--+module Network.AWS.GameLift.CreateGameSessionQueue+ (+ -- * Creating a Request+ createGameSessionQueue+ , CreateGameSessionQueue+ -- * Request Lenses+ , cgsqPlayerLatencyPolicies+ , cgsqTimeoutInSeconds+ , cgsqDestinations+ , cgsqName++ -- * Destructuring the Response+ , createGameSessionQueueResponse+ , CreateGameSessionQueueResponse+ -- * Response Lenses+ , cgsqrsGameSessionQueue+ , cgsqrsResponseStatus+ ) 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:/ 'createGameSessionQueue' smart constructor.+data CreateGameSessionQueue = CreateGameSessionQueue'+ { _cgsqPlayerLatencyPolicies :: !(Maybe [PlayerLatencyPolicy])+ , _cgsqTimeoutInSeconds :: !(Maybe Nat)+ , _cgsqDestinations :: !(Maybe [GameSessionQueueDestination])+ , _cgsqName :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateGameSessionQueue' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cgsqPlayerLatencyPolicies' - Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API requests will fail.+--+-- * 'cgsqTimeoutInSeconds' - Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a @TIMED_OUT@ status.+--+-- * 'cgsqDestinations' - List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.+--+-- * 'cgsqName' - Descriptive label that is associated with game session queue. Queue names must be unique within each region.+createGameSessionQueue+ :: Text -- ^ 'cgsqName'+ -> CreateGameSessionQueue+createGameSessionQueue pName_ =+ CreateGameSessionQueue'+ { _cgsqPlayerLatencyPolicies = Nothing+ , _cgsqTimeoutInSeconds = Nothing+ , _cgsqDestinations = Nothing+ , _cgsqName = pName_+ }+++-- | Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API requests will fail.+cgsqPlayerLatencyPolicies :: Lens' CreateGameSessionQueue [PlayerLatencyPolicy]+cgsqPlayerLatencyPolicies = lens _cgsqPlayerLatencyPolicies (\ s a -> s{_cgsqPlayerLatencyPolicies = a}) . _Default . _Coerce;++-- | Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a @TIMED_OUT@ status.+cgsqTimeoutInSeconds :: Lens' CreateGameSessionQueue (Maybe Natural)+cgsqTimeoutInSeconds = lens _cgsqTimeoutInSeconds (\ s a -> s{_cgsqTimeoutInSeconds = a}) . mapping _Nat;++-- | List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.+cgsqDestinations :: Lens' CreateGameSessionQueue [GameSessionQueueDestination]+cgsqDestinations = lens _cgsqDestinations (\ s a -> s{_cgsqDestinations = a}) . _Default . _Coerce;++-- | Descriptive label that is associated with game session queue. Queue names must be unique within each region.+cgsqName :: Lens' CreateGameSessionQueue Text+cgsqName = lens _cgsqName (\ s a -> s{_cgsqName = a});++instance AWSRequest CreateGameSessionQueue where+ type Rs CreateGameSessionQueue =+ CreateGameSessionQueueResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ CreateGameSessionQueueResponse' <$>+ (x .?> "GameSessionQueue") <*> (pure (fromEnum s)))++instance Hashable CreateGameSessionQueue where++instance NFData CreateGameSessionQueue where++instance ToHeaders CreateGameSessionQueue where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.CreateGameSessionQueue" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON CreateGameSessionQueue where+ toJSON CreateGameSessionQueue'{..}+ = object+ (catMaybes+ [("PlayerLatencyPolicies" .=) <$>+ _cgsqPlayerLatencyPolicies,+ ("TimeoutInSeconds" .=) <$> _cgsqTimeoutInSeconds,+ ("Destinations" .=) <$> _cgsqDestinations,+ Just ("Name" .= _cgsqName)])++instance ToPath CreateGameSessionQueue where+ toPath = const "/"++instance ToQuery CreateGameSessionQueue where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'createGameSessionQueueResponse' smart constructor.+data CreateGameSessionQueueResponse = CreateGameSessionQueueResponse'+ { _cgsqrsGameSessionQueue :: !(Maybe GameSessionQueue)+ , _cgsqrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateGameSessionQueueResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cgsqrsGameSessionQueue' - Object that describes the newly created game session queue.+--+-- * 'cgsqrsResponseStatus' - -- | The response status code.+createGameSessionQueueResponse+ :: Int -- ^ 'cgsqrsResponseStatus'+ -> CreateGameSessionQueueResponse+createGameSessionQueueResponse pResponseStatus_ =+ CreateGameSessionQueueResponse'+ {_cgsqrsGameSessionQueue = Nothing, _cgsqrsResponseStatus = pResponseStatus_}+++-- | Object that describes the newly created game session queue.+cgsqrsGameSessionQueue :: Lens' CreateGameSessionQueueResponse (Maybe GameSessionQueue)+cgsqrsGameSessionQueue = lens _cgsqrsGameSessionQueue (\ s a -> s{_cgsqrsGameSessionQueue = a});++-- | -- | The response status code.+cgsqrsResponseStatus :: Lens' CreateGameSessionQueueResponse Int+cgsqrsResponseStatus = lens _cgsqrsResponseStatus (\ s a -> s{_cgsqrsResponseStatus = a});++instance NFData CreateGameSessionQueueResponse where
+ gen/Network/AWS/GameLift/CreateMatchmakingConfiguration.hs view
@@ -0,0 +1,293 @@+{-# 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.CreateMatchmakingConfiguration+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines for matching players and getting the matches into games. You can set up multiple matchmaking configurations to handle the scenarios needed for your game. Each matchmaking request ('StartMatchmaking' ) specifies a configuration for the match and provides player attributes to support the configuration being used.+--+--+-- To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a new game session for the match; and the maximum time allowed for a matchmaking attempt.+--+-- __Player acceptance__ -- In each configuration, you have the option to require that all players accept participation in a proposed match. To enable this feature, set /AcceptanceRequired/ to true and specify a time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does not move ahead to game session placement unless all matched players accept.+--+-- __Matchmaking status notification__ -- There are two ways to track the progress of matchmaking tickets: (1) polling ticket status with 'DescribeMatchmaking' ; or (2) receiving notifications with Amazon Simple Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the notifications, and provide the topic ARN in the matchmaking configuration (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html Setting up Notifications for Matchmaking> ). Since notifications promise only "best effort" delivery, we recommend calling @DescribeMatchmaking@ if no notifications are received within 30 seconds.+--+-- Operations related to match configurations and rule sets include:+--+-- * 'CreateMatchmakingConfiguration'+--+-- * 'DescribeMatchmakingConfigurations'+--+-- * 'UpdateMatchmakingConfiguration'+--+-- * 'DeleteMatchmakingConfiguration'+--+-- * 'CreateMatchmakingRuleSet'+--+-- * 'DescribeMatchmakingRuleSets'+--+-- * 'ValidateMatchmakingRuleSet'+--+--+--+module Network.AWS.GameLift.CreateMatchmakingConfiguration+ (+ -- * Creating a Request+ createMatchmakingConfiguration+ , CreateMatchmakingConfiguration+ -- * Request Lenses+ , cmcGameProperties+ , cmcAcceptanceTimeoutSeconds+ , cmcNotificationTarget+ , cmcCustomEventData+ , cmcGameSessionData+ , cmcDescription+ , cmcAdditionalPlayerCount+ , cmcName+ , cmcGameSessionQueueARNs+ , cmcRequestTimeoutSeconds+ , cmcAcceptanceRequired+ , cmcRuleSetName++ -- * Destructuring the Response+ , createMatchmakingConfigurationResponse+ , CreateMatchmakingConfigurationResponse+ -- * Response Lenses+ , cmcrsConfiguration+ , cmcrsResponseStatus+ ) 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:/ 'createMatchmakingConfiguration' smart constructor.+data CreateMatchmakingConfiguration = CreateMatchmakingConfiguration'+ { _cmcGameProperties :: !(Maybe [GameProperty])+ , _cmcAcceptanceTimeoutSeconds :: !(Maybe Nat)+ , _cmcNotificationTarget :: !(Maybe Text)+ , _cmcCustomEventData :: !(Maybe Text)+ , _cmcGameSessionData :: !(Maybe Text)+ , _cmcDescription :: !(Maybe Text)+ , _cmcAdditionalPlayerCount :: !(Maybe Nat)+ , _cmcName :: !Text+ , _cmcGameSessionQueueARNs :: ![Text]+ , _cmcRequestTimeoutSeconds :: !Nat+ , _cmcAcceptanceRequired :: !Bool+ , _cmcRuleSetName :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateMatchmakingConfiguration' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cmcGameProperties' - Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+--+-- * 'cmcAcceptanceTimeoutSeconds' - Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.+--+-- * 'cmcNotificationTarget' - SNS topic ARN that is set up to receive matchmaking notifications.+--+-- * 'cmcCustomEventData' - Information to attached to all events related to the matchmaking configuration.+--+-- * 'cmcGameSessionData' - Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+--+-- * 'cmcDescription' - Meaningful description of the matchmaking configuration.+--+-- * 'cmcAdditionalPlayerCount' - Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.+--+-- * 'cmcName' - Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.+--+-- * 'cmcGameSessionQueueARNs' - Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session queue and uniquely identifies it. Format is @arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912@ . These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.+--+-- * 'cmcRequestTimeoutSeconds' - Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.+--+-- * 'cmcAcceptanceRequired' - Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.+--+-- * 'cmcRuleSetName' - Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.+createMatchmakingConfiguration+ :: Text -- ^ 'cmcName'+ -> Natural -- ^ 'cmcRequestTimeoutSeconds'+ -> Bool -- ^ 'cmcAcceptanceRequired'+ -> Text -- ^ 'cmcRuleSetName'+ -> CreateMatchmakingConfiguration+createMatchmakingConfiguration pName_ pRequestTimeoutSeconds_ pAcceptanceRequired_ pRuleSetName_ =+ CreateMatchmakingConfiguration'+ { _cmcGameProperties = Nothing+ , _cmcAcceptanceTimeoutSeconds = Nothing+ , _cmcNotificationTarget = Nothing+ , _cmcCustomEventData = Nothing+ , _cmcGameSessionData = Nothing+ , _cmcDescription = Nothing+ , _cmcAdditionalPlayerCount = Nothing+ , _cmcName = pName_+ , _cmcGameSessionQueueARNs = mempty+ , _cmcRequestTimeoutSeconds = _Nat # pRequestTimeoutSeconds_+ , _cmcAcceptanceRequired = pAcceptanceRequired_+ , _cmcRuleSetName = pRuleSetName_+ }+++-- | Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+cmcGameProperties :: Lens' CreateMatchmakingConfiguration [GameProperty]+cmcGameProperties = lens _cmcGameProperties (\ s a -> s{_cmcGameProperties = a}) . _Default . _Coerce;++-- | Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.+cmcAcceptanceTimeoutSeconds :: Lens' CreateMatchmakingConfiguration (Maybe Natural)+cmcAcceptanceTimeoutSeconds = lens _cmcAcceptanceTimeoutSeconds (\ s a -> s{_cmcAcceptanceTimeoutSeconds = a}) . mapping _Nat;++-- | SNS topic ARN that is set up to receive matchmaking notifications.+cmcNotificationTarget :: Lens' CreateMatchmakingConfiguration (Maybe Text)+cmcNotificationTarget = lens _cmcNotificationTarget (\ s a -> s{_cmcNotificationTarget = a});++-- | Information to attached to all events related to the matchmaking configuration.+cmcCustomEventData :: Lens' CreateMatchmakingConfiguration (Maybe Text)+cmcCustomEventData = lens _cmcCustomEventData (\ s a -> s{_cmcCustomEventData = a});++-- | Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+cmcGameSessionData :: Lens' CreateMatchmakingConfiguration (Maybe Text)+cmcGameSessionData = lens _cmcGameSessionData (\ s a -> s{_cmcGameSessionData = a});++-- | Meaningful description of the matchmaking configuration.+cmcDescription :: Lens' CreateMatchmakingConfiguration (Maybe Text)+cmcDescription = lens _cmcDescription (\ s a -> s{_cmcDescription = a});++-- | Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.+cmcAdditionalPlayerCount :: Lens' CreateMatchmakingConfiguration (Maybe Natural)+cmcAdditionalPlayerCount = lens _cmcAdditionalPlayerCount (\ s a -> s{_cmcAdditionalPlayerCount = a}) . mapping _Nat;++-- | Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.+cmcName :: Lens' CreateMatchmakingConfiguration Text+cmcName = lens _cmcName (\ s a -> s{_cmcName = a});++-- | Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session queue and uniquely identifies it. Format is @arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912@ . These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.+cmcGameSessionQueueARNs :: Lens' CreateMatchmakingConfiguration [Text]+cmcGameSessionQueueARNs = lens _cmcGameSessionQueueARNs (\ s a -> s{_cmcGameSessionQueueARNs = a}) . _Coerce;++-- | Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.+cmcRequestTimeoutSeconds :: Lens' CreateMatchmakingConfiguration Natural+cmcRequestTimeoutSeconds = lens _cmcRequestTimeoutSeconds (\ s a -> s{_cmcRequestTimeoutSeconds = a}) . _Nat;++-- | Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.+cmcAcceptanceRequired :: Lens' CreateMatchmakingConfiguration Bool+cmcAcceptanceRequired = lens _cmcAcceptanceRequired (\ s a -> s{_cmcAcceptanceRequired = a});++-- | Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.+cmcRuleSetName :: Lens' CreateMatchmakingConfiguration Text+cmcRuleSetName = lens _cmcRuleSetName (\ s a -> s{_cmcRuleSetName = a});++instance AWSRequest CreateMatchmakingConfiguration+ where+ type Rs CreateMatchmakingConfiguration =+ CreateMatchmakingConfigurationResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ CreateMatchmakingConfigurationResponse' <$>+ (x .?> "Configuration") <*> (pure (fromEnum s)))++instance Hashable CreateMatchmakingConfiguration+ where++instance NFData CreateMatchmakingConfiguration where++instance ToHeaders CreateMatchmakingConfiguration+ where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.CreateMatchmakingConfiguration" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON CreateMatchmakingConfiguration where+ toJSON CreateMatchmakingConfiguration'{..}+ = object+ (catMaybes+ [("GameProperties" .=) <$> _cmcGameProperties,+ ("AcceptanceTimeoutSeconds" .=) <$>+ _cmcAcceptanceTimeoutSeconds,+ ("NotificationTarget" .=) <$> _cmcNotificationTarget,+ ("CustomEventData" .=) <$> _cmcCustomEventData,+ ("GameSessionData" .=) <$> _cmcGameSessionData,+ ("Description" .=) <$> _cmcDescription,+ ("AdditionalPlayerCount" .=) <$>+ _cmcAdditionalPlayerCount,+ Just ("Name" .= _cmcName),+ Just+ ("GameSessionQueueArns" .= _cmcGameSessionQueueARNs),+ Just+ ("RequestTimeoutSeconds" .=+ _cmcRequestTimeoutSeconds),+ Just+ ("AcceptanceRequired" .= _cmcAcceptanceRequired),+ Just ("RuleSetName" .= _cmcRuleSetName)])++instance ToPath CreateMatchmakingConfiguration where+ toPath = const "/"++instance ToQuery CreateMatchmakingConfiguration where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'createMatchmakingConfigurationResponse' smart constructor.+data CreateMatchmakingConfigurationResponse = CreateMatchmakingConfigurationResponse'+ { _cmcrsConfiguration :: !(Maybe MatchmakingConfiguration)+ , _cmcrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateMatchmakingConfigurationResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cmcrsConfiguration' - Object that describes the newly created matchmaking configuration.+--+-- * 'cmcrsResponseStatus' - -- | The response status code.+createMatchmakingConfigurationResponse+ :: Int -- ^ 'cmcrsResponseStatus'+ -> CreateMatchmakingConfigurationResponse+createMatchmakingConfigurationResponse pResponseStatus_ =+ CreateMatchmakingConfigurationResponse'+ {_cmcrsConfiguration = Nothing, _cmcrsResponseStatus = pResponseStatus_}+++-- | Object that describes the newly created matchmaking configuration.+cmcrsConfiguration :: Lens' CreateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration)+cmcrsConfiguration = lens _cmcrsConfiguration (\ s a -> s{_cmcrsConfiguration = a});++-- | -- | The response status code.+cmcrsResponseStatus :: Lens' CreateMatchmakingConfigurationResponse Int+cmcrsResponseStatus = lens _cmcrsResponseStatus (\ s a -> s{_cmcrsResponseStatus = a});++instance NFData+ CreateMatchmakingConfigurationResponse+ where
+ gen/Network/AWS/GameLift/CreateMatchmakingRuleSet.hs view
@@ -0,0 +1,177 @@+{-# 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.CreateMatchmakingRuleSet+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are handled. Each 'MatchmakingConfiguration' uses one rule set; you can set up multiple rule sets to handle the scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration for each rule set. See additional information on rule set content in the 'MatchmakingRuleSet' structure. For help creating rule sets, including useful examples, see the topic <http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html Adding FlexMatch to Your Game> .+--+--+-- Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax using 'ValidateMatchmakingRuleSet' before creating the rule set.+--+-- To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If you need to change a rule set, create a new one with the necessary edits and then update matchmaking configurations to use the new rule set.+--+-- Operations related to match configurations and rule sets include:+--+-- * 'CreateMatchmakingConfiguration'+--+-- * 'DescribeMatchmakingConfigurations'+--+-- * 'UpdateMatchmakingConfiguration'+--+-- * 'DeleteMatchmakingConfiguration'+--+-- * 'CreateMatchmakingRuleSet'+--+-- * 'DescribeMatchmakingRuleSets'+--+-- * 'ValidateMatchmakingRuleSet'+--+--+--+module Network.AWS.GameLift.CreateMatchmakingRuleSet+ (+ -- * Creating a Request+ createMatchmakingRuleSet+ , CreateMatchmakingRuleSet+ -- * Request Lenses+ , cmrsName+ , cmrsRuleSetBody++ -- * Destructuring the Response+ , createMatchmakingRuleSetResponse+ , CreateMatchmakingRuleSetResponse+ -- * Response Lenses+ , cmrsrsResponseStatus+ , cmrsrsRuleSet+ ) 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:/ 'createMatchmakingRuleSet' smart constructor.+data CreateMatchmakingRuleSet = CreateMatchmakingRuleSet'+ { _cmrsName :: !Text+ , _cmrsRuleSetBody :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateMatchmakingRuleSet' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cmrsName' - Unique identifier for a matchmaking rule set. This name is used to identify the rule set associated with a matchmaking configuration.+--+-- * 'cmrsRuleSetBody' - Collection of matchmaking rules, formatted as a JSON string. (Note that comments are not allowed in JSON, but most elements support a description field.)+createMatchmakingRuleSet+ :: Text -- ^ 'cmrsName'+ -> Text -- ^ 'cmrsRuleSetBody'+ -> CreateMatchmakingRuleSet+createMatchmakingRuleSet pName_ pRuleSetBody_ =+ CreateMatchmakingRuleSet'+ {_cmrsName = pName_, _cmrsRuleSetBody = pRuleSetBody_}+++-- | Unique identifier for a matchmaking rule set. This name is used to identify the rule set associated with a matchmaking configuration.+cmrsName :: Lens' CreateMatchmakingRuleSet Text+cmrsName = lens _cmrsName (\ s a -> s{_cmrsName = a});++-- | Collection of matchmaking rules, formatted as a JSON string. (Note that comments are not allowed in JSON, but most elements support a description field.)+cmrsRuleSetBody :: Lens' CreateMatchmakingRuleSet Text+cmrsRuleSetBody = lens _cmrsRuleSetBody (\ s a -> s{_cmrsRuleSetBody = a});++instance AWSRequest CreateMatchmakingRuleSet where+ type Rs CreateMatchmakingRuleSet =+ CreateMatchmakingRuleSetResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ CreateMatchmakingRuleSetResponse' <$>+ (pure (fromEnum s)) <*> (x .:> "RuleSet"))++instance Hashable CreateMatchmakingRuleSet where++instance NFData CreateMatchmakingRuleSet where++instance ToHeaders CreateMatchmakingRuleSet where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.CreateMatchmakingRuleSet" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON CreateMatchmakingRuleSet where+ toJSON CreateMatchmakingRuleSet'{..}+ = object+ (catMaybes+ [Just ("Name" .= _cmrsName),+ Just ("RuleSetBody" .= _cmrsRuleSetBody)])++instance ToPath CreateMatchmakingRuleSet where+ toPath = const "/"++instance ToQuery CreateMatchmakingRuleSet where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'createMatchmakingRuleSetResponse' smart constructor.+data CreateMatchmakingRuleSetResponse = CreateMatchmakingRuleSetResponse'+ { _cmrsrsResponseStatus :: !Int+ , _cmrsrsRuleSet :: !MatchmakingRuleSet+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateMatchmakingRuleSetResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cmrsrsResponseStatus' - -- | The response status code.+--+-- * 'cmrsrsRuleSet' - Object that describes the newly created matchmaking rule set.+createMatchmakingRuleSetResponse+ :: Int -- ^ 'cmrsrsResponseStatus'+ -> MatchmakingRuleSet -- ^ 'cmrsrsRuleSet'+ -> CreateMatchmakingRuleSetResponse+createMatchmakingRuleSetResponse pResponseStatus_ pRuleSet_ =+ CreateMatchmakingRuleSetResponse'+ {_cmrsrsResponseStatus = pResponseStatus_, _cmrsrsRuleSet = pRuleSet_}+++-- | -- | The response status code.+cmrsrsResponseStatus :: Lens' CreateMatchmakingRuleSetResponse Int+cmrsrsResponseStatus = lens _cmrsrsResponseStatus (\ s a -> s{_cmrsrsResponseStatus = a});++-- | Object that describes the newly created matchmaking rule set.+cmrsrsRuleSet :: Lens' CreateMatchmakingRuleSetResponse MatchmakingRuleSet+cmrsrsRuleSet = lens _cmrsrsRuleSet (\ s a -> s{_cmrsrsRuleSet = a});++instance NFData CreateMatchmakingRuleSetResponse+ where
gen/Network/AWS/GameLift/CreatePlayerSession.hs view
@@ -12,23 +12,46 @@ -- | -- Module : Network.AWS.GameLift.CreatePlayerSession--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. Before a player can be added, a game session must have an @ACTIVE@ status, have a creation policy of @ALLOW_ALL@ , and have an open player slot. To add a group of players to a game session, use 'CreatePlayerSessions' . -- ----- 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, player ID, and optionally a string of player data. If successful, the player is added to the game session and a new 'PlayerSession' object is returned. Player sessions cannot be updated. --+-- /Available in Amazon GameLift Local./+--+-- Player-session-related operations include:+--+-- * 'CreatePlayerSession'+--+-- * 'CreatePlayerSessions'+--+-- * 'DescribePlayerSessions'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- module Network.AWS.GameLift.CreatePlayerSession ( -- * Creating a Request createPlayerSession , CreatePlayerSession -- * Request Lenses+ , cPlayerData , cGameSessionId , cPlayerId @@ -40,12 +63,12 @@ , cpsrsResponseStatus ) 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+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. --@@ -53,32 +76,42 @@ -- -- /See:/ 'createPlayerSession' smart constructor. data CreatePlayerSession = CreatePlayerSession'- { _cGameSessionId :: !Text- , _cPlayerId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _cPlayerData :: !(Maybe Text)+ , _cGameSessionId :: !Text+ , _cPlayerId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreatePlayerSession' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'cPlayerData' - Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. ----- * 'cPlayerId' - Unique identifier for the player to be added.+-- * 'cGameSessionId' - Unique identifier for the game session to add a player to.+--+-- * 'cPlayerId' - Unique identifier for a player. Player IDs are developer-defined. createPlayerSession :: Text -- ^ 'cGameSessionId' -> Text -- ^ 'cPlayerId' -> CreatePlayerSession createPlayerSession pGameSessionId_ pPlayerId_ =- CreatePlayerSession'- { _cGameSessionId = pGameSessionId_- , _cPlayerId = pPlayerId_- }+ CreatePlayerSession'+ { _cPlayerData = Nothing+ , _cGameSessionId = pGameSessionId_+ , _cPlayerId = pPlayerId_+ } --- | 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.++-- | Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.+cPlayerData :: Lens' CreatePlayerSession (Maybe Text)+cPlayerData = lens _cPlayerData (\ s a -> s{_cPlayerData = a});++-- | Unique identifier for the game session to add a player to. cGameSessionId :: Lens' CreatePlayerSession Text cGameSessionId = lens _cGameSessionId (\ s a -> s{_cGameSessionId = a}); --- | Unique identifier for the player to be added.+-- | Unique identifier for a player. Player IDs are developer-defined. cPlayerId :: Lens' CreatePlayerSession Text cPlayerId = lens _cPlayerId (\ s a -> s{_cPlayerId = a}); @@ -92,9 +125,9 @@ CreatePlayerSessionResponse' <$> (x .?> "PlayerSession") <*> (pure (fromEnum s))) -instance Hashable CreatePlayerSession+instance Hashable CreatePlayerSession where -instance NFData CreatePlayerSession+instance NFData CreatePlayerSession where instance ToHeaders CreatePlayerSession where toHeaders@@ -109,7 +142,8 @@ toJSON CreatePlayerSession'{..} = object (catMaybes- [Just ("GameSessionId" .= _cGameSessionId),+ [("PlayerData" .=) <$> _cPlayerData,+ Just ("GameSessionId" .= _cGameSessionId), Just ("PlayerId" .= _cPlayerId)]) instance ToPath CreatePlayerSession where@@ -124,27 +158,27 @@ -- -- /See:/ 'createPlayerSessionResponse' smart constructor. data CreatePlayerSessionResponse = CreatePlayerSessionResponse'- { _cpsrsPlayerSession :: !(Maybe PlayerSession)- , _cpsrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _cpsrsPlayerSession :: !(Maybe PlayerSession)+ , _cpsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreatePlayerSessionResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'cpsrsPlayerSession' - Object containing the newly created player session record.+-- * 'cpsrsPlayerSession' - Object that describes the newly created player session record. -- -- * 'cpsrsResponseStatus' - -- | The response status code. createPlayerSessionResponse :: Int -- ^ 'cpsrsResponseStatus' -> CreatePlayerSessionResponse createPlayerSessionResponse pResponseStatus_ =- CreatePlayerSessionResponse'- { _cpsrsPlayerSession = Nothing- , _cpsrsResponseStatus = pResponseStatus_- }+ CreatePlayerSessionResponse'+ {_cpsrsPlayerSession = Nothing, _cpsrsResponseStatus = pResponseStatus_} --- | Object containing the newly created player session record.++-- | Object that describes the newly created player session record. cpsrsPlayerSession :: Lens' CreatePlayerSessionResponse (Maybe PlayerSession) cpsrsPlayerSession = lens _cpsrsPlayerSession (\ s a -> s{_cpsrsPlayerSession = a}); @@ -152,4 +186,4 @@ cpsrsResponseStatus :: Lens' CreatePlayerSessionResponse Int cpsrsResponseStatus = lens _cpsrsResponseStatus (\ s a -> s{_cpsrsResponseStatus = a}); -instance NFData CreatePlayerSessionResponse+instance NFData CreatePlayerSessionResponse where
gen/Network/AWS/GameLift/CreatePlayerSessions.hs view
@@ -12,23 +12,46 @@ -- | -- Module : Network.AWS.GameLift.CreatePlayerSessions--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. This action is useful with a team matching feature. Before players can be added, a game session must have an @ACTIVE@ status, have a creation policy of @ALLOW_ALL@ , and have an open player slot. To add a single player to a game session, use 'CreatePlayerSession' . -- ----- 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, a list of player IDs, and optionally a set of player data strings. If successful, the players are added to the game session and a set of new 'PlayerSession' objects is returned. Player sessions cannot be updated. --+-- /Available in Amazon GameLift Local./+--+-- Player-session-related operations include:+--+-- * 'CreatePlayerSession'+--+-- * 'CreatePlayerSessions'+--+-- * 'DescribePlayerSessions'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- module Network.AWS.GameLift.CreatePlayerSessions ( -- * Creating a Request createPlayerSessions , CreatePlayerSessions -- * Request Lenses+ , cpsPlayerDataMap , cpsGameSessionId , cpsPlayerIds @@ -40,12 +63,12 @@ , crsResponseStatus ) 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+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. --@@ -53,28 +76,38 @@ -- -- /See:/ 'createPlayerSessions' smart constructor. data CreatePlayerSessions = CreatePlayerSessions'- { _cpsGameSessionId :: !Text- , _cpsPlayerIds :: !(List1 Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _cpsPlayerDataMap :: !(Maybe (Map Text Text))+ , _cpsGameSessionId :: !Text+ , _cpsPlayerIds :: !(List1 Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreatePlayerSessions' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'cpsPlayerDataMap' - Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Player data strings for player IDs not included in the @PlayerIds@ parameter are ignored. --+-- * 'cpsGameSessionId' - Unique identifier for the game session to add players to.+-- -- * 'cpsPlayerIds' - List of unique identifiers for the players to be added. createPlayerSessions :: Text -- ^ 'cpsGameSessionId' -> NonEmpty Text -- ^ 'cpsPlayerIds' -> CreatePlayerSessions createPlayerSessions pGameSessionId_ pPlayerIds_ =- CreatePlayerSessions'- { _cpsGameSessionId = pGameSessionId_- , _cpsPlayerIds = _List1 # pPlayerIds_- }+ CreatePlayerSessions'+ { _cpsPlayerDataMap = Nothing+ , _cpsGameSessionId = pGameSessionId_+ , _cpsPlayerIds = _List1 # pPlayerIds_+ } --- | 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.++-- | Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Player data strings for player IDs not included in the @PlayerIds@ parameter are ignored.+cpsPlayerDataMap :: Lens' CreatePlayerSessions (HashMap Text Text)+cpsPlayerDataMap = lens _cpsPlayerDataMap (\ s a -> s{_cpsPlayerDataMap = a}) . _Default . _Map;++-- | Unique identifier for the game session to add players to. cpsGameSessionId :: Lens' CreatePlayerSessions Text cpsGameSessionId = lens _cpsGameSessionId (\ s a -> s{_cpsGameSessionId = a}); @@ -93,9 +126,9 @@ (x .?> "PlayerSessions" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable CreatePlayerSessions+instance Hashable CreatePlayerSessions where -instance NFData CreatePlayerSessions+instance NFData CreatePlayerSessions where instance ToHeaders CreatePlayerSessions where toHeaders@@ -110,7 +143,8 @@ toJSON CreatePlayerSessions'{..} = object (catMaybes- [Just ("GameSessionId" .= _cpsGameSessionId),+ [("PlayerDataMap" .=) <$> _cpsPlayerDataMap,+ Just ("GameSessionId" .= _cpsGameSessionId), Just ("PlayerIds" .= _cpsPlayerIds)]) instance ToPath CreatePlayerSessions where@@ -125,10 +159,11 @@ -- -- /See:/ 'createPlayerSessionsResponse' smart constructor. data CreatePlayerSessionsResponse = CreatePlayerSessionsResponse'- { _crsPlayerSessions :: !(Maybe [PlayerSession])- , _crsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _crsPlayerSessions :: !(Maybe [PlayerSession])+ , _crsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'CreatePlayerSessionsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -140,11 +175,10 @@ :: Int -- ^ 'crsResponseStatus' -> CreatePlayerSessionsResponse createPlayerSessionsResponse pResponseStatus_ =- CreatePlayerSessionsResponse'- { _crsPlayerSessions = Nothing- , _crsResponseStatus = pResponseStatus_- }+ CreatePlayerSessionsResponse'+ {_crsPlayerSessions = Nothing, _crsResponseStatus = pResponseStatus_} + -- | Collection of player session objects created for the added players. crsPlayerSessions :: Lens' CreatePlayerSessionsResponse [PlayerSession] crsPlayerSessions = lens _crsPlayerSessions (\ s a -> s{_crsPlayerSessions = a}) . _Default . _Coerce;@@ -153,4 +187,4 @@ crsResponseStatus :: Lens' CreatePlayerSessionsResponse Int crsResponseStatus = lens _crsResponseStatus (\ s a -> s{_crsResponseStatus = a}); -instance NFData CreatePlayerSessionsResponse+instance NFData CreatePlayerSessionsResponse where
+ gen/Network/AWS/GameLift/CreateVPCPeeringAuthorization.hs view
@@ -0,0 +1,188 @@+{-# 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.CreateVPCPeeringAuthorization+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call 'CreateVpcPeeringConnection' to establish the peering connection. For more information, see <http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html VPC Peering with Amazon GameLift Fleets> .+--+--+-- You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.+--+-- To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.+--+-- To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.+--+-- The authorization remains valid for 24 hours unless it is canceled by a call to 'DeleteVpcPeeringAuthorization' . You must create or delete the peering connection while the authorization is valid.+--+-- VPC peering connection operations include:+--+-- * 'CreateVpcPeeringAuthorization'+--+-- * 'DescribeVpcPeeringAuthorizations'+--+-- * 'DeleteVpcPeeringAuthorization'+--+-- * 'CreateVpcPeeringConnection'+--+-- * 'DescribeVpcPeeringConnections'+--+-- * 'DeleteVpcPeeringConnection'+--+--+--+module Network.AWS.GameLift.CreateVPCPeeringAuthorization+ (+ -- * Creating a Request+ createVPCPeeringAuthorization+ , CreateVPCPeeringAuthorization+ -- * Request Lenses+ , cvpaGameLiftAWSAccountId+ , cvpaPeerVPCId++ -- * Destructuring the Response+ , createVPCPeeringAuthorizationResponse+ , CreateVPCPeeringAuthorizationResponse+ -- * Response Lenses+ , cvparsVPCPeeringAuthorization+ , cvparsResponseStatus+ ) 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:/ 'createVPCPeeringAuthorization' smart constructor.+data CreateVPCPeeringAuthorization = CreateVPCPeeringAuthorization'+ { _cvpaGameLiftAWSAccountId :: !Text+ , _cvpaPeerVPCId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateVPCPeeringAuthorization' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cvpaGameLiftAWSAccountId' - Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.+--+-- * 'cvpaPeerVPCId' - Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+createVPCPeeringAuthorization+ :: Text -- ^ 'cvpaGameLiftAWSAccountId'+ -> Text -- ^ 'cvpaPeerVPCId'+ -> CreateVPCPeeringAuthorization+createVPCPeeringAuthorization pGameLiftAWSAccountId_ pPeerVPCId_ =+ CreateVPCPeeringAuthorization'+ { _cvpaGameLiftAWSAccountId = pGameLiftAWSAccountId_+ , _cvpaPeerVPCId = pPeerVPCId_+ }+++-- | Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.+cvpaGameLiftAWSAccountId :: Lens' CreateVPCPeeringAuthorization Text+cvpaGameLiftAWSAccountId = lens _cvpaGameLiftAWSAccountId (\ s a -> s{_cvpaGameLiftAWSAccountId = a});++-- | Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+cvpaPeerVPCId :: Lens' CreateVPCPeeringAuthorization Text+cvpaPeerVPCId = lens _cvpaPeerVPCId (\ s a -> s{_cvpaPeerVPCId = a});++instance AWSRequest CreateVPCPeeringAuthorization+ where+ type Rs CreateVPCPeeringAuthorization =+ CreateVPCPeeringAuthorizationResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ CreateVPCPeeringAuthorizationResponse' <$>+ (x .?> "VpcPeeringAuthorization") <*>+ (pure (fromEnum s)))++instance Hashable CreateVPCPeeringAuthorization where++instance NFData CreateVPCPeeringAuthorization where++instance ToHeaders CreateVPCPeeringAuthorization+ where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.CreateVpcPeeringAuthorization" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON CreateVPCPeeringAuthorization where+ toJSON CreateVPCPeeringAuthorization'{..}+ = object+ (catMaybes+ [Just+ ("GameLiftAwsAccountId" .=+ _cvpaGameLiftAWSAccountId),+ Just ("PeerVpcId" .= _cvpaPeerVPCId)])++instance ToPath CreateVPCPeeringAuthorization where+ toPath = const "/"++instance ToQuery CreateVPCPeeringAuthorization where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'createVPCPeeringAuthorizationResponse' smart constructor.+data CreateVPCPeeringAuthorizationResponse = CreateVPCPeeringAuthorizationResponse'+ { _cvparsVPCPeeringAuthorization :: !(Maybe VPCPeeringAuthorization)+ , _cvparsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateVPCPeeringAuthorizationResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cvparsVPCPeeringAuthorization' - Details on the requested VPC peering authorization, including expiration.+--+-- * 'cvparsResponseStatus' - -- | The response status code.+createVPCPeeringAuthorizationResponse+ :: Int -- ^ 'cvparsResponseStatus'+ -> CreateVPCPeeringAuthorizationResponse+createVPCPeeringAuthorizationResponse pResponseStatus_ =+ CreateVPCPeeringAuthorizationResponse'+ { _cvparsVPCPeeringAuthorization = Nothing+ , _cvparsResponseStatus = pResponseStatus_+ }+++-- | Details on the requested VPC peering authorization, including expiration.+cvparsVPCPeeringAuthorization :: Lens' CreateVPCPeeringAuthorizationResponse (Maybe VPCPeeringAuthorization)+cvparsVPCPeeringAuthorization = lens _cvparsVPCPeeringAuthorization (\ s a -> s{_cvparsVPCPeeringAuthorization = a});++-- | -- | The response status code.+cvparsResponseStatus :: Lens' CreateVPCPeeringAuthorizationResponse Int+cvparsResponseStatus = lens _cvparsResponseStatus (\ s a -> s{_cvparsResponseStatus = a});++instance NFData CreateVPCPeeringAuthorizationResponse+ where
+ gen/Network/AWS/GameLift/CreateVPCPeeringConnection.hs view
@@ -0,0 +1,176 @@+{-# 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.CreateVPCPeeringConnection+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more information, see <http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html VPC Peering with Amazon GameLift Fleets> .+--+--+-- Before calling this operation to establish the peering connection, you first need to call 'CreateVpcPeeringAuthorization' and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.+--+-- To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a 'VpcPeeringConnection' request is created. You can use continuous polling to track the request's status using 'DescribeVpcPeeringConnections' , or by monitoring fleet events for success or failure using 'DescribeFleetEvents' .+--+-- VPC peering connection operations include:+--+-- * 'CreateVpcPeeringAuthorization'+--+-- * 'DescribeVpcPeeringAuthorizations'+--+-- * 'DeleteVpcPeeringAuthorization'+--+-- * 'CreateVpcPeeringConnection'+--+-- * 'DescribeVpcPeeringConnections'+--+-- * 'DeleteVpcPeeringConnection'+--+--+--+module Network.AWS.GameLift.CreateVPCPeeringConnection+ (+ -- * Creating a Request+ createVPCPeeringConnection+ , CreateVPCPeeringConnection+ -- * Request Lenses+ , cvpcFleetId+ , cvpcPeerVPCAWSAccountId+ , cvpcPeerVPCId++ -- * Destructuring the Response+ , createVPCPeeringConnectionResponse+ , CreateVPCPeeringConnectionResponse+ -- * Response Lenses+ , cvpcrsResponseStatus+ ) 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:/ 'createVPCPeeringConnection' smart constructor.+data CreateVPCPeeringConnection = CreateVPCPeeringConnection'+ { _cvpcFleetId :: !Text+ , _cvpcPeerVPCAWSAccountId :: !Text+ , _cvpcPeerVPCId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateVPCPeeringConnection' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cvpcFleetId' - Unique identifier for a fleet. This tells Amazon GameLift which GameLift VPC to peer with.+--+-- * 'cvpcPeerVPCAWSAccountId' - Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.+--+-- * 'cvpcPeerVPCId' - Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+createVPCPeeringConnection+ :: Text -- ^ 'cvpcFleetId'+ -> Text -- ^ 'cvpcPeerVPCAWSAccountId'+ -> Text -- ^ 'cvpcPeerVPCId'+ -> CreateVPCPeeringConnection+createVPCPeeringConnection pFleetId_ pPeerVPCAWSAccountId_ pPeerVPCId_ =+ CreateVPCPeeringConnection'+ { _cvpcFleetId = pFleetId_+ , _cvpcPeerVPCAWSAccountId = pPeerVPCAWSAccountId_+ , _cvpcPeerVPCId = pPeerVPCId_+ }+++-- | Unique identifier for a fleet. This tells Amazon GameLift which GameLift VPC to peer with.+cvpcFleetId :: Lens' CreateVPCPeeringConnection Text+cvpcFleetId = lens _cvpcFleetId (\ s a -> s{_cvpcFleetId = a});++-- | Unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.+cvpcPeerVPCAWSAccountId :: Lens' CreateVPCPeeringConnection Text+cvpcPeerVPCAWSAccountId = lens _cvpcPeerVPCAWSAccountId (\ s a -> s{_cvpcPeerVPCAWSAccountId = a});++-- | Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+cvpcPeerVPCId :: Lens' CreateVPCPeeringConnection Text+cvpcPeerVPCId = lens _cvpcPeerVPCId (\ s a -> s{_cvpcPeerVPCId = a});++instance AWSRequest CreateVPCPeeringConnection where+ type Rs CreateVPCPeeringConnection =+ CreateVPCPeeringConnectionResponse+ request = postJSON gameLift+ response+ = receiveEmpty+ (\ s h x ->+ CreateVPCPeeringConnectionResponse' <$>+ (pure (fromEnum s)))++instance Hashable CreateVPCPeeringConnection where++instance NFData CreateVPCPeeringConnection where++instance ToHeaders CreateVPCPeeringConnection where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.CreateVpcPeeringConnection" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON CreateVPCPeeringConnection where+ toJSON CreateVPCPeeringConnection'{..}+ = object+ (catMaybes+ [Just ("FleetId" .= _cvpcFleetId),+ Just+ ("PeerVpcAwsAccountId" .= _cvpcPeerVPCAWSAccountId),+ Just ("PeerVpcId" .= _cvpcPeerVPCId)])++instance ToPath CreateVPCPeeringConnection where+ toPath = const "/"++instance ToQuery CreateVPCPeeringConnection where+ toQuery = const mempty++-- | /See:/ 'createVPCPeeringConnectionResponse' smart constructor.+newtype CreateVPCPeeringConnectionResponse = CreateVPCPeeringConnectionResponse'+ { _cvpcrsResponseStatus :: Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'CreateVPCPeeringConnectionResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'cvpcrsResponseStatus' - -- | The response status code.+createVPCPeeringConnectionResponse+ :: Int -- ^ 'cvpcrsResponseStatus'+ -> CreateVPCPeeringConnectionResponse+createVPCPeeringConnectionResponse pResponseStatus_ =+ CreateVPCPeeringConnectionResponse' {_cvpcrsResponseStatus = pResponseStatus_}+++-- | -- | The response status code.+cvpcrsResponseStatus :: Lens' CreateVPCPeeringConnectionResponse Int+cvpcrsResponseStatus = lens _cvpcrsResponseStatus (\ s a -> s{_cvpcrsResponseStatus = a});++instance NFData CreateVPCPeeringConnectionResponse+ where
gen/Network/AWS/GameLift/DeleteAlias.hs view
@@ -12,15 +12,31 @@ -- | -- Module : Network.AWS.GameLift.DeleteAlias--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) ----- Deletes an alias. This action removes all record of the alias; game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.+-- Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted. -- --+-- Alias-related operations include:+--+-- * 'CreateAlias'+--+-- * 'ListAliases'+--+-- * 'DescribeAlias'+--+-- * 'UpdateAlias'+--+-- * 'DeleteAlias'+--+-- * 'ResolveAlias'+--+--+-- module Network.AWS.GameLift.DeleteAlias ( -- * Creating a Request@@ -34,12 +50,12 @@ , DeleteAliasResponse ) 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+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. --@@ -47,9 +63,10 @@ -- -- /See:/ 'deleteAlias' smart constructor. newtype DeleteAlias = DeleteAlias'- { _daAliasId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _daAliasId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DeleteAlias' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -58,11 +75,9 @@ deleteAlias :: Text -- ^ 'daAliasId' -> DeleteAlias-deleteAlias pAliasId_ =- DeleteAlias'- { _daAliasId = pAliasId_- }+deleteAlias pAliasId_ = DeleteAlias' {_daAliasId = pAliasId_} + -- | Unique identifier for a fleet alias. Specify the alias you want to delete. daAliasId :: Lens' DeleteAlias Text daAliasId = lens _daAliasId (\ s a -> s{_daAliasId = a});@@ -72,9 +87,9 @@ request = postJSON gameLift response = receiveNull DeleteAliasResponse' -instance Hashable DeleteAlias+instance Hashable DeleteAlias where -instance NFData DeleteAlias+instance NFData DeleteAlias where instance ToHeaders DeleteAlias where toHeaders@@ -97,13 +112,15 @@ -- | /See:/ 'deleteAliasResponse' smart constructor. data DeleteAliasResponse =- DeleteAliasResponse'- deriving (Eq,Read,Show,Data,Typeable,Generic)+ DeleteAliasResponse'+ deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DeleteAliasResponse' with the minimum fields required to make a request. -- deleteAliasResponse :: DeleteAliasResponse deleteAliasResponse = DeleteAliasResponse' -instance NFData DeleteAliasResponse++instance NFData DeleteAliasResponse where
gen/Network/AWS/GameLift/DeleteBuild.hs view
@@ -12,9 +12,9 @@ -- | -- Module : Network.AWS.GameLift.DeleteBuild--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) --@@ -23,6 +23,20 @@ -- -- 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. --+-- Build-related operations include:+--+-- * 'CreateBuild'+--+-- * 'ListBuilds'+--+-- * 'DescribeBuild'+--+-- * 'UpdateBuild'+--+-- * 'DeleteBuild'+--+--+-- module Network.AWS.GameLift.DeleteBuild ( -- * Creating a Request@@ -36,12 +50,12 @@ , DeleteBuildResponse ) 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+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. --@@ -49,23 +63,22 @@ -- -- /See:/ 'deleteBuild' smart constructor. newtype DeleteBuild = DeleteBuild'- { _dbBuildId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dbBuildId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DeleteBuild' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dbBuildId' - Unique identifier for the build you want to delete.+-- * 'dbBuildId' - Unique identifier for a build to delete. deleteBuild :: Text -- ^ 'dbBuildId' -> DeleteBuild-deleteBuild pBuildId_ =- DeleteBuild'- { _dbBuildId = pBuildId_- }+deleteBuild pBuildId_ = DeleteBuild' {_dbBuildId = pBuildId_} --- | Unique identifier for the build you want to delete.++-- | Unique identifier for a build to delete. dbBuildId :: Lens' DeleteBuild Text dbBuildId = lens _dbBuildId (\ s a -> s{_dbBuildId = a}); @@ -74,9 +87,9 @@ request = postJSON gameLift response = receiveNull DeleteBuildResponse' -instance Hashable DeleteBuild+instance Hashable DeleteBuild where -instance NFData DeleteBuild+instance NFData DeleteBuild where instance ToHeaders DeleteBuild where toHeaders@@ -99,13 +112,15 @@ -- | /See:/ 'deleteBuildResponse' smart constructor. data DeleteBuildResponse =- DeleteBuildResponse'- deriving (Eq,Read,Show,Data,Typeable,Generic)+ DeleteBuildResponse'+ deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DeleteBuildResponse' with the minimum fields required to make a request. -- deleteBuildResponse :: DeleteBuildResponse deleteBuildResponse = DeleteBuildResponse' -instance NFData DeleteBuildResponse++instance NFData DeleteBuildResponse where
gen/Network/AWS/GameLift/DeleteFleet.hs view
@@ -12,9 +12,9 @@ -- | -- Module : Network.AWS.GameLift.DeleteFleet--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) --@@ -23,6 +23,58 @@ -- -- This action removes the fleet's resources and the fleet record. Once a fleet is deleted, you can no longer use that fleet. --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DeleteFleet ( -- * Creating a Request@@ -36,12 +88,12 @@ , DeleteFleetResponse ) 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+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. --@@ -49,23 +101,22 @@ -- -- /See:/ 'deleteFleet' smart constructor. newtype DeleteFleet = DeleteFleet'- { _dfFleetId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfFleetId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DeleteFleet' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfFleetId' - Unique identifier for the fleet you want to delete.+-- * 'dfFleetId' - Unique identifier for a fleet to be deleted. deleteFleet :: Text -- ^ 'dfFleetId' -> DeleteFleet-deleteFleet pFleetId_ =- DeleteFleet'- { _dfFleetId = pFleetId_- }+deleteFleet pFleetId_ = DeleteFleet' {_dfFleetId = pFleetId_} --- | Unique identifier for the fleet you want to delete.++-- | Unique identifier for a fleet to be deleted. dfFleetId :: Lens' DeleteFleet Text dfFleetId = lens _dfFleetId (\ s a -> s{_dfFleetId = a}); @@ -74,9 +125,9 @@ request = postJSON gameLift response = receiveNull DeleteFleetResponse' -instance Hashable DeleteFleet+instance Hashable DeleteFleet where -instance NFData DeleteFleet+instance NFData DeleteFleet where instance ToHeaders DeleteFleet where toHeaders@@ -99,13 +150,15 @@ -- | /See:/ 'deleteFleetResponse' smart constructor. data DeleteFleetResponse =- DeleteFleetResponse'- deriving (Eq,Read,Show,Data,Typeable,Generic)+ DeleteFleetResponse'+ deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DeleteFleetResponse' with the minimum fields required to make a request. -- deleteFleetResponse :: DeleteFleetResponse deleteFleetResponse = DeleteFleetResponse' -instance NFData DeleteFleetResponse++instance NFData DeleteFleetResponse where
+ gen/Network/AWS/GameLift/DeleteGameSessionQueue.hs view
@@ -0,0 +1,138 @@+{-# LANGUAGE DeriveDataTypeable #-}+{-# LANGUAGE DeriveGeneric #-}+{-# LANGUAGE OverloadedStrings #-}+{-# LANGUAGE RecordWildCards #-}+{-# LANGUAGE TypeFamilies #-}++{-# OPTIONS_GHC -fno-warn-unused-imports #-}+{-# OPTIONS_GHC -fno-warn-unused-binds #-}+{-# OPTIONS_GHC -fno-warn-unused-matches #-}++-- Derived from AWS service descriptions, licensed under Apache 2.0.++-- |+-- Module : Network.AWS.GameLift.DeleteGameSessionQueue+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Deletes a game session queue. This action means that any 'StartGameSessionPlacement' requests that reference this queue will fail. To delete a queue, specify the queue name.+--+--+-- Queue-related operations include:+--+-- * 'CreateGameSessionQueue'+--+-- * 'DescribeGameSessionQueues'+--+-- * 'UpdateGameSessionQueue'+--+-- * 'DeleteGameSessionQueue'+--+--+--+module Network.AWS.GameLift.DeleteGameSessionQueue+ (+ -- * Creating a Request+ deleteGameSessionQueue+ , DeleteGameSessionQueue+ -- * Request Lenses+ , dgsqName++ -- * Destructuring the Response+ , deleteGameSessionQueueResponse+ , DeleteGameSessionQueueResponse+ -- * Response Lenses+ , dgsqrsResponseStatus+ ) 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:/ 'deleteGameSessionQueue' smart constructor.+newtype DeleteGameSessionQueue = DeleteGameSessionQueue'+ { _dgsqName :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DeleteGameSessionQueue' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dgsqName' - Descriptive label that is associated with game session queue. Queue names must be unique within each region.+deleteGameSessionQueue+ :: Text -- ^ 'dgsqName'+ -> DeleteGameSessionQueue+deleteGameSessionQueue pName_ = DeleteGameSessionQueue' {_dgsqName = pName_}+++-- | Descriptive label that is associated with game session queue. Queue names must be unique within each region.+dgsqName :: Lens' DeleteGameSessionQueue Text+dgsqName = lens _dgsqName (\ s a -> s{_dgsqName = a});++instance AWSRequest DeleteGameSessionQueue where+ type Rs DeleteGameSessionQueue =+ DeleteGameSessionQueueResponse+ request = postJSON gameLift+ response+ = receiveEmpty+ (\ s h x ->+ DeleteGameSessionQueueResponse' <$>+ (pure (fromEnum s)))++instance Hashable DeleteGameSessionQueue where++instance NFData DeleteGameSessionQueue where++instance ToHeaders DeleteGameSessionQueue where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DeleteGameSessionQueue" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DeleteGameSessionQueue where+ toJSON DeleteGameSessionQueue'{..}+ = object (catMaybes [Just ("Name" .= _dgsqName)])++instance ToPath DeleteGameSessionQueue where+ toPath = const "/"++instance ToQuery DeleteGameSessionQueue where+ toQuery = const mempty++-- | /See:/ 'deleteGameSessionQueueResponse' smart constructor.+newtype DeleteGameSessionQueueResponse = DeleteGameSessionQueueResponse'+ { _dgsqrsResponseStatus :: Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DeleteGameSessionQueueResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dgsqrsResponseStatus' - -- | The response status code.+deleteGameSessionQueueResponse+ :: Int -- ^ 'dgsqrsResponseStatus'+ -> DeleteGameSessionQueueResponse+deleteGameSessionQueueResponse pResponseStatus_ =+ DeleteGameSessionQueueResponse' {_dgsqrsResponseStatus = pResponseStatus_}+++-- | -- | The response status code.+dgsqrsResponseStatus :: Lens' DeleteGameSessionQueueResponse Int+dgsqrsResponseStatus = lens _dgsqrsResponseStatus (\ s a -> s{_dgsqrsResponseStatus = a});++instance NFData DeleteGameSessionQueueResponse where
+ gen/Network/AWS/GameLift/DeleteMatchmakingConfiguration.hs view
@@ -0,0 +1,152 @@+{-# 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.DeleteMatchmakingConfiguration+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.+--+--+-- Operations related to match configurations and rule sets include:+--+-- * 'CreateMatchmakingConfiguration'+--+-- * 'DescribeMatchmakingConfigurations'+--+-- * 'UpdateMatchmakingConfiguration'+--+-- * 'DeleteMatchmakingConfiguration'+--+-- * 'CreateMatchmakingRuleSet'+--+-- * 'DescribeMatchmakingRuleSets'+--+-- * 'ValidateMatchmakingRuleSet'+--+--+--+module Network.AWS.GameLift.DeleteMatchmakingConfiguration+ (+ -- * Creating a Request+ deleteMatchmakingConfiguration+ , DeleteMatchmakingConfiguration+ -- * Request Lenses+ , dmcName++ -- * Destructuring the Response+ , deleteMatchmakingConfigurationResponse+ , DeleteMatchmakingConfigurationResponse+ -- * Response Lenses+ , dmcrsResponseStatus+ ) 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:/ 'deleteMatchmakingConfiguration' smart constructor.+newtype DeleteMatchmakingConfiguration = DeleteMatchmakingConfiguration'+ { _dmcName :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DeleteMatchmakingConfiguration' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dmcName' - Unique identifier for a matchmaking configuration+deleteMatchmakingConfiguration+ :: Text -- ^ 'dmcName'+ -> DeleteMatchmakingConfiguration+deleteMatchmakingConfiguration pName_ =+ DeleteMatchmakingConfiguration' {_dmcName = pName_}+++-- | Unique identifier for a matchmaking configuration+dmcName :: Lens' DeleteMatchmakingConfiguration Text+dmcName = lens _dmcName (\ s a -> s{_dmcName = a});++instance AWSRequest DeleteMatchmakingConfiguration+ where+ type Rs DeleteMatchmakingConfiguration =+ DeleteMatchmakingConfigurationResponse+ request = postJSON gameLift+ response+ = receiveEmpty+ (\ s h x ->+ DeleteMatchmakingConfigurationResponse' <$>+ (pure (fromEnum s)))++instance Hashable DeleteMatchmakingConfiguration+ where++instance NFData DeleteMatchmakingConfiguration where++instance ToHeaders DeleteMatchmakingConfiguration+ where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DeleteMatchmakingConfiguration" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DeleteMatchmakingConfiguration where+ toJSON DeleteMatchmakingConfiguration'{..}+ = object (catMaybes [Just ("Name" .= _dmcName)])++instance ToPath DeleteMatchmakingConfiguration where+ toPath = const "/"++instance ToQuery DeleteMatchmakingConfiguration where+ toQuery = const mempty++-- | /See:/ 'deleteMatchmakingConfigurationResponse' smart constructor.+newtype DeleteMatchmakingConfigurationResponse = DeleteMatchmakingConfigurationResponse'+ { _dmcrsResponseStatus :: Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DeleteMatchmakingConfigurationResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dmcrsResponseStatus' - -- | The response status code.+deleteMatchmakingConfigurationResponse+ :: Int -- ^ 'dmcrsResponseStatus'+ -> DeleteMatchmakingConfigurationResponse+deleteMatchmakingConfigurationResponse pResponseStatus_ =+ DeleteMatchmakingConfigurationResponse'+ {_dmcrsResponseStatus = pResponseStatus_}+++-- | -- | The response status code.+dmcrsResponseStatus :: Lens' DeleteMatchmakingConfigurationResponse Int+dmcrsResponseStatus = lens _dmcrsResponseStatus (\ s a -> s{_dmcrsResponseStatus = a});++instance NFData+ DeleteMatchmakingConfigurationResponse+ where
gen/Network/AWS/GameLift/DeleteScalingPolicy.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.DeleteScalingPolicy--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- 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. -- --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DeleteScalingPolicy ( -- * Creating a Request@@ -35,12 +87,12 @@ , DeleteScalingPolicyResponse ) 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+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. --@@ -48,32 +100,31 @@ -- -- /See:/ 'deleteScalingPolicy' smart constructor. data DeleteScalingPolicy = DeleteScalingPolicy'- { _dspName :: !Text- , _dspFleetId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dspName :: !Text+ , _dspFleetId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DeleteScalingPolicy' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dspName' - Descriptive label associated with a scaling policy. Policy names do not need to be unique.+-- * 'dspName' - Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. ----- * 'dspFleetId' - Unique identifier for a fleet.+-- * 'dspFleetId' - Unique identifier for a fleet to be deleted. deleteScalingPolicy :: Text -- ^ 'dspName' -> Text -- ^ 'dspFleetId' -> DeleteScalingPolicy deleteScalingPolicy pName_ pFleetId_ =- DeleteScalingPolicy'- { _dspName = pName_- , _dspFleetId = pFleetId_- }+ DeleteScalingPolicy' {_dspName = pName_, _dspFleetId = pFleetId_} --- | Descriptive label associated with a scaling policy. Policy names do not need to be unique.++-- | Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. dspName :: Lens' DeleteScalingPolicy Text dspName = lens _dspName (\ s a -> s{_dspName = a}); --- | Unique identifier for a fleet.+-- | Unique identifier for a fleet to be deleted. dspFleetId :: Lens' DeleteScalingPolicy Text dspFleetId = lens _dspFleetId (\ s a -> s{_dspFleetId = a}); @@ -83,9 +134,9 @@ request = postJSON gameLift response = receiveNull DeleteScalingPolicyResponse' -instance Hashable DeleteScalingPolicy+instance Hashable DeleteScalingPolicy where -instance NFData DeleteScalingPolicy+instance NFData DeleteScalingPolicy where instance ToHeaders DeleteScalingPolicy where toHeaders@@ -111,13 +162,15 @@ -- | /See:/ 'deleteScalingPolicyResponse' smart constructor. data DeleteScalingPolicyResponse =- DeleteScalingPolicyResponse'- deriving (Eq,Read,Show,Data,Typeable,Generic)+ DeleteScalingPolicyResponse'+ deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DeleteScalingPolicyResponse' with the minimum fields required to make a request. -- deleteScalingPolicyResponse :: DeleteScalingPolicyResponse deleteScalingPolicyResponse = DeleteScalingPolicyResponse' -instance NFData DeleteScalingPolicyResponse++instance NFData DeleteScalingPolicyResponse where
+ gen/Network/AWS/GameLift/DeleteVPCPeeringAuthorization.hs view
@@ -0,0 +1,165 @@+{-# 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.DeleteVPCPeeringAuthorization+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Cancels a pending VPC peering authorization for the specified VPC. If the authorization has already been used to create a peering connection, call 'DeleteVpcPeeringConnection' to remove the connection.+--+--+-- VPC peering connection operations include:+--+-- * 'CreateVpcPeeringAuthorization'+--+-- * 'DescribeVpcPeeringAuthorizations'+--+-- * 'DeleteVpcPeeringAuthorization'+--+-- * 'CreateVpcPeeringConnection'+--+-- * 'DescribeVpcPeeringConnections'+--+-- * 'DeleteVpcPeeringConnection'+--+--+--+module Network.AWS.GameLift.DeleteVPCPeeringAuthorization+ (+ -- * Creating a Request+ deleteVPCPeeringAuthorization+ , DeleteVPCPeeringAuthorization+ -- * Request Lenses+ , dvpaGameLiftAWSAccountId+ , dvpaPeerVPCId++ -- * Destructuring the Response+ , deleteVPCPeeringAuthorizationResponse+ , DeleteVPCPeeringAuthorizationResponse+ -- * Response Lenses+ , dvparsResponseStatus+ ) 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:/ 'deleteVPCPeeringAuthorization' smart constructor.+data DeleteVPCPeeringAuthorization = DeleteVPCPeeringAuthorization'+ { _dvpaGameLiftAWSAccountId :: !Text+ , _dvpaPeerVPCId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DeleteVPCPeeringAuthorization' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dvpaGameLiftAWSAccountId' - Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.+--+-- * 'dvpaPeerVPCId' - Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+deleteVPCPeeringAuthorization+ :: Text -- ^ 'dvpaGameLiftAWSAccountId'+ -> Text -- ^ 'dvpaPeerVPCId'+ -> DeleteVPCPeeringAuthorization+deleteVPCPeeringAuthorization pGameLiftAWSAccountId_ pPeerVPCId_ =+ DeleteVPCPeeringAuthorization'+ { _dvpaGameLiftAWSAccountId = pGameLiftAWSAccountId_+ , _dvpaPeerVPCId = pPeerVPCId_+ }+++-- | Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.+dvpaGameLiftAWSAccountId :: Lens' DeleteVPCPeeringAuthorization Text+dvpaGameLiftAWSAccountId = lens _dvpaGameLiftAWSAccountId (\ s a -> s{_dvpaGameLiftAWSAccountId = a});++-- | Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+dvpaPeerVPCId :: Lens' DeleteVPCPeeringAuthorization Text+dvpaPeerVPCId = lens _dvpaPeerVPCId (\ s a -> s{_dvpaPeerVPCId = a});++instance AWSRequest DeleteVPCPeeringAuthorization+ where+ type Rs DeleteVPCPeeringAuthorization =+ DeleteVPCPeeringAuthorizationResponse+ request = postJSON gameLift+ response+ = receiveEmpty+ (\ s h x ->+ DeleteVPCPeeringAuthorizationResponse' <$>+ (pure (fromEnum s)))++instance Hashable DeleteVPCPeeringAuthorization where++instance NFData DeleteVPCPeeringAuthorization where++instance ToHeaders DeleteVPCPeeringAuthorization+ where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DeleteVpcPeeringAuthorization" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DeleteVPCPeeringAuthorization where+ toJSON DeleteVPCPeeringAuthorization'{..}+ = object+ (catMaybes+ [Just+ ("GameLiftAwsAccountId" .=+ _dvpaGameLiftAWSAccountId),+ Just ("PeerVpcId" .= _dvpaPeerVPCId)])++instance ToPath DeleteVPCPeeringAuthorization where+ toPath = const "/"++instance ToQuery DeleteVPCPeeringAuthorization where+ toQuery = const mempty++-- | /See:/ 'deleteVPCPeeringAuthorizationResponse' smart constructor.+newtype DeleteVPCPeeringAuthorizationResponse = DeleteVPCPeeringAuthorizationResponse'+ { _dvparsResponseStatus :: Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DeleteVPCPeeringAuthorizationResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dvparsResponseStatus' - -- | The response status code.+deleteVPCPeeringAuthorizationResponse+ :: Int -- ^ 'dvparsResponseStatus'+ -> DeleteVPCPeeringAuthorizationResponse+deleteVPCPeeringAuthorizationResponse pResponseStatus_ =+ DeleteVPCPeeringAuthorizationResponse'+ {_dvparsResponseStatus = pResponseStatus_}+++-- | -- | The response status code.+dvparsResponseStatus :: Lens' DeleteVPCPeeringAuthorizationResponse Int+dvparsResponseStatus = lens _dvparsResponseStatus (\ s a -> s{_dvparsResponseStatus = a});++instance NFData DeleteVPCPeeringAuthorizationResponse+ where
+ gen/Network/AWS/GameLift/DeleteVPCPeeringConnection.hs view
@@ -0,0 +1,164 @@+{-# 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.DeleteVPCPeeringConnection+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling 'DescribeVpcPeeringAuthorizations' or request a new one using 'CreateVpcPeeringAuthorization' .+--+--+-- Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.+--+-- VPC peering connection operations include:+--+-- * 'CreateVpcPeeringAuthorization'+--+-- * 'DescribeVpcPeeringAuthorizations'+--+-- * 'DeleteVpcPeeringAuthorization'+--+-- * 'CreateVpcPeeringConnection'+--+-- * 'DescribeVpcPeeringConnections'+--+-- * 'DeleteVpcPeeringConnection'+--+--+--+module Network.AWS.GameLift.DeleteVPCPeeringConnection+ (+ -- * Creating a Request+ deleteVPCPeeringConnection+ , DeleteVPCPeeringConnection+ -- * Request Lenses+ , dvpcFleetId+ , dvpcVPCPeeringConnectionId++ -- * Destructuring the Response+ , deleteVPCPeeringConnectionResponse+ , DeleteVPCPeeringConnectionResponse+ -- * Response Lenses+ , dvpcrsResponseStatus+ ) 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:/ 'deleteVPCPeeringConnection' smart constructor.+data DeleteVPCPeeringConnection = DeleteVPCPeeringConnection'+ { _dvpcFleetId :: !Text+ , _dvpcVPCPeeringConnectionId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DeleteVPCPeeringConnection' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dvpcFleetId' - Unique identifier for a fleet. This value must match the fleet ID referenced in the VPC peering connection record.+--+-- * 'dvpcVPCPeeringConnectionId' - Unique identifier for a VPC peering connection. This value is included in the 'VpcPeeringConnection' object, which can be retrieved by calling 'DescribeVpcPeeringConnections' .+deleteVPCPeeringConnection+ :: Text -- ^ 'dvpcFleetId'+ -> Text -- ^ 'dvpcVPCPeeringConnectionId'+ -> DeleteVPCPeeringConnection+deleteVPCPeeringConnection pFleetId_ pVPCPeeringConnectionId_ =+ DeleteVPCPeeringConnection'+ { _dvpcFleetId = pFleetId_+ , _dvpcVPCPeeringConnectionId = pVPCPeeringConnectionId_+ }+++-- | Unique identifier for a fleet. This value must match the fleet ID referenced in the VPC peering connection record.+dvpcFleetId :: Lens' DeleteVPCPeeringConnection Text+dvpcFleetId = lens _dvpcFleetId (\ s a -> s{_dvpcFleetId = a});++-- | Unique identifier for a VPC peering connection. This value is included in the 'VpcPeeringConnection' object, which can be retrieved by calling 'DescribeVpcPeeringConnections' .+dvpcVPCPeeringConnectionId :: Lens' DeleteVPCPeeringConnection Text+dvpcVPCPeeringConnectionId = lens _dvpcVPCPeeringConnectionId (\ s a -> s{_dvpcVPCPeeringConnectionId = a});++instance AWSRequest DeleteVPCPeeringConnection where+ type Rs DeleteVPCPeeringConnection =+ DeleteVPCPeeringConnectionResponse+ request = postJSON gameLift+ response+ = receiveEmpty+ (\ s h x ->+ DeleteVPCPeeringConnectionResponse' <$>+ (pure (fromEnum s)))++instance Hashable DeleteVPCPeeringConnection where++instance NFData DeleteVPCPeeringConnection where++instance ToHeaders DeleteVPCPeeringConnection where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DeleteVpcPeeringConnection" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DeleteVPCPeeringConnection where+ toJSON DeleteVPCPeeringConnection'{..}+ = object+ (catMaybes+ [Just ("FleetId" .= _dvpcFleetId),+ Just+ ("VpcPeeringConnectionId" .=+ _dvpcVPCPeeringConnectionId)])++instance ToPath DeleteVPCPeeringConnection where+ toPath = const "/"++instance ToQuery DeleteVPCPeeringConnection where+ toQuery = const mempty++-- | /See:/ 'deleteVPCPeeringConnectionResponse' smart constructor.+newtype DeleteVPCPeeringConnectionResponse = DeleteVPCPeeringConnectionResponse'+ { _dvpcrsResponseStatus :: Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DeleteVPCPeeringConnectionResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dvpcrsResponseStatus' - -- | The response status code.+deleteVPCPeeringConnectionResponse+ :: Int -- ^ 'dvpcrsResponseStatus'+ -> DeleteVPCPeeringConnectionResponse+deleteVPCPeeringConnectionResponse pResponseStatus_ =+ DeleteVPCPeeringConnectionResponse' {_dvpcrsResponseStatus = pResponseStatus_}+++-- | -- | The response status code.+dvpcrsResponseStatus :: Lens' DeleteVPCPeeringConnectionResponse Int+dvpcrsResponseStatus = lens _dvpcrsResponseStatus (\ s a -> s{_dvpcrsResponseStatus = a});++instance NFData DeleteVPCPeeringConnectionResponse+ where
gen/Network/AWS/GameLift/DescribeAlias.hs view
@@ -12,15 +12,33 @@ -- | -- Module : Network.AWS.GameLift.DescribeAlias--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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 an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use @ResolveAlias@ . -- --+-- To get alias properties, specify the alias ID. If successful, the requested alias record is returned.+--+-- Alias-related operations include:+--+-- * 'CreateAlias'+--+-- * 'ListAliases'+--+-- * 'DescribeAlias'+--+-- * 'UpdateAlias'+--+-- * 'DeleteAlias'+--+-- * 'ResolveAlias'+--+--+-- module Network.AWS.GameLift.DescribeAlias ( -- * Creating a Request@@ -37,12 +55,12 @@ , darsResponseStatus ) 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+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. --@@ -50,9 +68,10 @@ -- -- /See:/ 'describeAlias' smart constructor. newtype DescribeAlias = DescribeAlias'- { _dAliasId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dAliasId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeAlias' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -61,11 +80,9 @@ describeAlias :: Text -- ^ 'dAliasId' -> DescribeAlias-describeAlias pAliasId_ =- DescribeAlias'- { _dAliasId = pAliasId_- }+describeAlias pAliasId_ = DescribeAlias' {_dAliasId = pAliasId_} + -- | Unique identifier for a fleet alias. Specify the alias you want to retrieve. dAliasId :: Lens' DescribeAlias Text dAliasId = lens _dAliasId (\ s a -> s{_dAliasId = a});@@ -79,9 +96,9 @@ DescribeAliasResponse' <$> (x .?> "Alias") <*> (pure (fromEnum s))) -instance Hashable DescribeAlias+instance Hashable DescribeAlias where -instance NFData DescribeAlias+instance NFData DescribeAlias where instance ToHeaders DescribeAlias where toHeaders@@ -108,27 +125,27 @@ -- -- /See:/ 'describeAliasResponse' smart constructor. data DescribeAliasResponse = DescribeAliasResponse'- { _darsAlias :: !(Maybe Alias)- , _darsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _darsAlias :: !(Maybe Alias)+ , _darsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeAliasResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'darsAlias' - Object containing the requested alias.+-- * 'darsAlias' - Object that contains the requested alias. -- -- * 'darsResponseStatus' - -- | The response status code. describeAliasResponse :: Int -- ^ 'darsResponseStatus' -> DescribeAliasResponse describeAliasResponse pResponseStatus_ =- DescribeAliasResponse'- { _darsAlias = Nothing- , _darsResponseStatus = pResponseStatus_- }+ DescribeAliasResponse'+ {_darsAlias = Nothing, _darsResponseStatus = pResponseStatus_} --- | Object containing the requested alias.++-- | Object that contains the requested alias. darsAlias :: Lens' DescribeAliasResponse (Maybe Alias) darsAlias = lens _darsAlias (\ s a -> s{_darsAlias = a}); @@ -136,4 +153,4 @@ darsResponseStatus :: Lens' DescribeAliasResponse Int darsResponseStatus = lens _darsResponseStatus (\ s a -> s{_darsResponseStatus = a}); -instance NFData DescribeAliasResponse+instance NFData DescribeAliasResponse where
gen/Network/AWS/GameLift/DescribeBuild.hs view
@@ -12,15 +12,29 @@ -- | -- Module : Network.AWS.GameLift.DescribeBuild--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- 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. -- --+-- Build-related operations include:+--+-- * 'CreateBuild'+--+-- * 'ListBuilds'+--+-- * 'DescribeBuild'+--+-- * 'UpdateBuild'+--+-- * 'DeleteBuild'+--+--+-- module Network.AWS.GameLift.DescribeBuild ( -- * Creating a Request@@ -37,12 +51,12 @@ , dbrsResponseStatus ) 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+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. --@@ -50,23 +64,22 @@ -- -- /See:/ 'describeBuild' smart constructor. newtype DescribeBuild = DescribeBuild'- { _dBuildId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dBuildId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeBuild' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dBuildId' - Unique identifier of the build that you want to retrieve properties for.+-- * 'dBuildId' - Unique identifier for a build to retrieve properties for. describeBuild :: Text -- ^ 'dBuildId' -> DescribeBuild-describeBuild pBuildId_ =- DescribeBuild'- { _dBuildId = pBuildId_- }+describeBuild pBuildId_ = DescribeBuild' {_dBuildId = pBuildId_} --- | Unique identifier of the build that you want to retrieve properties for.++-- | Unique identifier for a build to retrieve properties for. dBuildId :: Lens' DescribeBuild Text dBuildId = lens _dBuildId (\ s a -> s{_dBuildId = a}); @@ -79,9 +92,9 @@ DescribeBuildResponse' <$> (x .?> "Build") <*> (pure (fromEnum s))) -instance Hashable DescribeBuild+instance Hashable DescribeBuild where -instance NFData DescribeBuild+instance NFData DescribeBuild where instance ToHeaders DescribeBuild where toHeaders@@ -108,10 +121,11 @@ -- -- /See:/ 'describeBuildResponse' smart constructor. data DescribeBuildResponse = DescribeBuildResponse'- { _dbrsBuild :: !(Maybe Build)- , _dbrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dbrsBuild :: !(Maybe Build)+ , _dbrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeBuildResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -123,11 +137,10 @@ :: Int -- ^ 'dbrsResponseStatus' -> DescribeBuildResponse describeBuildResponse pResponseStatus_ =- DescribeBuildResponse'- { _dbrsBuild = Nothing- , _dbrsResponseStatus = pResponseStatus_- }+ DescribeBuildResponse'+ {_dbrsBuild = Nothing, _dbrsResponseStatus = pResponseStatus_} + -- | Set of properties describing the requested build. dbrsBuild :: Lens' DescribeBuildResponse (Maybe Build) dbrsBuild = lens _dbrsBuild (\ s a -> s{_dbrsBuild = a});@@ -136,4 +149,4 @@ dbrsResponseStatus :: Lens' DescribeBuildResponse Int dbrsResponseStatus = lens _dbrsResponseStatus (\ s a -> s{_dbrsResponseStatus = a}); -instance NFData DescribeBuildResponse+instance NFData DescribeBuildResponse where
gen/Network/AWS/GameLift/DescribeEC2InstanceLimits.hs view
@@ -12,9 +12,9 @@ -- | -- Module : Network.AWS.GameLift.DescribeEC2InstanceLimits--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) --@@ -27,8 +27,60 @@ -- -- ----- 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).+-- Service limits vary depending on region. Available regions for Amazon GameLift can be found in the AWS Management Console for Amazon GameLift (see the drop-down list in the upper right corner). --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DescribeEC2InstanceLimits ( -- * Creating a Request@@ -45,12 +97,12 @@ , deilrsResponseStatus ) 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+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. --@@ -58,22 +110,22 @@ -- -- /See:/ 'describeEC2InstanceLimits' smart constructor. newtype DescribeEC2InstanceLimits = DescribeEC2InstanceLimits'- { _deilEC2InstanceType :: Maybe EC2InstanceType- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _deilEC2InstanceType :: Maybe EC2InstanceType+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeEC2InstanceLimits' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * '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. Amazon 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 =- DescribeEC2InstanceLimits'- { _deilEC2InstanceType = Nothing- }+ DescribeEC2InstanceLimits' {_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 <http://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. Amazon 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}); @@ -88,9 +140,9 @@ (x .?> "EC2InstanceLimits" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable DescribeEC2InstanceLimits+instance Hashable DescribeEC2InstanceLimits where -instance NFData DescribeEC2InstanceLimits+instance NFData DescribeEC2InstanceLimits where instance ToHeaders DescribeEC2InstanceLimits where toHeaders@@ -119,27 +171,27 @@ -- -- /See:/ 'describeEC2InstanceLimitsResponse' smart constructor. data DescribeEC2InstanceLimitsResponse = DescribeEC2InstanceLimitsResponse'- { _deilrsEC2InstanceLimits :: !(Maybe [EC2InstanceLimit])- , _deilrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _deilrsEC2InstanceLimits :: !(Maybe [EC2InstanceLimit])+ , _deilrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeEC2InstanceLimitsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'deilrsEC2InstanceLimits' - Object containing the maximum number of instances for the specified instance type.+-- * 'deilrsEC2InstanceLimits' - Object that contains the maximum number of instances for the specified instance type. -- -- * 'deilrsResponseStatus' - -- | The response status code. describeEC2InstanceLimitsResponse :: Int -- ^ 'deilrsResponseStatus' -> DescribeEC2InstanceLimitsResponse describeEC2InstanceLimitsResponse pResponseStatus_ =- DescribeEC2InstanceLimitsResponse'- { _deilrsEC2InstanceLimits = Nothing- , _deilrsResponseStatus = pResponseStatus_- }+ DescribeEC2InstanceLimitsResponse'+ {_deilrsEC2InstanceLimits = Nothing, _deilrsResponseStatus = pResponseStatus_} --- | Object containing the maximum number of instances for the specified instance type.++-- | Object that contains the maximum number of instances for the specified instance type. deilrsEC2InstanceLimits :: Lens' DescribeEC2InstanceLimitsResponse [EC2InstanceLimit] deilrsEC2InstanceLimits = lens _deilrsEC2InstanceLimits (\ s a -> s{_deilrsEC2InstanceLimits = a}) . _Default . _Coerce; @@ -148,3 +200,4 @@ deilrsResponseStatus = lens _deilrsResponseStatus (\ s a -> s{_deilrsResponseStatus = a}); instance NFData DescribeEC2InstanceLimitsResponse+ where
gen/Network/AWS/GameLift/DescribeFleetAttributes.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.DescribeFleetAttributes--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. -- --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DescribeFleetAttributes ( -- * Creating a Request@@ -40,12 +92,12 @@ , dfarsResponseStatus ) 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+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. --@@ -53,30 +105,29 @@ -- -- /See:/ 'describeFleetAttributes' smart constructor. data DescribeFleetAttributes = DescribeFleetAttributes'- { _dfaNextToken :: !(Maybe Text)- , _dfaLimit :: !(Maybe Nat)- , _dfaFleetIds :: !(Maybe (List1 Text))- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfaNextToken :: !(Maybe Text)+ , _dfaLimit :: !(Maybe Nat)+ , _dfaFleetIds :: !(Maybe (List1 Text))+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetAttributes' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dfaNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning 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' - 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' - Unique identifiers for the fleet(s) that you want to retrieve attributes for. To request attributes for all fleets, leave this parameter empty.+-- * 'dfaFleetIds' - Unique identifier for a fleet(s) to retrieve attributes for. To request attributes for all fleets, leave this parameter empty. describeFleetAttributes :: DescribeFleetAttributes describeFleetAttributes =- DescribeFleetAttributes'- { _dfaNextToken = Nothing- , _dfaLimit = Nothing- , _dfaFleetIds = Nothing- }+ DescribeFleetAttributes'+ {_dfaNextToken = Nothing, _dfaLimit = Nothing, _dfaFleetIds = Nothing} --- | 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.++-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs. dfaNextToken :: Lens' DescribeFleetAttributes (Maybe Text) dfaNextToken = lens _dfaNextToken (\ s a -> s{_dfaNextToken = a}); @@ -84,7 +135,7 @@ dfaLimit :: Lens' DescribeFleetAttributes (Maybe Natural) dfaLimit = lens _dfaLimit (\ s a -> s{_dfaLimit = a}) . mapping _Nat; --- | Unique identifiers for the fleet(s) that you want to retrieve attributes for. To request attributes for all fleets, leave this parameter empty.+-- | Unique identifier for a fleet(s) to retrieve attributes for. To request attributes for all fleets, leave this parameter empty. dfaFleetIds :: Lens' DescribeFleetAttributes (Maybe (NonEmpty Text)) dfaFleetIds = lens _dfaFleetIds (\ s a -> s{_dfaFleetIds = a}) . mapping _List1; @@ -100,9 +151,9 @@ (x .?> "FleetAttributes" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable DescribeFleetAttributes+instance Hashable DescribeFleetAttributes where -instance NFData DescribeFleetAttributes+instance NFData DescribeFleetAttributes where instance ToHeaders DescribeFleetAttributes where toHeaders@@ -133,16 +184,17 @@ -- -- /See:/ 'describeFleetAttributesResponse' smart constructor. data DescribeFleetAttributesResponse = DescribeFleetAttributesResponse'- { _dfarsNextToken :: !(Maybe Text)- , _dfarsFleetAttributes :: !(Maybe [FleetAttributes])- , _dfarsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfarsNextToken :: !(Maybe Text)+ , _dfarsFleetAttributes :: !(Maybe [FleetAttributes])+ , _dfarsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetAttributesResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dfarsNextToken' - Token that indicates 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' - Collection of objects containing attribute metadata for each requested fleet ID. --@@ -151,13 +203,14 @@ :: Int -- ^ 'dfarsResponseStatus' -> DescribeFleetAttributesResponse describeFleetAttributesResponse pResponseStatus_ =- DescribeFleetAttributesResponse'- { _dfarsNextToken = Nothing- , _dfarsFleetAttributes = Nothing- , _dfarsResponseStatus = pResponseStatus_- }+ DescribeFleetAttributesResponse'+ { _dfarsNextToken = Nothing+ , _dfarsFleetAttributes = Nothing+ , _dfarsResponseStatus = 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.++-- | Token that indicates 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. dfarsNextToken :: Lens' DescribeFleetAttributesResponse (Maybe Text) dfarsNextToken = lens _dfarsNextToken (\ s a -> s{_dfarsNextToken = a}); @@ -169,4 +222,4 @@ dfarsResponseStatus :: Lens' DescribeFleetAttributesResponse Int dfarsResponseStatus = lens _dfarsResponseStatus (\ s a -> s{_dfarsResponseStatus = a}); -instance NFData DescribeFleetAttributesResponse+instance NFData DescribeFleetAttributesResponse where
gen/Network/AWS/GameLift/DescribeFleetCapacity.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.DescribeFleetCapacity--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. -- --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DescribeFleetCapacity ( -- * Creating a Request@@ -40,12 +92,12 @@ , dfcrsResponseStatus ) 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+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. --@@ -53,30 +105,29 @@ -- -- /See:/ 'describeFleetCapacity' smart constructor. data DescribeFleetCapacity = DescribeFleetCapacity'- { _dfcNextToken :: !(Maybe Text)- , _dfcLimit :: !(Maybe Nat)- , _dfcFleetIds :: !(Maybe (List1 Text))- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfcNextToken :: !(Maybe Text)+ , _dfcLimit :: !(Maybe Nat)+ , _dfcFleetIds :: !(Maybe (List1 Text))+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetCapacity' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dfcNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning 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' - 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' - Unique identifier for the fleet(s) you want to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty.+-- * 'dfcFleetIds' - Unique identifier for a fleet(s) to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty. describeFleetCapacity :: DescribeFleetCapacity describeFleetCapacity =- DescribeFleetCapacity'- { _dfcNextToken = Nothing- , _dfcLimit = Nothing- , _dfcFleetIds = Nothing- }+ DescribeFleetCapacity'+ {_dfcNextToken = Nothing, _dfcLimit = Nothing, _dfcFleetIds = Nothing} --- | 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.++-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs. dfcNextToken :: Lens' DescribeFleetCapacity (Maybe Text) dfcNextToken = lens _dfcNextToken (\ s a -> s{_dfcNextToken = a}); @@ -84,7 +135,7 @@ dfcLimit :: Lens' DescribeFleetCapacity (Maybe Natural) dfcLimit = lens _dfcLimit (\ s a -> s{_dfcLimit = a}) . mapping _Nat; --- | Unique identifier for the fleet(s) you want to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty.+-- | Unique identifier for a fleet(s) to retrieve capacity information for. To request capacity information for all fleets, leave this parameter empty. dfcFleetIds :: Lens' DescribeFleetCapacity (Maybe (NonEmpty Text)) dfcFleetIds = lens _dfcFleetIds (\ s a -> s{_dfcFleetIds = a}) . mapping _List1; @@ -100,9 +151,9 @@ (x .?> "FleetCapacity" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable DescribeFleetCapacity+instance Hashable DescribeFleetCapacity where -instance NFData DescribeFleetCapacity+instance NFData DescribeFleetCapacity where instance ToHeaders DescribeFleetCapacity where toHeaders@@ -133,16 +184,17 @@ -- -- /See:/ 'describeFleetCapacityResponse' smart constructor. data DescribeFleetCapacityResponse = DescribeFleetCapacityResponse'- { _dfcrsNextToken :: !(Maybe Text)- , _dfcrsFleetCapacity :: !(Maybe [FleetCapacity])- , _dfcrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfcrsNextToken :: !(Maybe Text)+ , _dfcrsFleetCapacity :: !(Maybe [FleetCapacity])+ , _dfcrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetCapacityResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dfcrsNextToken' - Token that indicates 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' - Collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets. --@@ -151,13 +203,14 @@ :: Int -- ^ 'dfcrsResponseStatus' -> DescribeFleetCapacityResponse describeFleetCapacityResponse pResponseStatus_ =- DescribeFleetCapacityResponse'- { _dfcrsNextToken = Nothing- , _dfcrsFleetCapacity = Nothing- , _dfcrsResponseStatus = pResponseStatus_- }+ DescribeFleetCapacityResponse'+ { _dfcrsNextToken = Nothing+ , _dfcrsFleetCapacity = Nothing+ , _dfcrsResponseStatus = 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.++-- | Token that indicates 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. dfcrsNextToken :: Lens' DescribeFleetCapacityResponse (Maybe Text) dfcrsNextToken = lens _dfcrsNextToken (\ s a -> s{_dfcrsNextToken = a}); @@ -169,4 +222,4 @@ dfcrsResponseStatus :: Lens' DescribeFleetCapacityResponse Int dfcrsResponseStatus = lens _dfcrsResponseStatus (\ s a -> s{_dfcrsResponseStatus = a}); -instance NFData DescribeFleetCapacityResponse+instance NFData DescribeFleetCapacityResponse where
gen/Network/AWS/GameLift/DescribeFleetEvents.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.DescribeFleetEvents--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. -- --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DescribeFleetEvents ( -- * Creating a Request@@ -42,12 +94,12 @@ , dfersResponseStatus ) 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+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. --@@ -55,43 +107,45 @@ -- -- /See:/ 'describeFleetEvents' smart constructor. data DescribeFleetEvents = DescribeFleetEvents'- { _dfeStartTime :: !(Maybe POSIX)- , _dfeNextToken :: !(Maybe Text)- , _dfeEndTime :: !(Maybe POSIX)- , _dfeLimit :: !(Maybe Nat)- , _dfeFleetId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfeStartTime :: !(Maybe POSIX)+ , _dfeNextToken :: !(Maybe Text)+ , _dfeEndTime :: !(Maybe POSIX)+ , _dfeLimit :: !(Maybe Nat)+ , _dfeFleetId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetEvents' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: -- -- * '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' - 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.+-- * 'dfeNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. -- -- * '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' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. ----- * 'dfeFleetId' - Unique identifier for the fleet to get event logs for.+-- * 'dfeFleetId' - Unique identifier for a fleet to get event logs for. describeFleetEvents :: Text -- ^ 'dfeFleetId' -> DescribeFleetEvents describeFleetEvents pFleetId_ =- DescribeFleetEvents'- { _dfeStartTime = Nothing- , _dfeNextToken = Nothing- , _dfeEndTime = Nothing- , _dfeLimit = Nothing- , _dfeFleetId = pFleetId_- }+ DescribeFleetEvents'+ { _dfeStartTime = Nothing+ , _dfeNextToken = Nothing+ , _dfeEndTime = Nothing+ , _dfeLimit = Nothing+ , _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"). dfeStartTime :: Lens' DescribeFleetEvents (Maybe UTCTime) dfeStartTime = lens _dfeStartTime (\ s a -> s{_dfeStartTime = a}) . mapping _Time; --- | 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.+-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. dfeNextToken :: Lens' DescribeFleetEvents (Maybe Text) dfeNextToken = lens _dfeNextToken (\ s a -> s{_dfeNextToken = a}); @@ -103,7 +157,7 @@ dfeLimit :: Lens' DescribeFleetEvents (Maybe Natural) dfeLimit = lens _dfeLimit (\ s a -> s{_dfeLimit = a}) . mapping _Nat; --- | Unique identifier for the fleet to get event logs for.+-- | Unique identifier for a fleet to get event logs for. dfeFleetId :: Lens' DescribeFleetEvents Text dfeFleetId = lens _dfeFleetId (\ s a -> s{_dfeFleetId = a}); @@ -118,9 +172,9 @@ (x .?> "NextToken") <*> (x .?> "Events" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable DescribeFleetEvents+instance Hashable DescribeFleetEvents where -instance NFData DescribeFleetEvents+instance NFData DescribeFleetEvents where instance ToHeaders DescribeFleetEvents where toHeaders@@ -153,16 +207,17 @@ -- -- /See:/ 'describeFleetEventsResponse' smart constructor. data DescribeFleetEventsResponse = DescribeFleetEventsResponse'- { _dfersNextToken :: !(Maybe Text)- , _dfersEvents :: !(Maybe [Event])- , _dfersResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfersNextToken :: !(Maybe Text)+ , _dfersEvents :: !(Maybe [Event])+ , _dfersResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetEventsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dfersNextToken' - Token that indicates 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' - Collection of objects containing event log entries for the specified fleet. --@@ -171,13 +226,14 @@ :: Int -- ^ 'dfersResponseStatus' -> DescribeFleetEventsResponse describeFleetEventsResponse pResponseStatus_ =- DescribeFleetEventsResponse'- { _dfersNextToken = Nothing- , _dfersEvents = Nothing- , _dfersResponseStatus = pResponseStatus_- }+ DescribeFleetEventsResponse'+ { _dfersNextToken = Nothing+ , _dfersEvents = Nothing+ , _dfersResponseStatus = 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.++-- | Token that indicates 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. dfersNextToken :: Lens' DescribeFleetEventsResponse (Maybe Text) dfersNextToken = lens _dfersNextToken (\ s a -> s{_dfersNextToken = a}); @@ -189,4 +245,4 @@ dfersResponseStatus :: Lens' DescribeFleetEventsResponse Int dfersResponseStatus = lens _dfersResponseStatus (\ s a -> s{_dfersResponseStatus = a}); -instance NFData DescribeFleetEventsResponse+instance NFData DescribeFleetEventsResponse where
gen/Network/AWS/GameLift/DescribeFleetPortSettings.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.DescribeFleetPortSettings--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. -- --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DescribeFleetPortSettings ( -- * Creating a Request@@ -37,12 +89,12 @@ , dfpsrsResponseStatus ) 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+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. --@@ -50,23 +102,23 @@ -- -- /See:/ 'describeFleetPortSettings' smart constructor. newtype DescribeFleetPortSettings = DescribeFleetPortSettings'- { _dfpsFleetId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfpsFleetId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetPortSettings' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfpsFleetId' - Unique identifier for the fleet you want to retrieve port settings for.+-- * 'dfpsFleetId' - Unique identifier for a fleet to retrieve port settings for. describeFleetPortSettings :: Text -- ^ 'dfpsFleetId' -> DescribeFleetPortSettings describeFleetPortSettings pFleetId_ =- DescribeFleetPortSettings'- { _dfpsFleetId = pFleetId_- }+ DescribeFleetPortSettings' {_dfpsFleetId = pFleetId_} --- | Unique identifier for the fleet you want to retrieve port settings for.++-- | Unique identifier for a fleet to retrieve port settings for. dfpsFleetId :: Lens' DescribeFleetPortSettings Text dfpsFleetId = lens _dfpsFleetId (\ s a -> s{_dfpsFleetId = a}); @@ -81,9 +133,9 @@ (x .?> "InboundPermissions" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable DescribeFleetPortSettings+instance Hashable DescribeFleetPortSettings where -instance NFData DescribeFleetPortSettings+instance NFData DescribeFleetPortSettings where instance ToHeaders DescribeFleetPortSettings where toHeaders@@ -111,27 +163,29 @@ -- -- /See:/ 'describeFleetPortSettingsResponse' smart constructor. data DescribeFleetPortSettingsResponse = DescribeFleetPortSettingsResponse'- { _dfpsrsInboundPermissions :: !(Maybe [IPPermission])- , _dfpsrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfpsrsInboundPermissions :: !(Maybe [IPPermission])+ , _dfpsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetPortSettingsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'dfpsrsInboundPermissions' - Object containing port settings for the requested fleet ID.+-- * 'dfpsrsInboundPermissions' - Object that contains port settings for the requested fleet ID. -- -- * 'dfpsrsResponseStatus' - -- | The response status code. describeFleetPortSettingsResponse :: Int -- ^ 'dfpsrsResponseStatus' -> DescribeFleetPortSettingsResponse describeFleetPortSettingsResponse pResponseStatus_ =- DescribeFleetPortSettingsResponse'- { _dfpsrsInboundPermissions = Nothing- , _dfpsrsResponseStatus = pResponseStatus_- }+ DescribeFleetPortSettingsResponse'+ { _dfpsrsInboundPermissions = Nothing+ , _dfpsrsResponseStatus = pResponseStatus_+ } --- | Object containing port settings for the requested fleet ID.++-- | Object that contains port settings for the requested fleet ID. dfpsrsInboundPermissions :: Lens' DescribeFleetPortSettingsResponse [IPPermission] dfpsrsInboundPermissions = lens _dfpsrsInboundPermissions (\ s a -> s{_dfpsrsInboundPermissions = a}) . _Default . _Coerce; @@ -140,3 +194,4 @@ dfpsrsResponseStatus = lens _dfpsrsResponseStatus (\ s a -> s{_dfpsrsResponseStatus = a}); instance NFData DescribeFleetPortSettingsResponse+ where
gen/Network/AWS/GameLift/DescribeFleetUtilization.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.DescribeFleetUtilization--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. -- --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DescribeFleetUtilization ( -- * Creating a Request@@ -40,12 +92,12 @@ , dfursResponseStatus ) 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+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. --@@ -53,30 +105,29 @@ -- -- /See:/ 'describeFleetUtilization' smart constructor. data DescribeFleetUtilization = DescribeFleetUtilization'- { _dfuNextToken :: !(Maybe Text)- , _dfuLimit :: !(Maybe Nat)- , _dfuFleetIds :: !(Maybe (List1 Text))- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfuNextToken :: !(Maybe Text)+ , _dfuLimit :: !(Maybe Nat)+ , _dfuFleetIds :: !(Maybe (List1 Text))+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetUtilization' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dfuNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning 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' - 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' - Unique identifier for the fleet(s) you want to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty.+-- * 'dfuFleetIds' - Unique identifier for a fleet(s) to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty. describeFleetUtilization :: DescribeFleetUtilization describeFleetUtilization =- DescribeFleetUtilization'- { _dfuNextToken = Nothing- , _dfuLimit = Nothing- , _dfuFleetIds = Nothing- }+ DescribeFleetUtilization'+ {_dfuNextToken = Nothing, _dfuLimit = Nothing, _dfuFleetIds = Nothing} --- | 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.++-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs. dfuNextToken :: Lens' DescribeFleetUtilization (Maybe Text) dfuNextToken = lens _dfuNextToken (\ s a -> s{_dfuNextToken = a}); @@ -84,7 +135,7 @@ dfuLimit :: Lens' DescribeFleetUtilization (Maybe Natural) dfuLimit = lens _dfuLimit (\ s a -> s{_dfuLimit = a}) . mapping _Nat; --- | Unique identifier for the fleet(s) you want to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty.+-- | Unique identifier for a fleet(s) to retrieve utilization data for. To request utilization data for all fleets, leave this parameter empty. dfuFleetIds :: Lens' DescribeFleetUtilization (Maybe (NonEmpty Text)) dfuFleetIds = lens _dfuFleetIds (\ s a -> s{_dfuFleetIds = a}) . mapping _List1; @@ -100,9 +151,9 @@ (x .?> "FleetUtilization" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable DescribeFleetUtilization+instance Hashable DescribeFleetUtilization where -instance NFData DescribeFleetUtilization+instance NFData DescribeFleetUtilization where instance ToHeaders DescribeFleetUtilization where toHeaders@@ -133,16 +184,17 @@ -- -- /See:/ 'describeFleetUtilizationResponse' smart constructor. data DescribeFleetUtilizationResponse = DescribeFleetUtilizationResponse'- { _dfursNextToken :: !(Maybe Text)- , _dfursFleetUtilization :: !(Maybe [FleetUtilization])- , _dfursResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dfursNextToken :: !(Maybe Text)+ , _dfursFleetUtilization :: !(Maybe [FleetUtilization])+ , _dfursResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeFleetUtilizationResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dfursNextToken' - Token that indicates 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' - Collection of objects containing utilization information for each requested fleet ID. --@@ -151,13 +203,14 @@ :: Int -- ^ 'dfursResponseStatus' -> DescribeFleetUtilizationResponse describeFleetUtilizationResponse pResponseStatus_ =- DescribeFleetUtilizationResponse'- { _dfursNextToken = Nothing- , _dfursFleetUtilization = Nothing- , _dfursResponseStatus = pResponseStatus_- }+ DescribeFleetUtilizationResponse'+ { _dfursNextToken = Nothing+ , _dfursFleetUtilization = Nothing+ , _dfursResponseStatus = 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.++-- | Token that indicates 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. dfursNextToken :: Lens' DescribeFleetUtilizationResponse (Maybe Text) dfursNextToken = lens _dfursNextToken (\ s a -> s{_dfursNextToken = a}); @@ -170,3 +223,4 @@ dfursResponseStatus = lens _dfursResponseStatus (\ s a -> s{_dfursResponseStatus = a}); instance NFData DescribeFleetUtilizationResponse+ where
gen/Network/AWS/GameLift/DescribeGameSessionDetails.hs view
@@ -12,17 +12,43 @@ -- | -- Module : Network.AWS.GameLift.DescribeGameSessionDetails--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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@ or @GameSessionArn@ 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. --+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- module Network.AWS.GameLift.DescribeGameSessionDetails ( -- * Creating a Request@@ -45,12 +71,12 @@ , dgsdrsResponseStatus ) 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+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. --@@ -58,54 +84,56 @@ -- -- /See:/ 'describeGameSessionDetails' smart constructor. data DescribeGameSessionDetails = DescribeGameSessionDetails'- { _dgsdGameSessionId :: !(Maybe Text)- , _dgsdAliasId :: !(Maybe Text)- , _dgsdNextToken :: !(Maybe Text)- , _dgsdStatusFilter :: !(Maybe Text)- , _dgsdLimit :: !(Maybe Nat)- , _dgsdFleetId :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dgsdGameSessionId :: !(Maybe Text)+ , _dgsdAliasId :: !(Maybe Text)+ , _dgsdNextToken :: !(Maybe Text)+ , _dgsdStatusFilter :: !(Maybe Text)+ , _dgsdLimit :: !(Maybe Nat)+ , _dgsdFleetId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeGameSessionDetails' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dgsdGameSessionId' - Unique identifier for the game session to retrieve. ----- * 'dgsdAliasId' - Unique identifier for a fleet alias. Specify an alias to retrieve information on all game sessions active on the fleet.+-- * 'dgsdAliasId' - Unique identifier for an alias associated with the fleet to retrieve all game sessions for. ----- * '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.+-- * 'dgsdNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. ----- * 'dgsdStatusFilter' - Game session status to filter results on. Possible game session statuses include ACTIVE, @TERMINATED@ , @ACTIVATING@ and @TERMINATING@ (the last two are transitory).+-- * 'dgsdStatusFilter' - Game session status to filter results on. Possible game session statuses include @ACTIVE@ , @TERMINATED@ , @ACTIVATING@ and @TERMINATING@ (the last two are transitory). -- -- * 'dgsdLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. ----- * 'dgsdFleetId' - Unique identifier for a fleet. Specify a fleet to retrieve information on all game sessions active on the fleet.+-- * 'dgsdFleetId' - Unique identifier for a fleet to retrieve all game sessions active on the fleet. describeGameSessionDetails :: DescribeGameSessionDetails describeGameSessionDetails =- DescribeGameSessionDetails'- { _dgsdGameSessionId = Nothing- , _dgsdAliasId = Nothing- , _dgsdNextToken = Nothing- , _dgsdStatusFilter = Nothing- , _dgsdLimit = Nothing- , _dgsdFleetId = Nothing- }+ DescribeGameSessionDetails'+ { _dgsdGameSessionId = Nothing+ , _dgsdAliasId = Nothing+ , _dgsdNextToken = Nothing+ , _dgsdStatusFilter = Nothing+ , _dgsdLimit = Nothing+ , _dgsdFleetId = Nothing+ } --- | 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.++-- | Unique identifier for the game session to retrieve. dgsdGameSessionId :: Lens' DescribeGameSessionDetails (Maybe Text) dgsdGameSessionId = lens _dgsdGameSessionId (\ s a -> s{_dgsdGameSessionId = a}); --- | Unique identifier for a fleet alias. Specify an alias to retrieve information on all game sessions active on the fleet.+-- | Unique identifier for an alias associated with the fleet to retrieve all game sessions for. dgsdAliasId :: Lens' DescribeGameSessionDetails (Maybe Text) dgsdAliasId = lens _dgsdAliasId (\ s a -> s{_dgsdAliasId = 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.+-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. 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}); @@ -113,7 +141,7 @@ dgsdLimit :: Lens' DescribeGameSessionDetails (Maybe Natural) dgsdLimit = lens _dgsdLimit (\ s a -> s{_dgsdLimit = a}) . mapping _Nat; --- | Unique identifier for a fleet. Specify a fleet to retrieve information on all game sessions active on the fleet.+-- | Unique identifier for a fleet to retrieve all game sessions active on the fleet. dgsdFleetId :: Lens' DescribeGameSessionDetails (Maybe Text) dgsdFleetId = lens _dgsdFleetId (\ s a -> s{_dgsdFleetId = a}); @@ -129,9 +157,9 @@ (x .?> "NextToken") <*> (pure (fromEnum s))) -instance Hashable DescribeGameSessionDetails+instance Hashable DescribeGameSessionDetails where -instance NFData DescribeGameSessionDetails+instance NFData DescribeGameSessionDetails where instance ToHeaders DescribeGameSessionDetails where toHeaders@@ -166,35 +194,37 @@ -- -- /See:/ 'describeGameSessionDetailsResponse' smart constructor. data DescribeGameSessionDetailsResponse = DescribeGameSessionDetailsResponse'- { _dgsdrsGameSessionDetails :: !(Maybe [GameSessionDetail])- , _dgsdrsNextToken :: !(Maybe Text)- , _dgsdrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dgsdrsGameSessionDetails :: !(Maybe [GameSessionDetail])+ , _dgsdrsNextToken :: !(Maybe Text)+ , _dgsdrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeGameSessionDetailsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: -- -- * 'dgsdrsGameSessionDetails' - Collection of objects containing game session properties and the protection policy currently in force for each session matching the request. ----- * '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.+-- * 'dgsdrsNextToken' - Token that indicates 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' - -- | The response status code. describeGameSessionDetailsResponse :: Int -- ^ 'dgsdrsResponseStatus' -> DescribeGameSessionDetailsResponse describeGameSessionDetailsResponse pResponseStatus_ =- DescribeGameSessionDetailsResponse'- { _dgsdrsGameSessionDetails = Nothing- , _dgsdrsNextToken = Nothing- , _dgsdrsResponseStatus = pResponseStatus_- }+ DescribeGameSessionDetailsResponse'+ { _dgsdrsGameSessionDetails = Nothing+ , _dgsdrsNextToken = Nothing+ , _dgsdrsResponseStatus = pResponseStatus_+ } + -- | Collection of objects containing game session properties and the protection policy currently in force for each session matching the request. dgsdrsGameSessionDetails :: Lens' DescribeGameSessionDetailsResponse [GameSessionDetail] 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.+-- | Token that indicates 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. dgsdrsNextToken :: Lens' DescribeGameSessionDetailsResponse (Maybe Text) dgsdrsNextToken = lens _dgsdrsNextToken (\ s a -> s{_dgsdrsNextToken = a}); @@ -203,3 +233,4 @@ dgsdrsResponseStatus = lens _dgsdrsResponseStatus (\ s a -> s{_dgsdrsResponseStatus = a}); instance NFData DescribeGameSessionDetailsResponse+ where
+ gen/Network/AWS/GameLift/DescribeGameSessionPlacement.hs view
@@ -0,0 +1,174 @@+{-# 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.DescribeGameSessionPlacement+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a 'GameSessionPlacement' object is returned.+--+--+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+--+module Network.AWS.GameLift.DescribeGameSessionPlacement+ (+ -- * Creating a Request+ describeGameSessionPlacement+ , DescribeGameSessionPlacement+ -- * Request Lenses+ , dgspPlacementId++ -- * Destructuring the Response+ , describeGameSessionPlacementResponse+ , DescribeGameSessionPlacementResponse+ -- * Response Lenses+ , dgsprsGameSessionPlacement+ , dgsprsResponseStatus+ ) 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:/ 'describeGameSessionPlacement' smart constructor.+newtype DescribeGameSessionPlacement = DescribeGameSessionPlacement'+ { _dgspPlacementId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeGameSessionPlacement' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dgspPlacementId' - Unique identifier for a game session placement to retrieve.+describeGameSessionPlacement+ :: Text -- ^ 'dgspPlacementId'+ -> DescribeGameSessionPlacement+describeGameSessionPlacement pPlacementId_ =+ DescribeGameSessionPlacement' {_dgspPlacementId = pPlacementId_}+++-- | Unique identifier for a game session placement to retrieve.+dgspPlacementId :: Lens' DescribeGameSessionPlacement Text+dgspPlacementId = lens _dgspPlacementId (\ s a -> s{_dgspPlacementId = a});++instance AWSRequest DescribeGameSessionPlacement+ where+ type Rs DescribeGameSessionPlacement =+ DescribeGameSessionPlacementResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ DescribeGameSessionPlacementResponse' <$>+ (x .?> "GameSessionPlacement") <*>+ (pure (fromEnum s)))++instance Hashable DescribeGameSessionPlacement where++instance NFData DescribeGameSessionPlacement where++instance ToHeaders DescribeGameSessionPlacement where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DescribeGameSessionPlacement" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DescribeGameSessionPlacement where+ toJSON DescribeGameSessionPlacement'{..}+ = object+ (catMaybes+ [Just ("PlacementId" .= _dgspPlacementId)])++instance ToPath DescribeGameSessionPlacement where+ toPath = const "/"++instance ToQuery DescribeGameSessionPlacement where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'describeGameSessionPlacementResponse' smart constructor.+data DescribeGameSessionPlacementResponse = DescribeGameSessionPlacementResponse'+ { _dgsprsGameSessionPlacement :: !(Maybe GameSessionPlacement)+ , _dgsprsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeGameSessionPlacementResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dgsprsGameSessionPlacement' - Object that describes the requested game session placement.+--+-- * 'dgsprsResponseStatus' - -- | The response status code.+describeGameSessionPlacementResponse+ :: Int -- ^ 'dgsprsResponseStatus'+ -> DescribeGameSessionPlacementResponse+describeGameSessionPlacementResponse pResponseStatus_ =+ DescribeGameSessionPlacementResponse'+ { _dgsprsGameSessionPlacement = Nothing+ , _dgsprsResponseStatus = pResponseStatus_+ }+++-- | Object that describes the requested game session placement.+dgsprsGameSessionPlacement :: Lens' DescribeGameSessionPlacementResponse (Maybe GameSessionPlacement)+dgsprsGameSessionPlacement = lens _dgsprsGameSessionPlacement (\ s a -> s{_dgsprsGameSessionPlacement = a});++-- | -- | The response status code.+dgsprsResponseStatus :: Lens' DescribeGameSessionPlacementResponse Int+dgsprsResponseStatus = lens _dgsprsResponseStatus (\ s a -> s{_dgsprsResponseStatus = a});++instance NFData DescribeGameSessionPlacementResponse+ where
+ gen/Network/AWS/GameLift/DescribeGameSessionQueues.hs view
@@ -0,0 +1,186 @@+{-# 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.DescribeGameSessionQueues+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a 'GameSessionQueue' object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the region.+--+--+-- Queue-related operations include:+--+-- * 'CreateGameSessionQueue'+--+-- * 'DescribeGameSessionQueues'+--+-- * 'UpdateGameSessionQueue'+--+-- * 'DeleteGameSessionQueue'+--+--+--+module Network.AWS.GameLift.DescribeGameSessionQueues+ (+ -- * Creating a Request+ describeGameSessionQueues+ , DescribeGameSessionQueues+ -- * Request Lenses+ , dgsqNextToken+ , dgsqNames+ , dgsqLimit++ -- * Destructuring the Response+ , describeGameSessionQueuesResponse+ , DescribeGameSessionQueuesResponse+ -- * Response Lenses+ , drsNextToken+ , drsGameSessionQueues+ , drsResponseStatus+ ) 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:/ 'describeGameSessionQueues' smart constructor.+data DescribeGameSessionQueues = DescribeGameSessionQueues'+ { _dgsqNextToken :: !(Maybe Text)+ , _dgsqNames :: !(Maybe [Text])+ , _dgsqLimit :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeGameSessionQueues' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dgsqNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.+--+-- * 'dgsqNames' - List of queue names to retrieve information for. To request settings for all queues, leave this parameter empty.+--+-- * 'dgsqLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages.+describeGameSessionQueues+ :: DescribeGameSessionQueues+describeGameSessionQueues =+ DescribeGameSessionQueues'+ {_dgsqNextToken = Nothing, _dgsqNames = Nothing, _dgsqLimit = Nothing}+++-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.+dgsqNextToken :: Lens' DescribeGameSessionQueues (Maybe Text)+dgsqNextToken = lens _dgsqNextToken (\ s a -> s{_dgsqNextToken = a});++-- | List of queue names to retrieve information for. To request settings for all queues, leave this parameter empty.+dgsqNames :: Lens' DescribeGameSessionQueues [Text]+dgsqNames = lens _dgsqNames (\ s a -> s{_dgsqNames = a}) . _Default . _Coerce;++-- | Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages.+dgsqLimit :: Lens' DescribeGameSessionQueues (Maybe Natural)+dgsqLimit = lens _dgsqLimit (\ s a -> s{_dgsqLimit = a}) . mapping _Nat;++instance AWSRequest DescribeGameSessionQueues where+ type Rs DescribeGameSessionQueues =+ DescribeGameSessionQueuesResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ DescribeGameSessionQueuesResponse' <$>+ (x .?> "NextToken") <*>+ (x .?> "GameSessionQueues" .!@ mempty)+ <*> (pure (fromEnum s)))++instance Hashable DescribeGameSessionQueues where++instance NFData DescribeGameSessionQueues where++instance ToHeaders DescribeGameSessionQueues where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DescribeGameSessionQueues" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DescribeGameSessionQueues where+ toJSON DescribeGameSessionQueues'{..}+ = object+ (catMaybes+ [("NextToken" .=) <$> _dgsqNextToken,+ ("Names" .=) <$> _dgsqNames,+ ("Limit" .=) <$> _dgsqLimit])++instance ToPath DescribeGameSessionQueues where+ toPath = const "/"++instance ToQuery DescribeGameSessionQueues where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'describeGameSessionQueuesResponse' smart constructor.+data DescribeGameSessionQueuesResponse = DescribeGameSessionQueuesResponse'+ { _drsNextToken :: !(Maybe Text)+ , _drsGameSessionQueues :: !(Maybe [GameSessionQueue])+ , _drsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeGameSessionQueuesResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'drsNextToken' - Token that indicates 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.+--+-- * 'drsGameSessionQueues' - Collection of objects that describes the requested game session queues.+--+-- * 'drsResponseStatus' - -- | The response status code.+describeGameSessionQueuesResponse+ :: Int -- ^ 'drsResponseStatus'+ -> DescribeGameSessionQueuesResponse+describeGameSessionQueuesResponse pResponseStatus_ =+ DescribeGameSessionQueuesResponse'+ { _drsNextToken = Nothing+ , _drsGameSessionQueues = Nothing+ , _drsResponseStatus = pResponseStatus_+ }+++-- | Token that indicates 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.+drsNextToken :: Lens' DescribeGameSessionQueuesResponse (Maybe Text)+drsNextToken = lens _drsNextToken (\ s a -> s{_drsNextToken = a});++-- | Collection of objects that describes the requested game session queues.+drsGameSessionQueues :: Lens' DescribeGameSessionQueuesResponse [GameSessionQueue]+drsGameSessionQueues = lens _drsGameSessionQueues (\ s a -> s{_drsGameSessionQueues = a}) . _Default . _Coerce;++-- | -- | The response status code.+drsResponseStatus :: Lens' DescribeGameSessionQueuesResponse Int+drsResponseStatus = lens _drsResponseStatus (\ s a -> s{_drsResponseStatus = a});++instance NFData DescribeGameSessionQueuesResponse+ where
gen/Network/AWS/GameLift/DescribeGameSessions.hs view
@@ -12,17 +12,45 @@ -- | -- Module : Network.AWS.GameLift.DescribeGameSessions--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) ----- 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' .+-- Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use 'SearchGameSessions' to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, 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 sessions, specify 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 game session matching the request. --+-- /Available in Amazon GameLift Local./+--+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- module Network.AWS.GameLift.DescribeGameSessions ( -- * Creating a Request@@ -45,12 +73,12 @@ , dgsrsResponseStatus ) 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+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. --@@ -58,50 +86,52 @@ -- -- /See:/ 'describeGameSessions' smart constructor. data DescribeGameSessions = DescribeGameSessions'- { _dgsGameSessionId :: !(Maybe Text)- , _dgsAliasId :: !(Maybe Text)- , _dgsNextToken :: !(Maybe Text)- , _dgsStatusFilter :: !(Maybe Text)- , _dgsLimit :: !(Maybe Nat)- , _dgsFleetId :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dgsGameSessionId :: !(Maybe Text)+ , _dgsAliasId :: !(Maybe Text)+ , _dgsNextToken :: !(Maybe Text)+ , _dgsStatusFilter :: !(Maybe Text)+ , _dgsLimit :: !(Maybe Nat)+ , _dgsFleetId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeGameSessions' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dgsGameSessionId' - Unique identifier for the game session to retrieve. You can use either a @GameSessionId@ or @GameSessionArn@ value. ----- * 'dgsAliasId' - Unique identifier for a fleet alias. Specify an alias to retrieve information on all game sessions active on the fleet.+-- * 'dgsAliasId' - Unique identifier for an alias associated with the fleet to retrieve all game sessions for. ----- * '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.+-- * 'dgsNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. -- -- * 'dgsStatusFilter' - Game session status to filter results on. Possible game session statuses include @ACTIVE@ , @TERMINATED@ , @ACTIVATING@ , and @TERMINATING@ (the last two are transitory). -- -- * 'dgsLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. ----- * 'dgsFleetId' - Unique identifier for a fleet. Specify a fleet to retrieve information on all game sessions active on the fleet.+-- * 'dgsFleetId' - Unique identifier for a fleet to retrieve all game sessions for. describeGameSessions :: DescribeGameSessions describeGameSessions =- DescribeGameSessions'- { _dgsGameSessionId = Nothing- , _dgsAliasId = Nothing- , _dgsNextToken = Nothing- , _dgsStatusFilter = Nothing- , _dgsLimit = Nothing- , _dgsFleetId = Nothing- }+ DescribeGameSessions'+ { _dgsGameSessionId = Nothing+ , _dgsAliasId = Nothing+ , _dgsNextToken = Nothing+ , _dgsStatusFilter = Nothing+ , _dgsLimit = Nothing+ , _dgsFleetId = Nothing+ } --- | 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.++-- | Unique identifier for the game session to retrieve. You can use either a @GameSessionId@ or @GameSessionArn@ value. dgsGameSessionId :: Lens' DescribeGameSessions (Maybe Text) dgsGameSessionId = lens _dgsGameSessionId (\ s a -> s{_dgsGameSessionId = a}); --- | Unique identifier for a fleet alias. Specify an alias to retrieve information on all game sessions active on the fleet.+-- | Unique identifier for an alias associated with the fleet to retrieve all game sessions for. dgsAliasId :: Lens' DescribeGameSessions (Maybe Text) dgsAliasId = lens _dgsAliasId (\ s a -> s{_dgsAliasId = 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.+-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. dgsNextToken :: Lens' DescribeGameSessions (Maybe Text) dgsNextToken = lens _dgsNextToken (\ s a -> s{_dgsNextToken = a}); @@ -113,7 +143,7 @@ dgsLimit :: Lens' DescribeGameSessions (Maybe Natural) dgsLimit = lens _dgsLimit (\ s a -> s{_dgsLimit = a}) . mapping _Nat; --- | Unique identifier for a fleet. Specify a fleet to retrieve information on all game sessions active on the fleet.+-- | Unique identifier for a fleet to retrieve all game sessions for. dgsFleetId :: Lens' DescribeGameSessions (Maybe Text) dgsFleetId = lens _dgsFleetId (\ s a -> s{_dgsFleetId = a}); @@ -129,9 +159,9 @@ (x .?> "NextToken") <*> (pure (fromEnum s))) -instance Hashable DescribeGameSessions+instance Hashable DescribeGameSessions where -instance NFData DescribeGameSessions+instance NFData DescribeGameSessions where instance ToHeaders DescribeGameSessions where toHeaders@@ -165,35 +195,37 @@ -- -- /See:/ 'describeGameSessionsResponse' smart constructor. data DescribeGameSessionsResponse = DescribeGameSessionsResponse'- { _dgsrsGameSessions :: !(Maybe [GameSession])- , _dgsrsNextToken :: !(Maybe Text)- , _dgsrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dgsrsGameSessions :: !(Maybe [GameSession])+ , _dgsrsNextToken :: !(Maybe Text)+ , _dgsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeGameSessionsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: -- -- * 'dgsrsGameSessions' - Collection of objects containing game session properties for each session matching the request. ----- * '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.+-- * 'dgsrsNextToken' - Token that indicates 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' - -- | The response status code. describeGameSessionsResponse :: Int -- ^ 'dgsrsResponseStatus' -> DescribeGameSessionsResponse describeGameSessionsResponse pResponseStatus_ =- DescribeGameSessionsResponse'- { _dgsrsGameSessions = Nothing- , _dgsrsNextToken = Nothing- , _dgsrsResponseStatus = pResponseStatus_- }+ DescribeGameSessionsResponse'+ { _dgsrsGameSessions = Nothing+ , _dgsrsNextToken = Nothing+ , _dgsrsResponseStatus = pResponseStatus_+ } + -- | Collection of objects containing game session properties for each session matching the request. dgsrsGameSessions :: Lens' DescribeGameSessionsResponse [GameSession] 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.+-- | Token that indicates 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. dgsrsNextToken :: Lens' DescribeGameSessionsResponse (Maybe Text) dgsrsNextToken = lens _dgsrsNextToken (\ s a -> s{_dgsrsNextToken = a}); @@ -201,4 +233,4 @@ dgsrsResponseStatus :: Lens' DescribeGameSessionsResponse Int dgsrsResponseStatus = lens _dgsrsResponseStatus (\ s a -> s{_dgsrsResponseStatus = a}); -instance NFData DescribeGameSessionsResponse+instance NFData DescribeGameSessionsResponse where
gen/Network/AWS/GameLift/DescribeInstances.hs view
@@ -12,9 +12,9 @@ -- | -- Module : Network.AWS.GameLift.DescribeInstances--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) --@@ -43,12 +43,12 @@ , 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+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. --@@ -56,39 +56,41 @@ -- -- /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)+ { _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.+-- * 'diInstanceId' - Unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve 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.+-- * 'diNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning 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.+-- * 'diFleetId' - Unique identifier for a fleet to retrieve instance information for. describeInstances :: Text -- ^ 'diFleetId' -> DescribeInstances describeInstances pFleetId_ =- DescribeInstances'- { _diInstanceId = Nothing- , _diNextToken = Nothing- , _diLimit = Nothing- , _diFleetId = 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.++-- | Unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve 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.+-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. diNextToken :: Lens' DescribeInstances (Maybe Text) diNextToken = lens _diNextToken (\ s a -> s{_diNextToken = a}); @@ -96,7 +98,7 @@ 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.+-- | Unique identifier for a fleet to retrieve instance information for. diFleetId :: Lens' DescribeInstances Text diFleetId = lens _diFleetId (\ s a -> s{_diFleetId = a}); @@ -111,9 +113,9 @@ (x .?> "Instances" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable DescribeInstances+instance Hashable DescribeInstances where -instance NFData DescribeInstances+instance NFData DescribeInstances where instance ToHeaders DescribeInstances where toHeaders@@ -145,16 +147,17 @@ -- -- /See:/ 'describeInstancesResponse' smart constructor. data DescribeInstancesResponse = DescribeInstancesResponse'- { _dirsNextToken :: !(Maybe Text)- , _dirsInstances :: !(Maybe [Instance])- , _dirsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _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.+-- * 'dirsNextToken' - Token that indicates 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. --@@ -163,13 +166,14 @@ :: Int -- ^ 'dirsResponseStatus' -> DescribeInstancesResponse describeInstancesResponse pResponseStatus_ =- DescribeInstancesResponse'- { _dirsNextToken = Nothing- , _dirsInstances = Nothing- , _dirsResponseStatus = 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.++-- | Token that indicates 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}); @@ -181,4 +185,4 @@ dirsResponseStatus :: Lens' DescribeInstancesResponse Int dirsResponseStatus = lens _dirsResponseStatus (\ s a -> s{_dirsResponseStatus = a}); -instance NFData DescribeInstancesResponse+instance NFData DescribeInstancesResponse where
+ gen/Network/AWS/GameLift/DescribeMatchmaking.hs view
@@ -0,0 +1,156 @@+{-# 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.DescribeMatchmaking+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Retrieves a set of one or more matchmaking tickets. Use this operation to retrieve ticket information, including status and--once a successful match is made--acquire connection information for the resulting new game session.+--+--+-- You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to using event notifications. See more details on tracking matchmaking requests through polling or notifications in 'StartMatchmaking' .+--+-- You can request data for a one or a list of ticket IDs. If the request is successful, a ticket object is returned for each requested ID. When specifying a list of ticket IDs, objects are returned only for tickets that currently exist.+--+-- Matchmaking-related operations include:+--+-- * 'StartMatchmaking'+--+-- * 'DescribeMatchmaking'+--+-- * 'StopMatchmaking'+--+-- * 'AcceptMatch'+--+--+--+module Network.AWS.GameLift.DescribeMatchmaking+ (+ -- * Creating a Request+ describeMatchmaking+ , DescribeMatchmaking+ -- * Request Lenses+ , dmTicketIds++ -- * Destructuring the Response+ , describeMatchmakingResponse+ , DescribeMatchmakingResponse+ -- * Response Lenses+ , dmrsTicketList+ , dmrsResponseStatus+ ) 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:/ 'describeMatchmaking' smart constructor.+newtype DescribeMatchmaking = DescribeMatchmaking'+ { _dmTicketIds :: [Text]+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeMatchmaking' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dmTicketIds' - Unique identifier for a matchmaking ticket. To request all existing tickets, leave this parameter empty.+describeMatchmaking+ :: DescribeMatchmaking+describeMatchmaking = DescribeMatchmaking' {_dmTicketIds = mempty}+++-- | Unique identifier for a matchmaking ticket. To request all existing tickets, leave this parameter empty.+dmTicketIds :: Lens' DescribeMatchmaking [Text]+dmTicketIds = lens _dmTicketIds (\ s a -> s{_dmTicketIds = a}) . _Coerce;++instance AWSRequest DescribeMatchmaking where+ type Rs DescribeMatchmaking =+ DescribeMatchmakingResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ DescribeMatchmakingResponse' <$>+ (x .?> "TicketList" .!@ mempty) <*>+ (pure (fromEnum s)))++instance Hashable DescribeMatchmaking where++instance NFData DescribeMatchmaking where++instance ToHeaders DescribeMatchmaking where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DescribeMatchmaking" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DescribeMatchmaking where+ toJSON DescribeMatchmaking'{..}+ = object+ (catMaybes [Just ("TicketIds" .= _dmTicketIds)])++instance ToPath DescribeMatchmaking where+ toPath = const "/"++instance ToQuery DescribeMatchmaking where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'describeMatchmakingResponse' smart constructor.+data DescribeMatchmakingResponse = DescribeMatchmakingResponse'+ { _dmrsTicketList :: !(Maybe [MatchmakingTicket])+ , _dmrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeMatchmakingResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dmrsTicketList' - Collection of existing matchmaking ticket objects matching the request.+--+-- * 'dmrsResponseStatus' - -- | The response status code.+describeMatchmakingResponse+ :: Int -- ^ 'dmrsResponseStatus'+ -> DescribeMatchmakingResponse+describeMatchmakingResponse pResponseStatus_ =+ DescribeMatchmakingResponse'+ {_dmrsTicketList = Nothing, _dmrsResponseStatus = pResponseStatus_}+++-- | Collection of existing matchmaking ticket objects matching the request.+dmrsTicketList :: Lens' DescribeMatchmakingResponse [MatchmakingTicket]+dmrsTicketList = lens _dmrsTicketList (\ s a -> s{_dmrsTicketList = a}) . _Default . _Coerce;++-- | -- | The response status code.+dmrsResponseStatus :: Lens' DescribeMatchmakingResponse Int+dmrsResponseStatus = lens _dmrsResponseStatus (\ s a -> s{_dmrsResponseStatus = a});++instance NFData DescribeMatchmakingResponse where
+ gen/Network/AWS/GameLift/DescribeMatchmakingConfigurations.hs view
@@ -0,0 +1,214 @@+{-# 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.DescribeMatchmakingConfigurations+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.+--+--+-- Operations related to match configurations and rule sets include:+--+-- * 'CreateMatchmakingConfiguration'+--+-- * 'DescribeMatchmakingConfigurations'+--+-- * 'UpdateMatchmakingConfiguration'+--+-- * 'DeleteMatchmakingConfiguration'+--+-- * 'CreateMatchmakingRuleSet'+--+-- * 'DescribeMatchmakingRuleSets'+--+-- * 'ValidateMatchmakingRuleSet'+--+--+--+module Network.AWS.GameLift.DescribeMatchmakingConfigurations+ (+ -- * Creating a Request+ describeMatchmakingConfigurations+ , DescribeMatchmakingConfigurations+ -- * Request Lenses+ , dmcRuleSetName+ , dmcNextToken+ , dmcNames+ , dmcLimit++ -- * Destructuring the Response+ , describeMatchmakingConfigurationsResponse+ , DescribeMatchmakingConfigurationsResponse+ -- * Response Lenses+ , dmcsrsConfigurations+ , dmcsrsNextToken+ , dmcsrsResponseStatus+ ) 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:/ 'describeMatchmakingConfigurations' smart constructor.+data DescribeMatchmakingConfigurations = DescribeMatchmakingConfigurations'+ { _dmcRuleSetName :: !(Maybe Text)+ , _dmcNextToken :: !(Maybe Text)+ , _dmcNames :: !(Maybe [Text])+ , _dmcLimit :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeMatchmakingConfigurations' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dmcRuleSetName' - Unique identifier for a matchmaking rule set. Use this parameter to retrieve all matchmaking configurations that use this rule set.+--+-- * 'dmcNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.+--+-- * 'dmcNames' - Unique identifier for a matchmaking configuration(s) to retrieve. To request all existing configurations, leave this parameter empty.+--+-- * 'dmcLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. This parameter is limited to 10.+describeMatchmakingConfigurations+ :: DescribeMatchmakingConfigurations+describeMatchmakingConfigurations =+ DescribeMatchmakingConfigurations'+ { _dmcRuleSetName = Nothing+ , _dmcNextToken = Nothing+ , _dmcNames = Nothing+ , _dmcLimit = Nothing+ }+++-- | Unique identifier for a matchmaking rule set. Use this parameter to retrieve all matchmaking configurations that use this rule set.+dmcRuleSetName :: Lens' DescribeMatchmakingConfigurations (Maybe Text)+dmcRuleSetName = lens _dmcRuleSetName (\ s a -> s{_dmcRuleSetName = a});++-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.+dmcNextToken :: Lens' DescribeMatchmakingConfigurations (Maybe Text)+dmcNextToken = lens _dmcNextToken (\ s a -> s{_dmcNextToken = a});++-- | Unique identifier for a matchmaking configuration(s) to retrieve. To request all existing configurations, leave this parameter empty.+dmcNames :: Lens' DescribeMatchmakingConfigurations [Text]+dmcNames = lens _dmcNames (\ s a -> s{_dmcNames = a}) . _Default . _Coerce;++-- | Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. This parameter is limited to 10.+dmcLimit :: Lens' DescribeMatchmakingConfigurations (Maybe Natural)+dmcLimit = lens _dmcLimit (\ s a -> s{_dmcLimit = a}) . mapping _Nat;++instance AWSRequest DescribeMatchmakingConfigurations+ where+ type Rs DescribeMatchmakingConfigurations =+ DescribeMatchmakingConfigurationsResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ DescribeMatchmakingConfigurationsResponse' <$>+ (x .?> "Configurations" .!@ mempty) <*>+ (x .?> "NextToken")+ <*> (pure (fromEnum s)))++instance Hashable DescribeMatchmakingConfigurations+ where++instance NFData DescribeMatchmakingConfigurations+ where++instance ToHeaders DescribeMatchmakingConfigurations+ where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DescribeMatchmakingConfigurations" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DescribeMatchmakingConfigurations+ where+ toJSON DescribeMatchmakingConfigurations'{..}+ = object+ (catMaybes+ [("RuleSetName" .=) <$> _dmcRuleSetName,+ ("NextToken" .=) <$> _dmcNextToken,+ ("Names" .=) <$> _dmcNames,+ ("Limit" .=) <$> _dmcLimit])++instance ToPath DescribeMatchmakingConfigurations+ where+ toPath = const "/"++instance ToQuery DescribeMatchmakingConfigurations+ where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'describeMatchmakingConfigurationsResponse' smart constructor.+data DescribeMatchmakingConfigurationsResponse = DescribeMatchmakingConfigurationsResponse'+ { _dmcsrsConfigurations :: !(Maybe [MatchmakingConfiguration])+ , _dmcsrsNextToken :: !(Maybe Text)+ , _dmcsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeMatchmakingConfigurationsResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dmcsrsConfigurations' - Collection of requested matchmaking configuration objects.+--+-- * 'dmcsrsNextToken' - Token that indicates 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.+--+-- * 'dmcsrsResponseStatus' - -- | The response status code.+describeMatchmakingConfigurationsResponse+ :: Int -- ^ 'dmcsrsResponseStatus'+ -> DescribeMatchmakingConfigurationsResponse+describeMatchmakingConfigurationsResponse pResponseStatus_ =+ DescribeMatchmakingConfigurationsResponse'+ { _dmcsrsConfigurations = Nothing+ , _dmcsrsNextToken = Nothing+ , _dmcsrsResponseStatus = pResponseStatus_+ }+++-- | Collection of requested matchmaking configuration objects.+dmcsrsConfigurations :: Lens' DescribeMatchmakingConfigurationsResponse [MatchmakingConfiguration]+dmcsrsConfigurations = lens _dmcsrsConfigurations (\ s a -> s{_dmcsrsConfigurations = a}) . _Default . _Coerce;++-- | Token that indicates 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.+dmcsrsNextToken :: Lens' DescribeMatchmakingConfigurationsResponse (Maybe Text)+dmcsrsNextToken = lens _dmcsrsNextToken (\ s a -> s{_dmcsrsNextToken = a});++-- | -- | The response status code.+dmcsrsResponseStatus :: Lens' DescribeMatchmakingConfigurationsResponse Int+dmcsrsResponseStatus = lens _dmcsrsResponseStatus (\ s a -> s{_dmcsrsResponseStatus = a});++instance NFData+ DescribeMatchmakingConfigurationsResponse+ where
+ gen/Network/AWS/GameLift/DescribeMatchmakingRuleSets.hs view
@@ -0,0 +1,192 @@+{-# 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.DescribeMatchmakingRuleSets+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.+--+--+-- Operations related to match configurations and rule sets include:+--+-- * 'CreateMatchmakingConfiguration'+--+-- * 'DescribeMatchmakingConfigurations'+--+-- * 'UpdateMatchmakingConfiguration'+--+-- * 'DeleteMatchmakingConfiguration'+--+-- * 'CreateMatchmakingRuleSet'+--+-- * 'DescribeMatchmakingRuleSets'+--+-- * 'ValidateMatchmakingRuleSet'+--+--+--+module Network.AWS.GameLift.DescribeMatchmakingRuleSets+ (+ -- * Creating a Request+ describeMatchmakingRuleSets+ , DescribeMatchmakingRuleSets+ -- * Request Lenses+ , dmrsNextToken+ , dmrsNames+ , dmrsLimit++ -- * Destructuring the Response+ , describeMatchmakingRuleSetsResponse+ , DescribeMatchmakingRuleSetsResponse+ -- * Response Lenses+ , dmrsrsNextToken+ , dmrsrsResponseStatus+ , dmrsrsRuleSets+ ) 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:/ 'describeMatchmakingRuleSets' smart constructor.+data DescribeMatchmakingRuleSets = DescribeMatchmakingRuleSets'+ { _dmrsNextToken :: !(Maybe Text)+ , _dmrsNames :: !(Maybe (List1 Text))+ , _dmrsLimit :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeMatchmakingRuleSets' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dmrsNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.+--+-- * 'dmrsNames' - Unique identifier for a matchmaking rule set. This name is used to identify the rule set associated with a matchmaking configuration.+--+-- * 'dmrsLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages.+describeMatchmakingRuleSets+ :: DescribeMatchmakingRuleSets+describeMatchmakingRuleSets =+ DescribeMatchmakingRuleSets'+ {_dmrsNextToken = Nothing, _dmrsNames = Nothing, _dmrsLimit = Nothing}+++-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value.+dmrsNextToken :: Lens' DescribeMatchmakingRuleSets (Maybe Text)+dmrsNextToken = lens _dmrsNextToken (\ s a -> s{_dmrsNextToken = a});++-- | Unique identifier for a matchmaking rule set. This name is used to identify the rule set associated with a matchmaking configuration.+dmrsNames :: Lens' DescribeMatchmakingRuleSets (Maybe (NonEmpty Text))+dmrsNames = lens _dmrsNames (\ s a -> s{_dmrsNames = a}) . mapping _List1;++-- | Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages.+dmrsLimit :: Lens' DescribeMatchmakingRuleSets (Maybe Natural)+dmrsLimit = lens _dmrsLimit (\ s a -> s{_dmrsLimit = a}) . mapping _Nat;++instance AWSRequest DescribeMatchmakingRuleSets where+ type Rs DescribeMatchmakingRuleSets =+ DescribeMatchmakingRuleSetsResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ DescribeMatchmakingRuleSetsResponse' <$>+ (x .?> "NextToken") <*> (pure (fromEnum s)) <*>+ (x .?> "RuleSets" .!@ mempty))++instance Hashable DescribeMatchmakingRuleSets where++instance NFData DescribeMatchmakingRuleSets where++instance ToHeaders DescribeMatchmakingRuleSets where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DescribeMatchmakingRuleSets" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DescribeMatchmakingRuleSets where+ toJSON DescribeMatchmakingRuleSets'{..}+ = object+ (catMaybes+ [("NextToken" .=) <$> _dmrsNextToken,+ ("Names" .=) <$> _dmrsNames,+ ("Limit" .=) <$> _dmrsLimit])++instance ToPath DescribeMatchmakingRuleSets where+ toPath = const "/"++instance ToQuery DescribeMatchmakingRuleSets where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'describeMatchmakingRuleSetsResponse' smart constructor.+data DescribeMatchmakingRuleSetsResponse = DescribeMatchmakingRuleSetsResponse'+ { _dmrsrsNextToken :: !(Maybe Text)+ , _dmrsrsResponseStatus :: !Int+ , _dmrsrsRuleSets :: ![MatchmakingRuleSet]+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeMatchmakingRuleSetsResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dmrsrsNextToken' - Token that indicates 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.+--+-- * 'dmrsrsResponseStatus' - -- | The response status code.+--+-- * 'dmrsrsRuleSets' - Collection of requested matchmaking rule set objects.+describeMatchmakingRuleSetsResponse+ :: Int -- ^ 'dmrsrsResponseStatus'+ -> DescribeMatchmakingRuleSetsResponse+describeMatchmakingRuleSetsResponse pResponseStatus_ =+ DescribeMatchmakingRuleSetsResponse'+ { _dmrsrsNextToken = Nothing+ , _dmrsrsResponseStatus = pResponseStatus_+ , _dmrsrsRuleSets = mempty+ }+++-- | Token that indicates 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.+dmrsrsNextToken :: Lens' DescribeMatchmakingRuleSetsResponse (Maybe Text)+dmrsrsNextToken = lens _dmrsrsNextToken (\ s a -> s{_dmrsrsNextToken = a});++-- | -- | The response status code.+dmrsrsResponseStatus :: Lens' DescribeMatchmakingRuleSetsResponse Int+dmrsrsResponseStatus = lens _dmrsrsResponseStatus (\ s a -> s{_dmrsrsResponseStatus = a});++-- | Collection of requested matchmaking rule set objects.+dmrsrsRuleSets :: Lens' DescribeMatchmakingRuleSetsResponse [MatchmakingRuleSet]+dmrsrsRuleSets = lens _dmrsrsRuleSets (\ s a -> s{_dmrsrsRuleSets = a}) . _Coerce;++instance NFData DescribeMatchmakingRuleSetsResponse+ where
gen/Network/AWS/GameLift/DescribePlayerSessions.hs view
@@ -12,29 +12,51 @@ -- | -- Module : Network.AWS.GameLift.DescribePlayerSessions--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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@ to request properties for a specific player session; (2) provide a @GameSessionId@ to request properties for all player sessions in the specified game session; (3) provide a @PlayerId@ 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. --+-- /Available in Amazon GameLift Local./+--+-- Player-session-related operations include:+--+-- * 'CreatePlayerSession'+--+-- * 'CreatePlayerSessions'+--+-- * 'DescribePlayerSessions'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- module Network.AWS.GameLift.DescribePlayerSessions ( -- * Creating a Request describePlayerSessions , DescribePlayerSessions -- * Request Lenses- , dpsGameSessionId- , dpsNextToken- , dpsLimit- , dpsPlayerSessionId- , dpsPlayerId- , dpsPlayerSessionStatusFilter+ , dpssGameSessionId+ , dpssNextToken+ , dpssLimit+ , dpssPlayerSessionId+ , dpssPlayerId+ , dpssPlayerSessionStatusFilter -- * Destructuring the Response , describePlayerSessionsResponse@@ -45,12 +67,12 @@ , dpsrsResponseStatus ) 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+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. --@@ -58,64 +80,66 @@ -- -- /See:/ 'describePlayerSessions' smart constructor. data DescribePlayerSessions = DescribePlayerSessions'- { _dpsGameSessionId :: !(Maybe Text)- , _dpsNextToken :: !(Maybe Text)- , _dpsLimit :: !(Maybe Nat)- , _dpsPlayerSessionId :: !(Maybe Text)- , _dpsPlayerId :: !(Maybe Text)- , _dpsPlayerSessionStatusFilter :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dpssGameSessionId :: !(Maybe Text)+ , _dpssNextToken :: !(Maybe Text)+ , _dpssLimit :: !(Maybe Nat)+ , _dpssPlayerSessionId :: !(Maybe Text)+ , _dpssPlayerId :: !(Maybe Text)+ , _dpssPlayerSessionStatusFilter :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribePlayerSessions' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dpssGameSessionId' - Unique identifier for the game session to retrieve player sessions for. ----- * '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.+-- * 'dpssNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored. ----- * '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.+-- * 'dpssLimit' - 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' - Unique identifier for a player session.+-- * 'dpssPlayerSessionId' - Unique identifier for a player session to retrieve. ----- * 'dpsPlayerId' - Unique identifier for a player.+-- * 'dpssPlayerId' - Unique identifier for a player to retrieve player sessions for. ----- * '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).+-- * 'dpssPlayerSessionStatusFilter' - 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 timeout limit (60 seconds). describePlayerSessions :: DescribePlayerSessions describePlayerSessions =- DescribePlayerSessions'- { _dpsGameSessionId = Nothing- , _dpsNextToken = Nothing- , _dpsLimit = Nothing- , _dpsPlayerSessionId = Nothing- , _dpsPlayerId = Nothing- , _dpsPlayerSessionStatusFilter = Nothing- }+ DescribePlayerSessions'+ { _dpssGameSessionId = Nothing+ , _dpssNextToken = Nothing+ , _dpssLimit = Nothing+ , _dpssPlayerSessionId = Nothing+ , _dpssPlayerId = Nothing+ , _dpssPlayerSessionStatusFilter = Nothing+ } --- | 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}); --- | 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.-dpsNextToken :: Lens' DescribePlayerSessions (Maybe Text)-dpsNextToken = lens _dpsNextToken (\ s a -> s{_dpsNextToken = a});+-- | Unique identifier for the game session to retrieve player sessions for.+dpssGameSessionId :: Lens' DescribePlayerSessions (Maybe Text)+dpssGameSessionId = lens _dpssGameSessionId (\ s a -> s{_dpssGameSessionId = a}); +-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.+dpssNextToken :: Lens' DescribePlayerSessions (Maybe Text)+dpssNextToken = lens _dpssNextToken (\ s a -> s{_dpssNextToken = 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.-dpsLimit :: Lens' DescribePlayerSessions (Maybe Natural)-dpsLimit = lens _dpsLimit (\ s a -> s{_dpsLimit = a}) . mapping _Nat;+dpssLimit :: Lens' DescribePlayerSessions (Maybe Natural)+dpssLimit = lens _dpssLimit (\ s a -> s{_dpssLimit = a}) . mapping _Nat; --- | Unique identifier for a player session.-dpsPlayerSessionId :: Lens' DescribePlayerSessions (Maybe Text)-dpsPlayerSessionId = lens _dpsPlayerSessionId (\ s a -> s{_dpsPlayerSessionId = a});+-- | Unique identifier for a player session to retrieve.+dpssPlayerSessionId :: Lens' DescribePlayerSessions (Maybe Text)+dpssPlayerSessionId = lens _dpssPlayerSessionId (\ s a -> s{_dpssPlayerSessionId = a}); --- | Unique identifier for a player.-dpsPlayerId :: Lens' DescribePlayerSessions (Maybe Text)-dpsPlayerId = lens _dpsPlayerId (\ s a -> s{_dpsPlayerId = a});+-- | Unique identifier for a player to retrieve player sessions for.+dpssPlayerId :: Lens' DescribePlayerSessions (Maybe Text)+dpssPlayerId = lens _dpssPlayerId (\ s a -> s{_dpssPlayerId = 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).-dpsPlayerSessionStatusFilter :: Lens' DescribePlayerSessions (Maybe Text)-dpsPlayerSessionStatusFilter = lens _dpsPlayerSessionStatusFilter (\ s a -> s{_dpsPlayerSessionStatusFilter = 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 timeout limit (60 seconds).+dpssPlayerSessionStatusFilter :: Lens' DescribePlayerSessions (Maybe Text)+dpssPlayerSessionStatusFilter = lens _dpssPlayerSessionStatusFilter (\ s a -> s{_dpssPlayerSessionStatusFilter = a}); instance AWSRequest DescribePlayerSessions where type Rs DescribePlayerSessions =@@ -129,9 +153,9 @@ (x .?> "PlayerSessions" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable DescribePlayerSessions+instance Hashable DescribePlayerSessions where -instance NFData DescribePlayerSessions+instance NFData DescribePlayerSessions where instance ToHeaders DescribePlayerSessions where toHeaders@@ -146,13 +170,13 @@ toJSON DescribePlayerSessions'{..} = object (catMaybes- [("GameSessionId" .=) <$> _dpsGameSessionId,- ("NextToken" .=) <$> _dpsNextToken,- ("Limit" .=) <$> _dpsLimit,- ("PlayerSessionId" .=) <$> _dpsPlayerSessionId,- ("PlayerId" .=) <$> _dpsPlayerId,+ [("GameSessionId" .=) <$> _dpssGameSessionId,+ ("NextToken" .=) <$> _dpssNextToken,+ ("Limit" .=) <$> _dpssLimit,+ ("PlayerSessionId" .=) <$> _dpssPlayerSessionId,+ ("PlayerId" .=) <$> _dpssPlayerId, ("PlayerSessionStatusFilter" .=) <$>- _dpsPlayerSessionStatusFilter])+ _dpssPlayerSessionStatusFilter]) instance ToPath DescribePlayerSessions where toPath = const "/"@@ -166,16 +190,17 @@ -- -- /See:/ 'describePlayerSessionsResponse' smart constructor. data DescribePlayerSessionsResponse = DescribePlayerSessionsResponse'- { _dpsrsNextToken :: !(Maybe Text)- , _dpsrsPlayerSessions :: !(Maybe [PlayerSession])- , _dpsrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dpsrsNextToken :: !(Maybe Text)+ , _dpsrsPlayerSessions :: !(Maybe [PlayerSession])+ , _dpsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribePlayerSessionsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dpsrsNextToken' - Token that indicates 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' - Collection of objects containing properties for each player session that matches the request. --@@ -184,13 +209,14 @@ :: Int -- ^ 'dpsrsResponseStatus' -> DescribePlayerSessionsResponse describePlayerSessionsResponse pResponseStatus_ =- DescribePlayerSessionsResponse'- { _dpsrsNextToken = Nothing- , _dpsrsPlayerSessions = Nothing- , _dpsrsResponseStatus = pResponseStatus_- }+ DescribePlayerSessionsResponse'+ { _dpsrsNextToken = Nothing+ , _dpsrsPlayerSessions = Nothing+ , _dpsrsResponseStatus = 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.++-- | Token that indicates 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. dpsrsNextToken :: Lens' DescribePlayerSessionsResponse (Maybe Text) dpsrsNextToken = lens _dpsrsNextToken (\ s a -> s{_dpsrsNextToken = a}); @@ -202,4 +228,4 @@ dpsrsResponseStatus :: Lens' DescribePlayerSessionsResponse Int dpsrsResponseStatus = lens _dpsrsResponseStatus (\ s a -> s{_dpsrsResponseStatus = a}); -instance NFData DescribePlayerSessionsResponse+instance NFData DescribePlayerSessionsResponse where
gen/Network/AWS/GameLift/DescribeRuntimeConfiguration.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.DescribeRuntimeConfiguration--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) ----- Retrieves the current runtime configuration for the specified fleet. The runtime configuration tells GameLift how to launch server processes on instances in the fleet.+-- Retrieves the current run-time configuration for the specified fleet. The run-time configuration tells Amazon GameLift how to launch server processes on instances in the fleet. -- --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DescribeRuntimeConfiguration ( -- * Creating a Request@@ -37,12 +89,12 @@ , drcrsResponseStatus ) where -import Network.AWS.GameLift.Types-import Network.AWS.GameLift.Types.Product-import Network.AWS.Lens-import Network.AWS.Prelude-import Network.AWS.Request-import Network.AWS.Response+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. --@@ -50,23 +102,23 @@ -- -- /See:/ 'describeRuntimeConfiguration' smart constructor. newtype DescribeRuntimeConfiguration = DescribeRuntimeConfiguration'- { _drcFleetId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _drcFleetId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeRuntimeConfiguration' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'drcFleetId' - Unique identifier of the fleet to get the runtime configuration for.+-- * 'drcFleetId' - Unique identifier for a fleet to get the run-time configuration for. describeRuntimeConfiguration :: Text -- ^ 'drcFleetId' -> DescribeRuntimeConfiguration describeRuntimeConfiguration pFleetId_ =- DescribeRuntimeConfiguration'- { _drcFleetId = pFleetId_- }+ DescribeRuntimeConfiguration' {_drcFleetId = pFleetId_} --- | Unique identifier of the fleet to get the runtime configuration for.++-- | Unique identifier for a fleet to get the run-time configuration for. drcFleetId :: Lens' DescribeRuntimeConfiguration Text drcFleetId = lens _drcFleetId (\ s a -> s{_drcFleetId = a}); @@ -82,9 +134,9 @@ (x .?> "RuntimeConfiguration") <*> (pure (fromEnum s))) -instance Hashable DescribeRuntimeConfiguration+instance Hashable DescribeRuntimeConfiguration where -instance NFData DescribeRuntimeConfiguration+instance NFData DescribeRuntimeConfiguration where instance ToHeaders DescribeRuntimeConfiguration where toHeaders@@ -113,10 +165,11 @@ -- -- /See:/ 'describeRuntimeConfigurationResponse' smart constructor. data DescribeRuntimeConfigurationResponse = DescribeRuntimeConfigurationResponse'- { _drcrsRuntimeConfiguration :: !(Maybe RuntimeConfiguration)- , _drcrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _drcrsRuntimeConfiguration :: !(Maybe RuntimeConfiguration)+ , _drcrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeRuntimeConfigurationResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -128,11 +181,12 @@ :: Int -- ^ 'drcrsResponseStatus' -> DescribeRuntimeConfigurationResponse describeRuntimeConfigurationResponse pResponseStatus_ =- DescribeRuntimeConfigurationResponse'- { _drcrsRuntimeConfiguration = Nothing- , _drcrsResponseStatus = pResponseStatus_- }+ DescribeRuntimeConfigurationResponse'+ { _drcrsRuntimeConfiguration = Nothing+ , _drcrsResponseStatus = pResponseStatus_+ } + -- | Instructions describing how server processes should be launched and maintained on each instance in the fleet. drcrsRuntimeConfiguration :: Lens' DescribeRuntimeConfigurationResponse (Maybe RuntimeConfiguration) drcrsRuntimeConfiguration = lens _drcrsRuntimeConfiguration (\ s a -> s{_drcrsRuntimeConfiguration = a});@@ -142,3 +196,4 @@ drcrsResponseStatus = lens _drcrsResponseStatus (\ s a -> s{_drcrsResponseStatus = a}); instance NFData DescribeRuntimeConfigurationResponse+ where
gen/Network/AWS/GameLift/DescribeScalingPolicies.hs view
@@ -12,9 +12,9 @@ -- | -- Module : Network.AWS.GameLift.DescribeScalingPolicies--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) --@@ -23,6 +23,58 @@ -- -- 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. --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.DescribeScalingPolicies ( -- * Creating a Request@@ -43,12 +95,12 @@ , dsprsResponseStatus ) 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+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. --@@ -56,39 +108,41 @@ -- -- /See:/ 'describeScalingPolicies' smart constructor. data DescribeScalingPolicies = DescribeScalingPolicies'- { _dNextToken :: !(Maybe Text)- , _dStatusFilter :: !(Maybe ScalingStatusType)- , _dLimit :: !(Maybe Nat)- , _dFleetId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dNextToken :: !(Maybe Text)+ , _dStatusFilter :: !(Maybe ScalingStatusType)+ , _dLimit :: !(Maybe Nat)+ , _dFleetId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeScalingPolicies' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. ----- * '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.+-- * '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' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. ----- * 'dFleetId' - Unique identifier for a fleet. Specify the fleet to retrieve scaling policies for.+-- * 'dFleetId' - Unique identifier for a fleet to retrieve scaling policies for. describeScalingPolicies :: Text -- ^ 'dFleetId' -> DescribeScalingPolicies describeScalingPolicies pFleetId_ =- DescribeScalingPolicies'- { _dNextToken = Nothing- , _dStatusFilter = Nothing- , _dLimit = Nothing- , _dFleetId = pFleetId_- }+ DescribeScalingPolicies'+ { _dNextToken = Nothing+ , _dStatusFilter = Nothing+ , _dLimit = Nothing+ , _dFleetId = pFleetId_+ } --- | 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.++-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. 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}); @@ -96,7 +150,7 @@ dLimit :: Lens' DescribeScalingPolicies (Maybe Natural) dLimit = lens _dLimit (\ s a -> s{_dLimit = a}) . mapping _Nat; --- | Unique identifier for a fleet. Specify the fleet to retrieve scaling policies for.+-- | Unique identifier for a fleet to retrieve scaling policies for. dFleetId :: Lens' DescribeScalingPolicies Text dFleetId = lens _dFleetId (\ s a -> s{_dFleetId = a}); @@ -112,9 +166,9 @@ (x .?> "ScalingPolicies" .!@ mempty) <*> (pure (fromEnum s))) -instance Hashable DescribeScalingPolicies+instance Hashable DescribeScalingPolicies where -instance NFData DescribeScalingPolicies+instance NFData DescribeScalingPolicies where instance ToHeaders DescribeScalingPolicies where toHeaders@@ -146,16 +200,17 @@ -- -- /See:/ 'describeScalingPoliciesResponse' smart constructor. data DescribeScalingPoliciesResponse = DescribeScalingPoliciesResponse'- { _dsprsNextToken :: !(Maybe Text)- , _dsprsScalingPolicies :: !(Maybe [ScalingPolicy])- , _dsprsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _dsprsNextToken :: !(Maybe Text)+ , _dsprsScalingPolicies :: !(Maybe [ScalingPolicy])+ , _dsprsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'DescribeScalingPoliciesResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'dsprsNextToken' - Token that indicates 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' - Collection of objects containing the scaling policies matching the request. --@@ -164,13 +219,14 @@ :: Int -- ^ 'dsprsResponseStatus' -> DescribeScalingPoliciesResponse describeScalingPoliciesResponse pResponseStatus_ =- DescribeScalingPoliciesResponse'- { _dsprsNextToken = Nothing- , _dsprsScalingPolicies = Nothing- , _dsprsResponseStatus = pResponseStatus_- }+ DescribeScalingPoliciesResponse'+ { _dsprsNextToken = Nothing+ , _dsprsScalingPolicies = Nothing+ , _dsprsResponseStatus = 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.++-- | Token that indicates 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. dsprsNextToken :: Lens' DescribeScalingPoliciesResponse (Maybe Text) dsprsNextToken = lens _dsprsNextToken (\ s a -> s{_dsprsNextToken = a}); @@ -182,4 +238,4 @@ dsprsResponseStatus :: Lens' DescribeScalingPoliciesResponse Int dsprsResponseStatus = lens _dsprsResponseStatus (\ s a -> s{_dsprsResponseStatus = a}); -instance NFData DescribeScalingPoliciesResponse+instance NFData DescribeScalingPoliciesResponse where
+ gen/Network/AWS/GameLift/DescribeVPCPeeringAuthorizations.hs view
@@ -0,0 +1,149 @@+{-# 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.DescribeVPCPeeringAuthorizations+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.+--+--+-- VPC peering connection operations include:+--+-- * 'CreateVpcPeeringAuthorization'+--+-- * 'DescribeVpcPeeringAuthorizations'+--+-- * 'DeleteVpcPeeringAuthorization'+--+-- * 'CreateVpcPeeringConnection'+--+-- * 'DescribeVpcPeeringConnections'+--+-- * 'DeleteVpcPeeringConnection'+--+--+--+module Network.AWS.GameLift.DescribeVPCPeeringAuthorizations+ (+ -- * Creating a Request+ describeVPCPeeringAuthorizations+ , DescribeVPCPeeringAuthorizations++ -- * Destructuring the Response+ , describeVPCPeeringAuthorizationsResponse+ , DescribeVPCPeeringAuthorizationsResponse+ -- * Response Lenses+ , dvpcparsVPCPeeringAuthorizations+ , dvpcparsResponseStatus+ ) 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:/ 'describeVPCPeeringAuthorizations' smart constructor.+data DescribeVPCPeeringAuthorizations =+ DescribeVPCPeeringAuthorizations'+ deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeVPCPeeringAuthorizations' with the minimum fields required to make a request.+--+describeVPCPeeringAuthorizations+ :: DescribeVPCPeeringAuthorizations+describeVPCPeeringAuthorizations = DescribeVPCPeeringAuthorizations'+++instance AWSRequest DescribeVPCPeeringAuthorizations+ where+ type Rs DescribeVPCPeeringAuthorizations =+ DescribeVPCPeeringAuthorizationsResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ DescribeVPCPeeringAuthorizationsResponse' <$>+ (x .?> "VpcPeeringAuthorizations" .!@ mempty) <*>+ (pure (fromEnum s)))++instance Hashable DescribeVPCPeeringAuthorizations+ where++instance NFData DescribeVPCPeeringAuthorizations+ where++instance ToHeaders DescribeVPCPeeringAuthorizations+ where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DescribeVpcPeeringAuthorizations" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DescribeVPCPeeringAuthorizations+ where+ toJSON = const (Object mempty)++instance ToPath DescribeVPCPeeringAuthorizations+ where+ toPath = const "/"++instance ToQuery DescribeVPCPeeringAuthorizations+ where+ toQuery = const mempty++-- | /See:/ 'describeVPCPeeringAuthorizationsResponse' smart constructor.+data DescribeVPCPeeringAuthorizationsResponse = DescribeVPCPeeringAuthorizationsResponse'+ { _dvpcparsVPCPeeringAuthorizations :: !(Maybe [VPCPeeringAuthorization])+ , _dvpcparsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeVPCPeeringAuthorizationsResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dvpcparsVPCPeeringAuthorizations' - Collection of objects that describe all valid VPC peering operations for the current AWS account.+--+-- * 'dvpcparsResponseStatus' - -- | The response status code.+describeVPCPeeringAuthorizationsResponse+ :: Int -- ^ 'dvpcparsResponseStatus'+ -> DescribeVPCPeeringAuthorizationsResponse+describeVPCPeeringAuthorizationsResponse pResponseStatus_ =+ DescribeVPCPeeringAuthorizationsResponse'+ { _dvpcparsVPCPeeringAuthorizations = Nothing+ , _dvpcparsResponseStatus = pResponseStatus_+ }+++-- | Collection of objects that describe all valid VPC peering operations for the current AWS account.+dvpcparsVPCPeeringAuthorizations :: Lens' DescribeVPCPeeringAuthorizationsResponse [VPCPeeringAuthorization]+dvpcparsVPCPeeringAuthorizations = lens _dvpcparsVPCPeeringAuthorizations (\ s a -> s{_dvpcparsVPCPeeringAuthorizations = a}) . _Default . _Coerce;++-- | -- | The response status code.+dvpcparsResponseStatus :: Lens' DescribeVPCPeeringAuthorizationsResponse Int+dvpcparsResponseStatus = lens _dvpcparsResponseStatus (\ s a -> s{_dvpcparsResponseStatus = a});++instance NFData+ DescribeVPCPeeringAuthorizationsResponse+ where
+ gen/Network/AWS/GameLift/DescribeVPCPeeringConnections.hs view
@@ -0,0 +1,165 @@+{-# 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.DescribeVPCPeeringConnections+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.+--+--+-- To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.+--+-- VPC peering connection operations include:+--+-- * 'CreateVpcPeeringAuthorization'+--+-- * 'DescribeVpcPeeringAuthorizations'+--+-- * 'DeleteVpcPeeringAuthorization'+--+-- * 'CreateVpcPeeringConnection'+--+-- * 'DescribeVpcPeeringConnections'+--+-- * 'DeleteVpcPeeringConnection'+--+--+--+module Network.AWS.GameLift.DescribeVPCPeeringConnections+ (+ -- * Creating a Request+ describeVPCPeeringConnections+ , DescribeVPCPeeringConnections+ -- * Request Lenses+ , dvpcpcFleetId++ -- * Destructuring the Response+ , describeVPCPeeringConnectionsResponse+ , DescribeVPCPeeringConnectionsResponse+ -- * Response Lenses+ , dvpcpcrsVPCPeeringConnections+ , dvpcpcrsResponseStatus+ ) 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:/ 'describeVPCPeeringConnections' smart constructor.+newtype DescribeVPCPeeringConnections = DescribeVPCPeeringConnections'+ { _dvpcpcFleetId :: Maybe Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeVPCPeeringConnections' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dvpcpcFleetId' - Unique identifier for a fleet.+describeVPCPeeringConnections+ :: DescribeVPCPeeringConnections+describeVPCPeeringConnections =+ DescribeVPCPeeringConnections' {_dvpcpcFleetId = Nothing}+++-- | Unique identifier for a fleet.+dvpcpcFleetId :: Lens' DescribeVPCPeeringConnections (Maybe Text)+dvpcpcFleetId = lens _dvpcpcFleetId (\ s a -> s{_dvpcpcFleetId = a});++instance AWSRequest DescribeVPCPeeringConnections+ where+ type Rs DescribeVPCPeeringConnections =+ DescribeVPCPeeringConnectionsResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ DescribeVPCPeeringConnectionsResponse' <$>+ (x .?> "VpcPeeringConnections" .!@ mempty) <*>+ (pure (fromEnum s)))++instance Hashable DescribeVPCPeeringConnections where++instance NFData DescribeVPCPeeringConnections where++instance ToHeaders DescribeVPCPeeringConnections+ where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.DescribeVpcPeeringConnections" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON DescribeVPCPeeringConnections where+ toJSON DescribeVPCPeeringConnections'{..}+ = object+ (catMaybes [("FleetId" .=) <$> _dvpcpcFleetId])++instance ToPath DescribeVPCPeeringConnections where+ toPath = const "/"++instance ToQuery DescribeVPCPeeringConnections where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'describeVPCPeeringConnectionsResponse' smart constructor.+data DescribeVPCPeeringConnectionsResponse = DescribeVPCPeeringConnectionsResponse'+ { _dvpcpcrsVPCPeeringConnections :: !(Maybe [VPCPeeringConnection])+ , _dvpcpcrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DescribeVPCPeeringConnectionsResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dvpcpcrsVPCPeeringConnections' - Collection of VPC peering connection records that match the request.+--+-- * 'dvpcpcrsResponseStatus' - -- | The response status code.+describeVPCPeeringConnectionsResponse+ :: Int -- ^ 'dvpcpcrsResponseStatus'+ -> DescribeVPCPeeringConnectionsResponse+describeVPCPeeringConnectionsResponse pResponseStatus_ =+ DescribeVPCPeeringConnectionsResponse'+ { _dvpcpcrsVPCPeeringConnections = Nothing+ , _dvpcpcrsResponseStatus = pResponseStatus_+ }+++-- | Collection of VPC peering connection records that match the request.+dvpcpcrsVPCPeeringConnections :: Lens' DescribeVPCPeeringConnectionsResponse [VPCPeeringConnection]+dvpcpcrsVPCPeeringConnections = lens _dvpcpcrsVPCPeeringConnections (\ s a -> s{_dvpcpcrsVPCPeeringConnections = a}) . _Default . _Coerce;++-- | -- | The response status code.+dvpcpcrsResponseStatus :: Lens' DescribeVPCPeeringConnectionsResponse Int+dvpcpcrsResponseStatus = lens _dvpcpcrsResponseStatus (\ s a -> s{_dvpcpcrsResponseStatus = a});++instance NFData DescribeVPCPeeringConnectionsResponse+ where
gen/Network/AWS/GameLift/GetGameSessionLogURL.hs view
@@ -12,15 +12,41 @@ -- | -- Module : Network.AWS.GameLift.GetGameSessionLogURL--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) ----- 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.+-- 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 and retains them for 14 days. Use this URL to download the logs. -- --+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- module Network.AWS.GameLift.GetGameSessionLogURL ( -- * Creating a Request@@ -37,12 +63,12 @@ , ggslursResponseStatus ) 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+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. --@@ -50,23 +76,23 @@ -- -- /See:/ 'getGameSessionLogURL' smart constructor. newtype GetGameSessionLogURL = GetGameSessionLogURL'- { _ggsluGameSessionId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ggsluGameSessionId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'GetGameSessionLogURL' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'ggsluGameSessionId' - Unique identifier for the game session to get logs for. getGameSessionLogURL :: Text -- ^ 'ggsluGameSessionId' -> GetGameSessionLogURL getGameSessionLogURL pGameSessionId_ =- GetGameSessionLogURL'- { _ggsluGameSessionId = pGameSessionId_- }+ GetGameSessionLogURL' {_ggsluGameSessionId = pGameSessionId_} --- | 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.++-- | Unique identifier for the game session to get logs for. ggsluGameSessionId :: Lens' GetGameSessionLogURL Text ggsluGameSessionId = lens _ggsluGameSessionId (\ s a -> s{_ggsluGameSessionId = a}); @@ -80,9 +106,9 @@ GetGameSessionLogURLResponse' <$> (x .?> "PreSignedUrl") <*> (pure (fromEnum s))) -instance Hashable GetGameSessionLogURL+instance Hashable GetGameSessionLogURL where -instance NFData GetGameSessionLogURL+instance NFData GetGameSessionLogURL where instance ToHeaders GetGameSessionLogURL where toHeaders@@ -111,10 +137,11 @@ -- -- /See:/ 'getGameSessionLogURLResponse' smart constructor. data GetGameSessionLogURLResponse = GetGameSessionLogURLResponse'- { _ggslursPreSignedURL :: !(Maybe Text)- , _ggslursResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ggslursPreSignedURL :: !(Maybe Text)+ , _ggslursResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'GetGameSessionLogURLResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -126,11 +153,10 @@ :: Int -- ^ 'ggslursResponseStatus' -> GetGameSessionLogURLResponse getGameSessionLogURLResponse pResponseStatus_ =- GetGameSessionLogURLResponse'- { _ggslursPreSignedURL = Nothing- , _ggslursResponseStatus = pResponseStatus_- }+ GetGameSessionLogURLResponse'+ {_ggslursPreSignedURL = Nothing, _ggslursResponseStatus = pResponseStatus_} + -- | Location of the requested game session logs, available for download. ggslursPreSignedURL :: Lens' GetGameSessionLogURLResponse (Maybe Text) ggslursPreSignedURL = lens _ggslursPreSignedURL (\ s a -> s{_ggslursPreSignedURL = a});@@ -139,4 +165,4 @@ ggslursResponseStatus :: Lens' GetGameSessionLogURLResponse Int ggslursResponseStatus = lens _ggslursResponseStatus (\ s a -> s{_ggslursResponseStatus = a}); -instance NFData GetGameSessionLogURLResponse+instance NFData GetGameSessionLogURLResponse where
gen/Network/AWS/GameLift/GetInstanceAccess.hs view
@@ -12,16 +12,16 @@ -- | -- Module : Network.AWS.GameLift.GetInstanceAccess--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@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> .+-- Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name 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/fleets-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. --@@ -42,41 +42,44 @@ , 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+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.+-- | Represents the input for a request action.+--+--+--+-- /See:/ 'getInstanceAccess' smart constructor. data GetInstanceAccess = GetInstanceAccess'- { _giaFleetId :: !Text- , _giaInstanceId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _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.+-- * 'giaFleetId' - Unique identifier for a fleet that contains 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 may be accessible for a short time before they are deleted. ----- * 'giaInstanceId' - Unique identifier for an instance. Specify the instance you want to get access to. You can access an instance in any status.+-- * 'giaInstanceId' - Unique identifier for an 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_- }+ 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.++-- | Unique identifier for a fleet that contains 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 may be accessible for a short time before they are 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.+-- | Unique identifier for an 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}); @@ -89,9 +92,9 @@ GetInstanceAccessResponse' <$> (x .?> "InstanceAccess") <*> (pure (fromEnum s))) -instance Hashable GetInstanceAccess+instance Hashable GetInstanceAccess where -instance NFData GetInstanceAccess+instance NFData GetInstanceAccess where instance ToHeaders GetInstanceAccess where toHeaders@@ -115,29 +118,33 @@ instance ToQuery GetInstanceAccess where toQuery = const mempty --- | /See:/ 'getInstanceAccessResponse' smart constructor.+-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'getInstanceAccessResponse' smart constructor. data GetInstanceAccessResponse = GetInstanceAccessResponse'- { _giarsInstanceAccess :: !(Maybe InstanceAccess)- , _giarsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _giarsInstanceAccess :: !(Maybe InstanceAccess)+ , _giarsResponseStatus :: !Int+ } deriving (Eq, 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.+-- * 'giarsInstanceAccess' - Object that contains 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_- }+ GetInstanceAccessResponse'+ {_giarsInstanceAccess = Nothing, _giarsResponseStatus = pResponseStatus_} --- | Object containing connection information for a fleet instance, including IP address and access credentials.++-- | Object that contains 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}); @@ -145,4 +152,4 @@ giarsResponseStatus :: Lens' GetInstanceAccessResponse Int giarsResponseStatus = lens _giarsResponseStatus (\ s a -> s{_giarsResponseStatus = a}); -instance NFData GetInstanceAccessResponse+instance NFData GetInstanceAccessResponse where
gen/Network/AWS/GameLift/ListAliases.hs view
@@ -12,15 +12,31 @@ -- | -- Module : Network.AWS.GameLift.ListAliases--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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 all aliases 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. -- --+-- Alias-related operations include:+--+-- * 'CreateAlias'+--+-- * 'ListAliases'+--+-- * 'DescribeAlias'+--+-- * 'UpdateAlias'+--+-- * 'DeleteAlias'+--+-- * 'ResolveAlias'+--+--+-- module Network.AWS.GameLift.ListAliases ( -- * Creating a Request@@ -41,12 +57,12 @@ , larsResponseStatus ) 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+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. --@@ -54,42 +70,44 @@ -- -- /See:/ 'listAliases' smart constructor. data ListAliases = ListAliases'- { _laRoutingStrategyType :: !(Maybe RoutingStrategyType)- , _laNextToken :: !(Maybe Text)- , _laName :: !(Maybe Text)- , _laLimit :: !(Maybe Nat)- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _laRoutingStrategyType :: !(Maybe RoutingStrategyType)+ , _laNextToken :: !(Maybe Text)+ , _laName :: !(Maybe Text)+ , _laLimit :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'ListAliases' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * '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' - 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.+-- * 'laNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. ----- * 'laName' - Descriptive label associated with an alias. Alias names do not need to be unique.+-- * 'laName' - Descriptive label that is associated with an alias. Alias names do not need to be unique. -- -- * 'laLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. listAliases :: ListAliases listAliases =- ListAliases'- { _laRoutingStrategyType = Nothing- , _laNextToken = Nothing- , _laName = Nothing- , _laLimit = Nothing- }+ ListAliases'+ { _laRoutingStrategyType = Nothing+ , _laNextToken = Nothing+ , _laName = Nothing+ , _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}); --- | 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.+-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. laNextToken :: Lens' ListAliases (Maybe Text) laNextToken = lens _laNextToken (\ s a -> s{_laNextToken = a}); --- | Descriptive label associated with an alias. Alias names do not need to be unique.+-- | Descriptive label that is associated with an alias. Alias names do not need to be unique. laName :: Lens' ListAliases (Maybe Text) laName = lens _laName (\ s a -> s{_laName = a}); @@ -107,9 +125,9 @@ (x .?> "Aliases" .!@ mempty) <*> (x .?> "NextToken") <*> (pure (fromEnum s))) -instance Hashable ListAliases+instance Hashable ListAliases where -instance NFData ListAliases+instance NFData ListAliases where instance ToHeaders ListAliases where toHeaders@@ -141,35 +159,37 @@ -- -- /See:/ 'listAliasesResponse' smart constructor. data ListAliasesResponse = ListAliasesResponse'- { _larsAliases :: !(Maybe [Alias])- , _larsNextToken :: !(Maybe Text)- , _larsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _larsAliases :: !(Maybe [Alias])+ , _larsNextToken :: !(Maybe Text)+ , _larsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'ListAliasesResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: -- -- * 'larsAliases' - Collection of alias records that match the list request. ----- * '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.+-- * 'larsNextToken' - Token that indicates 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' - -- | The response status code. listAliasesResponse :: Int -- ^ 'larsResponseStatus' -> ListAliasesResponse listAliasesResponse pResponseStatus_ =- ListAliasesResponse'- { _larsAliases = Nothing- , _larsNextToken = Nothing- , _larsResponseStatus = pResponseStatus_- }+ ListAliasesResponse'+ { _larsAliases = Nothing+ , _larsNextToken = Nothing+ , _larsResponseStatus = pResponseStatus_+ } + -- | Collection of alias records that match the list request. larsAliases :: Lens' ListAliasesResponse [Alias] 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.+-- | Token that indicates 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. larsNextToken :: Lens' ListAliasesResponse (Maybe Text) larsNextToken = lens _larsNextToken (\ s a -> s{_larsNextToken = a}); @@ -177,4 +197,4 @@ larsResponseStatus :: Lens' ListAliasesResponse Int larsResponseStatus = lens _larsResponseStatus (\ s a -> s{_larsResponseStatus = a}); -instance NFData ListAliasesResponse+instance NFData ListAliasesResponse where
gen/Network/AWS/GameLift/ListBuilds.hs view
@@ -12,15 +12,29 @@ -- | -- Module : Network.AWS.GameLift.ListBuilds--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. -- --+-- Build-related operations include:+--+-- * 'CreateBuild'+--+-- * 'ListBuilds'+--+-- * 'DescribeBuild'+--+-- * 'UpdateBuild'+--+-- * 'DeleteBuild'+--+--+-- module Network.AWS.GameLift.ListBuilds ( -- * Creating a Request@@ -40,12 +54,12 @@ , lbrsResponseStatus ) 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+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. --@@ -53,34 +67,32 @@ -- -- /See:/ 'listBuilds' smart constructor. data ListBuilds = ListBuilds'- { _lbStatus :: !(Maybe BuildStatus)- , _lbNextToken :: !(Maybe Text)- , _lbLimit :: !(Maybe Nat)- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _lbStatus :: !(Maybe BuildStatus)+ , _lbNextToken :: !(Maybe Text)+ , _lbLimit :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'ListBuilds' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * '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' - 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.+-- * 'lbNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. -- -- * 'lbLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. listBuilds :: ListBuilds listBuilds =- ListBuilds'- { _lbStatus = Nothing- , _lbNextToken = Nothing- , _lbLimit = Nothing- }+ ListBuilds' {_lbStatus = Nothing, _lbNextToken = Nothing, _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}); --- | 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.+-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. lbNextToken :: Lens' ListBuilds (Maybe Text) lbNextToken = lens _lbNextToken (\ s a -> s{_lbNextToken = a}); @@ -98,9 +110,9 @@ (x .?> "Builds" .!@ mempty) <*> (x .?> "NextToken") <*> (pure (fromEnum s))) -instance Hashable ListBuilds+instance Hashable ListBuilds where -instance NFData ListBuilds+instance NFData ListBuilds where instance ToHeaders ListBuilds where toHeaders@@ -131,35 +143,37 @@ -- -- /See:/ 'listBuildsResponse' smart constructor. data ListBuildsResponse = ListBuildsResponse'- { _lbrsBuilds :: !(Maybe [Build])- , _lbrsNextToken :: !(Maybe Text)- , _lbrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _lbrsBuilds :: !(Maybe [Build])+ , _lbrsNextToken :: !(Maybe Text)+ , _lbrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'ListBuildsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: -- -- * 'lbrsBuilds' - Collection of build records that match the request. ----- * '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.+-- * 'lbrsNextToken' - Token that indicates 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' - -- | The response status code. listBuildsResponse :: Int -- ^ 'lbrsResponseStatus' -> ListBuildsResponse listBuildsResponse pResponseStatus_ =- ListBuildsResponse'- { _lbrsBuilds = Nothing- , _lbrsNextToken = Nothing- , _lbrsResponseStatus = pResponseStatus_- }+ ListBuildsResponse'+ { _lbrsBuilds = Nothing+ , _lbrsNextToken = Nothing+ , _lbrsResponseStatus = pResponseStatus_+ } + -- | Collection of build records that match the request. lbrsBuilds :: Lens' ListBuildsResponse [Build] 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.+-- | Token that indicates 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. lbrsNextToken :: Lens' ListBuildsResponse (Maybe Text) lbrsNextToken = lens _lbrsNextToken (\ s a -> s{_lbrsNextToken = a}); @@ -167,4 +181,4 @@ lbrsResponseStatus :: Lens' ListBuildsResponse Int lbrsResponseStatus = lens _lbrsResponseStatus (\ s a -> s{_lbrsResponseStatus = a}); -instance NFData ListBuildsResponse+instance NFData ListBuildsResponse where
gen/Network/AWS/GameLift/ListFleets.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.ListFleets--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) -- -- 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-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.ListFleets ( -- * Creating a Request@@ -40,12 +92,12 @@ , lfrsResponseStatus ) 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+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. --@@ -53,34 +105,32 @@ -- -- /See:/ 'listFleets' smart constructor. data ListFleets = ListFleets'- { _lfBuildId :: !(Maybe Text)- , _lfNextToken :: !(Maybe Text)- , _lfLimit :: !(Maybe Nat)- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _lfBuildId :: !(Maybe Text)+ , _lfNextToken :: !(Maybe Text)+ , _lfLimit :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'ListFleets' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'lfBuildId' - Unique identifier for a 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' - 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.+-- * 'lfNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. -- -- * 'lfLimit' - Maximum number of results to return. Use this parameter with @NextToken@ to get results as a set of sequential pages. listFleets :: ListFleets listFleets =- ListFleets'- { _lfBuildId = Nothing- , _lfNextToken = Nothing- , _lfLimit = Nothing- }+ ListFleets' {_lfBuildId = Nothing, _lfNextToken = Nothing, _lfLimit = Nothing} --- | 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.++-- | Unique identifier for a build to return fleets for. Use this parameter to return only fleets using the specified build. To retrieve all fleets, leave this parameter empty. lfBuildId :: Lens' ListFleets (Maybe Text) lfBuildId = lens _lfBuildId (\ s a -> s{_lfBuildId = 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.+-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. lfNextToken :: Lens' ListFleets (Maybe Text) lfNextToken = lens _lfNextToken (\ s a -> s{_lfNextToken = a}); @@ -98,9 +148,9 @@ (x .?> "NextToken") <*> (x .?> "FleetIds") <*> (pure (fromEnum s))) -instance Hashable ListFleets+instance Hashable ListFleets where -instance NFData ListFleets+instance NFData ListFleets where instance ToHeaders ListFleets where toHeaders@@ -131,35 +181,37 @@ -- -- /See:/ 'listFleetsResponse' smart constructor. data ListFleetsResponse = ListFleetsResponse'- { _lfrsNextToken :: !(Maybe Text)- , _lfrsFleetIds :: !(Maybe (List1 Text))- , _lfrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _lfrsNextToken :: !(Maybe Text)+ , _lfrsFleetIds :: !(Maybe (List1 Text))+ , _lfrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'ListFleetsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'lfrsNextToken' - Token that indicates 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' - 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' - 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' , or 'DescribeFleetUtilization' . -- -- * 'lfrsResponseStatus' - -- | The response status code. listFleetsResponse :: Int -- ^ 'lfrsResponseStatus' -> ListFleetsResponse listFleetsResponse pResponseStatus_ =- ListFleetsResponse'- { _lfrsNextToken = Nothing- , _lfrsFleetIds = Nothing- , _lfrsResponseStatus = pResponseStatus_- }+ ListFleetsResponse'+ { _lfrsNextToken = Nothing+ , _lfrsFleetIds = Nothing+ , _lfrsResponseStatus = 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.++-- | Token that indicates 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. 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' , or 'DescribeFleetUtilization' . lfrsFleetIds :: Lens' ListFleetsResponse (Maybe (NonEmpty Text)) lfrsFleetIds = lens _lfrsFleetIds (\ s a -> s{_lfrsFleetIds = a}) . mapping _List1; @@ -167,4 +219,4 @@ lfrsResponseStatus :: Lens' ListFleetsResponse Int lfrsResponseStatus = lens _lfrsResponseStatus (\ s a -> s{_lfrsResponseStatus = a}); -instance NFData ListFleetsResponse+instance NFData ListFleetsResponse where
gen/Network/AWS/GameLift/PutScalingPolicy.hs view
@@ -12,9 +12,9 @@ -- | -- Module : Network.AWS.GameLift.PutScalingPolicy--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) --@@ -31,6 +31,58 @@ -- -- 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' . --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.PutScalingPolicy ( -- * Creating a Request@@ -54,12 +106,12 @@ , psprsResponseStatus ) 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+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. --@@ -67,27 +119,28 @@ -- -- /See:/ 'putScalingPolicy' smart constructor. data PutScalingPolicy = PutScalingPolicy'- { _pspName :: !Text- , _pspFleetId :: !Text- , _pspScalingAdjustment :: !Int- , _pspScalingAdjustmentType :: !ScalingAdjustmentType- , _pspThreshold :: !Double- , _pspComparisonOperator :: !ComparisonOperatorType- , _pspEvaluationPeriods :: !Nat- , _pspMetricName :: !MetricName- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _pspName :: !Text+ , _pspFleetId :: !Text+ , _pspScalingAdjustment :: !Int+ , _pspScalingAdjustmentType :: !ScalingAdjustmentType+ , _pspThreshold :: !Double+ , _pspComparisonOperator :: !ComparisonOperatorType+ , _pspEvaluationPeriods :: !Nat+ , _pspMetricName :: !MetricName+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'PutScalingPolicy' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * 'pspName' - Descriptive label that is 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' - Unique identity for the fleet to scale with this policy.+-- * 'pspFleetId' - Unique identifier for a fleet to apply this policy to. -- -- * 'pspScalingAdjustment' - Amount of adjustment to make, based on the scaling adjustment type. ----- * '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%.+-- * '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' - Metric value used to trigger a scaling event. --@@ -95,7 +148,7 @@ -- -- * 'pspEvaluationPeriods' - Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered. ----- * '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.+-- * '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'@@ -107,22 +160,23 @@ -> MetricName -- ^ 'pspMetricName' -> PutScalingPolicy putScalingPolicy pName_ pFleetId_ pScalingAdjustment_ pScalingAdjustmentType_ pThreshold_ pComparisonOperator_ pEvaluationPeriods_ pMetricName_ =- PutScalingPolicy'- { _pspName = pName_- , _pspFleetId = pFleetId_- , _pspScalingAdjustment = pScalingAdjustment_- , _pspScalingAdjustmentType = pScalingAdjustmentType_- , _pspThreshold = pThreshold_- , _pspComparisonOperator = pComparisonOperator_- , _pspEvaluationPeriods = _Nat # pEvaluationPeriods_- , _pspMetricName = pMetricName_- }+ PutScalingPolicy'+ { _pspName = pName_+ , _pspFleetId = pFleetId_+ , _pspScalingAdjustment = pScalingAdjustment_+ , _pspScalingAdjustmentType = pScalingAdjustmentType_+ , _pspThreshold = pThreshold_+ , _pspComparisonOperator = pComparisonOperator_+ , _pspEvaluationPeriods = _Nat # pEvaluationPeriods_+ , _pspMetricName = pMetricName_+ } --- | 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.++-- | Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name. pspName :: Lens' PutScalingPolicy Text pspName = lens _pspName (\ s a -> s{_pspName = a}); --- | Unique identity for the fleet to scale with this policy.+-- | Unique identifier for a fleet to apply this policy to. pspFleetId :: Lens' PutScalingPolicy Text pspFleetId = lens _pspFleetId (\ s a -> s{_pspFleetId = a}); @@ -130,7 +184,7 @@ 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}); @@ -146,7 +200,7 @@ 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}); @@ -159,9 +213,9 @@ PutScalingPolicyResponse' <$> (x .?> "Name") <*> (pure (fromEnum s))) -instance Hashable PutScalingPolicy+instance Hashable PutScalingPolicy where -instance NFData PutScalingPolicy+instance NFData PutScalingPolicy where instance ToHeaders PutScalingPolicy where toHeaders@@ -200,27 +254,27 @@ -- -- /See:/ 'putScalingPolicyResponse' smart constructor. data PutScalingPolicyResponse = PutScalingPolicyResponse'- { _psprsName :: !(Maybe Text)- , _psprsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _psprsName :: !(Maybe Text)+ , _psprsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'PutScalingPolicyResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'psprsName' - Descriptive label associated with a scaling policy. Policy names do not need to be unique.+-- * 'psprsName' - Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. -- -- * 'psprsResponseStatus' - -- | The response status code. putScalingPolicyResponse :: Int -- ^ 'psprsResponseStatus' -> PutScalingPolicyResponse putScalingPolicyResponse pResponseStatus_ =- PutScalingPolicyResponse'- { _psprsName = Nothing- , _psprsResponseStatus = pResponseStatus_- }+ PutScalingPolicyResponse'+ {_psprsName = Nothing, _psprsResponseStatus = pResponseStatus_} --- | Descriptive label associated with a scaling policy. Policy names do not need to be unique.++-- | Descriptive label that is associated with a scaling policy. Policy names do not need to be unique. psprsName :: Lens' PutScalingPolicyResponse (Maybe Text) psprsName = lens _psprsName (\ s a -> s{_psprsName = a}); @@ -228,4 +282,4 @@ psprsResponseStatus :: Lens' PutScalingPolicyResponse Int psprsResponseStatus = lens _psprsResponseStatus (\ s a -> s{_psprsResponseStatus = a}); -instance NFData PutScalingPolicyResponse+instance NFData PutScalingPolicyResponse where
gen/Network/AWS/GameLift/RequestUploadCredentials.hs view
@@ -12,19 +12,15 @@ -- | -- Module : Network.AWS.GameLift.RequestUploadCredentials--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) ----- 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.+-- /This API call is not currently in use. / 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. -- ----- /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@@ -42,12 +38,12 @@ , rucrsResponseStatus ) 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+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. --@@ -55,23 +51,23 @@ -- -- /See:/ 'requestUploadCredentials' smart constructor. newtype RequestUploadCredentials = RequestUploadCredentials'- { _rucBuildId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _rucBuildId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'RequestUploadCredentials' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'rucBuildId' - Unique identifier for the build you want to get credentials for.+-- * 'rucBuildId' - Unique identifier for a build to get credentials for. requestUploadCredentials :: Text -- ^ 'rucBuildId' -> RequestUploadCredentials requestUploadCredentials pBuildId_ =- RequestUploadCredentials'- { _rucBuildId = pBuildId_- }+ RequestUploadCredentials' {_rucBuildId = pBuildId_} --- | Unique identifier for the build you want to get credentials for.++-- | Unique identifier for a build to get credentials for. rucBuildId :: Lens' RequestUploadCredentials Text rucBuildId = lens _rucBuildId (\ s a -> s{_rucBuildId = a}); @@ -87,9 +83,9 @@ (x .?> "UploadCredentials") <*> (pure (fromEnum s))) -instance Hashable RequestUploadCredentials+instance Hashable RequestUploadCredentials where -instance NFData RequestUploadCredentials+instance NFData RequestUploadCredentials where instance ToHeaders RequestUploadCredentials where toHeaders@@ -117,11 +113,12 @@ -- -- /See:/ 'requestUploadCredentialsResponse' smart constructor. data RequestUploadCredentialsResponse = RequestUploadCredentialsResponse'- { _rucrsStorageLocation :: !(Maybe S3Location)- , _rucrsUploadCredentials :: !(Maybe (Sensitive AWSCredentials))- , _rucrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _rucrsStorageLocation :: !(Maybe S3Location)+ , _rucrsUploadCredentials :: !(Maybe (Sensitive AWSCredentials))+ , _rucrsResponseStatus :: !Int+ } deriving (Eq, Show, Data, Typeable, Generic) + -- | Creates a value of 'RequestUploadCredentialsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -135,12 +132,13 @@ :: Int -- ^ 'rucrsResponseStatus' -> RequestUploadCredentialsResponse requestUploadCredentialsResponse pResponseStatus_ =- RequestUploadCredentialsResponse'- { _rucrsStorageLocation = Nothing- , _rucrsUploadCredentials = Nothing- , _rucrsResponseStatus = pResponseStatus_- }+ RequestUploadCredentialsResponse'+ { _rucrsStorageLocation = Nothing+ , _rucrsUploadCredentials = Nothing+ , _rucrsResponseStatus = pResponseStatus_+ } + -- | Amazon S3 path and key, identifying where the game build files are stored. rucrsStorageLocation :: Lens' RequestUploadCredentialsResponse (Maybe S3Location) rucrsStorageLocation = lens _rucrsStorageLocation (\ s a -> s{_rucrsStorageLocation = a});@@ -154,3 +152,4 @@ rucrsResponseStatus = lens _rucrsResponseStatus (\ s a -> s{_rucrsResponseStatus = a}); instance NFData RequestUploadCredentialsResponse+ where
gen/Network/AWS/GameLift/ResolveAlias.hs view
@@ -12,15 +12,31 @@ -- | -- Module : Network.AWS.GameLift.ResolveAlias--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) -- -- Retrieves the fleet ID that a specified alias is currently pointing to. -- --+-- Alias-related operations include:+--+-- * 'CreateAlias'+--+-- * 'ListAliases'+--+-- * 'DescribeAlias'+--+-- * 'UpdateAlias'+--+-- * 'DeleteAlias'+--+-- * 'ResolveAlias'+--+--+-- module Network.AWS.GameLift.ResolveAlias ( -- * Creating a Request@@ -37,12 +53,12 @@ , rarsResponseStatus ) 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+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. --@@ -50,9 +66,10 @@ -- -- /See:/ 'resolveAlias' smart constructor. newtype ResolveAlias = ResolveAlias'- { _raAliasId :: Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _raAliasId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'ResolveAlias' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -61,11 +78,9 @@ resolveAlias :: Text -- ^ 'raAliasId' -> ResolveAlias-resolveAlias pAliasId_ =- ResolveAlias'- { _raAliasId = pAliasId_- }+resolveAlias pAliasId_ = ResolveAlias' {_raAliasId = pAliasId_} + -- | Unique identifier for the alias you want to resolve. raAliasId :: Lens' ResolveAlias Text raAliasId = lens _raAliasId (\ s a -> s{_raAliasId = a});@@ -79,9 +94,9 @@ ResolveAliasResponse' <$> (x .?> "FleetId") <*> (pure (fromEnum s))) -instance Hashable ResolveAlias+instance Hashable ResolveAlias where -instance NFData ResolveAlias+instance NFData ResolveAlias where instance ToHeaders ResolveAlias where toHeaders@@ -108,27 +123,27 @@ -- -- /See:/ 'resolveAliasResponse' smart constructor. data ResolveAliasResponse = ResolveAliasResponse'- { _rarsFleetId :: !(Maybe Text)- , _rarsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _rarsFleetId :: !(Maybe Text)+ , _rarsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'ResolveAliasResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'rarsFleetId' - Fleet ID associated with the requested alias.+-- * 'rarsFleetId' - Fleet identifier that is associated with the requested alias. -- -- * 'rarsResponseStatus' - -- | The response status code. resolveAliasResponse :: Int -- ^ 'rarsResponseStatus' -> ResolveAliasResponse resolveAliasResponse pResponseStatus_ =- ResolveAliasResponse'- { _rarsFleetId = Nothing- , _rarsResponseStatus = pResponseStatus_- }+ ResolveAliasResponse'+ {_rarsFleetId = Nothing, _rarsResponseStatus = pResponseStatus_} --- | Fleet ID associated with the requested alias.++-- | Fleet identifier that is associated with the requested alias. rarsFleetId :: Lens' ResolveAliasResponse (Maybe Text) rarsFleetId = lens _rarsFleetId (\ s a -> s{_rarsFleetId = a}); @@ -136,4 +151,4 @@ rarsResponseStatus :: Lens' ResolveAliasResponse Int rarsResponseStatus = lens _rarsResponseStatus (\ s a -> s{_rarsResponseStatus = a}); -instance NFData ResolveAliasResponse+instance NFData ResolveAliasResponse where
gen/Network/AWS/GameLift/SearchGameSessions.hs view
@@ -12,18 +12,18 @@ -- | -- Module : Network.AWS.GameLift.SearchGameSessions--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) ----- 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' .+-- Retrieves a set of game sessions that match a set of search criteria and sorts them in a specified order. 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.+-- * __gameSessionId__ -- Unique identifier for the game session. You can use either a @GameSessionId@ or @GameSessionArn@ value. -- -- * __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. --@@ -33,12 +33,38 @@ -- -- * __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.+-- * __hasAvailablePlayerSessions__ -- Boolean value indicating whether 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. --+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- module Network.AWS.GameLift.SearchGameSessions ( -- * Creating a Request@@ -61,12 +87,12 @@ , sgsrsResponseStatus ) where -import Network.AWS.GameLift.Types-import Network.AWS.GameLift.Types.Product-import Network.AWS.Lens-import Network.AWS.Prelude-import Network.AWS.Request-import Network.AWS.Response+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. --@@ -74,42 +100,44 @@ -- -- /See:/ 'searchGameSessions' smart constructor. data SearchGameSessions = SearchGameSessions'- { _sgsFilterExpression :: !(Maybe Text)- , _sgsSortExpression :: !(Maybe Text)- , _sgsAliasId :: !(Maybe Text)- , _sgsNextToken :: !(Maybe Text)- , _sgsLimit :: !(Maybe Nat)- , _sgsFleetId :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _sgsFilterExpression :: !(Maybe Text)+ , _sgsSortExpression :: !(Maybe Text)+ , _sgsAliasId :: !(Maybe Text)+ , _sgsNextToken :: !(Maybe Text)+ , _sgsLimit :: !(Maybe Nat)+ , _sgsFleetId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'SearchGameSessions' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'sgsFilterExpression' - 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' - 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' - 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' - Unique identifier for a fleet alias. Each request must reference either a fleet ID or alias ID, but not both.+-- * 'sgsAliasId' - Unique identifier for an alias associated with the fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both. ----- * '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.+-- * 'sgsNextToken' - Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. -- -- * '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' - Unique identifier for a fleet. Each request must reference either a fleet ID or alias ID, but not both.+-- * 'sgsFleetId' - Unique identifier for a fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both. searchGameSessions :: SearchGameSessions searchGameSessions =- SearchGameSessions'- { _sgsFilterExpression = Nothing- , _sgsSortExpression = Nothing- , _sgsAliasId = Nothing- , _sgsNextToken = Nothing- , _sgsLimit = Nothing- , _sgsFleetId = Nothing- }+ SearchGameSessions'+ { _sgsFilterExpression = Nothing+ , _sgsSortExpression = Nothing+ , _sgsAliasId = Nothing+ , _sgsNextToken = Nothing+ , _sgsLimit = Nothing+ , _sgsFleetId = Nothing+ } --- | String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status. A filter expression can contain one or multiple conditions. Each condition consists of the following: * __Operand__ -- Name of a game session attribute. Valid values are @gameSessionName@ , @gameSessionId@ , @creationTimeMillis@ , @playerSessionCount@ , @maximumSessions@ , @hasAvailablePlayerSessions@ . * __Comparator__ -- Valid comparators are: @=@ , @<>@ , @<@ , @>@ , @<=@ , @>=@ . * __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"@ .++-- | 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}); @@ -117,11 +145,11 @@ sgsSortExpression :: Lens' SearchGameSessions (Maybe Text) sgsSortExpression = lens _sgsSortExpression (\ s a -> s{_sgsSortExpression = a}); --- | Unique identifier for a fleet alias. Each request must reference either a fleet ID or alias ID, but not both.+-- | Unique identifier for an alias associated with the fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both. sgsAliasId :: Lens' SearchGameSessions (Maybe Text) sgsAliasId = lens _sgsAliasId (\ s a -> s{_sgsAliasId = a}); --- | Token indicating the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To specify the start of the result set, do not specify a value.+-- | Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this action. To start at the beginning of the result set, do not specify a value. sgsNextToken :: Lens' SearchGameSessions (Maybe Text) sgsNextToken = lens _sgsNextToken (\ s a -> s{_sgsNextToken = a}); @@ -129,7 +157,7 @@ sgsLimit :: Lens' SearchGameSessions (Maybe Natural) sgsLimit = lens _sgsLimit (\ s a -> s{_sgsLimit = a}) . mapping _Nat; --- | Unique identifier for a fleet. Each request must reference either a fleet ID or alias ID, but not both.+-- | Unique identifier for a fleet to search for active game sessions. Each request must reference either a fleet ID or alias ID, but not both. sgsFleetId :: Lens' SearchGameSessions (Maybe Text) sgsFleetId = lens _sgsFleetId (\ s a -> s{_sgsFleetId = a}); @@ -145,9 +173,9 @@ (x .?> "NextToken") <*> (pure (fromEnum s))) -instance Hashable SearchGameSessions+instance Hashable SearchGameSessions where -instance NFData SearchGameSessions+instance NFData SearchGameSessions where instance ToHeaders SearchGameSessions where toHeaders@@ -181,35 +209,37 @@ -- -- /See:/ 'searchGameSessionsResponse' smart constructor. data SearchGameSessionsResponse = SearchGameSessionsResponse'- { _sgsrsGameSessions :: !(Maybe [GameSession])- , _sgsrsNextToken :: !(Maybe Text)- , _sgsrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _sgsrsGameSessions :: !(Maybe [GameSession])+ , _sgsrsNextToken :: !(Maybe Text)+ , _sgsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'SearchGameSessionsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: -- -- * 'sgsrsGameSessions' - Collection of objects containing game session properties for each session matching the request. ----- * '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.+-- * 'sgsrsNextToken' - Token that indicates 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' - -- | The response status code. searchGameSessionsResponse :: Int -- ^ 'sgsrsResponseStatus' -> SearchGameSessionsResponse searchGameSessionsResponse pResponseStatus_ =- SearchGameSessionsResponse'- { _sgsrsGameSessions = Nothing- , _sgsrsNextToken = Nothing- , _sgsrsResponseStatus = pResponseStatus_- }+ SearchGameSessionsResponse'+ { _sgsrsGameSessions = Nothing+ , _sgsrsNextToken = Nothing+ , _sgsrsResponseStatus = pResponseStatus_+ } + -- | Collection of objects containing game session properties for each session matching the request. sgsrsGameSessions :: Lens' SearchGameSessionsResponse [GameSession] sgsrsGameSessions = lens _sgsrsGameSessions (\ s a -> s{_sgsrsGameSessions = a}) . _Default . _Coerce; --- | Token indicating where to resume retrieving results on the next call to this action. If no token is returned, these results represent the end of the list.+-- | Token that indicates 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. sgsrsNextToken :: Lens' SearchGameSessionsResponse (Maybe Text) sgsrsNextToken = lens _sgsrsNextToken (\ s a -> s{_sgsrsNextToken = a}); @@ -217,4 +247,4 @@ sgsrsResponseStatus :: Lens' SearchGameSessionsResponse Int sgsrsResponseStatus = lens _sgsrsResponseStatus (\ s a -> s{_sgsrsResponseStatus = a}); -instance NFData SearchGameSessionsResponse+instance NFData SearchGameSessionsResponse where
+ gen/Network/AWS/GameLift/StartGameSessionPlacement.hs view
@@ -0,0 +1,273 @@+{-# 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.StartGameSessionPlacement+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Places a request for a new game session in a queue (see 'CreateGameSessionQueue' ). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.+--+--+-- A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.+--+-- When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.+--+-- Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each region's average lag for all players and reorders to get the best game play across all players.+--+-- To place a new game session request, specify the following:+--+-- * The queue name and a set of game session properties and settings+--+-- * A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request+--+-- * (Optional) A set of IDs and player data for each player you want to join to the new game session+--+-- * Latency data for all players (if you want to optimize game play for the players)+--+--+--+-- If successful, a new game session placement is created.+--+-- To track the status of a placement request, call 'DescribeGameSessionPlacement' and check the request's status. If the status is @FULFILLED@ , a new game session has been created and a game session ARN and region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.+--+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+--+module Network.AWS.GameLift.StartGameSessionPlacement+ (+ -- * Creating a Request+ startGameSessionPlacement+ , StartGameSessionPlacement+ -- * Request Lenses+ , sgspGameProperties+ , sgspGameSessionName+ , sgspPlayerLatencies+ , sgspGameSessionData+ , sgspDesiredPlayerSessions+ , sgspPlacementId+ , sgspGameSessionQueueName+ , sgspMaximumPlayerSessionCount++ -- * Destructuring the Response+ , startGameSessionPlacementResponse+ , StartGameSessionPlacementResponse+ -- * Response Lenses+ , sgsprsGameSessionPlacement+ , sgsprsResponseStatus+ ) 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:/ 'startGameSessionPlacement' smart constructor.+data StartGameSessionPlacement = StartGameSessionPlacement'+ { _sgspGameProperties :: !(Maybe [GameProperty])+ , _sgspGameSessionName :: !(Maybe Text)+ , _sgspPlayerLatencies :: !(Maybe [PlayerLatency])+ , _sgspGameSessionData :: !(Maybe Text)+ , _sgspDesiredPlayerSessions :: !(Maybe [DesiredPlayerSession])+ , _sgspPlacementId :: !Text+ , _sgspGameSessionQueueName :: !Text+ , _sgspMaximumPlayerSessionCount :: !Nat+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'StartGameSessionPlacement' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'sgspGameProperties' - Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+--+-- * 'sgspGameSessionName' - Descriptive label that is associated with a game session. Session names do not need to be unique.+--+-- * 'sgspPlayerLatencies' - Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.+--+-- * 'sgspGameSessionData' - Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+--+-- * 'sgspDesiredPlayerSessions' - Set of information on each player to create a player session for.+--+-- * 'sgspPlacementId' - Unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.+--+-- * 'sgspGameSessionQueueName' - Name of the queue to use to place the new game session.+--+-- * 'sgspMaximumPlayerSessionCount' - Maximum number of players that can be connected simultaneously to the game session.+startGameSessionPlacement+ :: Text -- ^ 'sgspPlacementId'+ -> Text -- ^ 'sgspGameSessionQueueName'+ -> Natural -- ^ 'sgspMaximumPlayerSessionCount'+ -> StartGameSessionPlacement+startGameSessionPlacement pPlacementId_ pGameSessionQueueName_ pMaximumPlayerSessionCount_ =+ StartGameSessionPlacement'+ { _sgspGameProperties = Nothing+ , _sgspGameSessionName = Nothing+ , _sgspPlayerLatencies = Nothing+ , _sgspGameSessionData = Nothing+ , _sgspDesiredPlayerSessions = Nothing+ , _sgspPlacementId = pPlacementId_+ , _sgspGameSessionQueueName = pGameSessionQueueName_+ , _sgspMaximumPlayerSessionCount = _Nat # pMaximumPlayerSessionCount_+ }+++-- | Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+sgspGameProperties :: Lens' StartGameSessionPlacement [GameProperty]+sgspGameProperties = lens _sgspGameProperties (\ s a -> s{_sgspGameProperties = a}) . _Default . _Coerce;++-- | Descriptive label that is associated with a game session. Session names do not need to be unique.+sgspGameSessionName :: Lens' StartGameSessionPlacement (Maybe Text)+sgspGameSessionName = lens _sgspGameSessionName (\ s a -> s{_sgspGameSessionName = a});++-- | Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.+sgspPlayerLatencies :: Lens' StartGameSessionPlacement [PlayerLatency]+sgspPlayerLatencies = lens _sgspPlayerLatencies (\ s a -> s{_sgspPlayerLatencies = a}) . _Default . _Coerce;++-- | Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+sgspGameSessionData :: Lens' StartGameSessionPlacement (Maybe Text)+sgspGameSessionData = lens _sgspGameSessionData (\ s a -> s{_sgspGameSessionData = a});++-- | Set of information on each player to create a player session for.+sgspDesiredPlayerSessions :: Lens' StartGameSessionPlacement [DesiredPlayerSession]+sgspDesiredPlayerSessions = lens _sgspDesiredPlayerSessions (\ s a -> s{_sgspDesiredPlayerSessions = a}) . _Default . _Coerce;++-- | Unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.+sgspPlacementId :: Lens' StartGameSessionPlacement Text+sgspPlacementId = lens _sgspPlacementId (\ s a -> s{_sgspPlacementId = a});++-- | Name of the queue to use to place the new game session.+sgspGameSessionQueueName :: Lens' StartGameSessionPlacement Text+sgspGameSessionQueueName = lens _sgspGameSessionQueueName (\ s a -> s{_sgspGameSessionQueueName = a});++-- | Maximum number of players that can be connected simultaneously to the game session.+sgspMaximumPlayerSessionCount :: Lens' StartGameSessionPlacement Natural+sgspMaximumPlayerSessionCount = lens _sgspMaximumPlayerSessionCount (\ s a -> s{_sgspMaximumPlayerSessionCount = a}) . _Nat;++instance AWSRequest StartGameSessionPlacement where+ type Rs StartGameSessionPlacement =+ StartGameSessionPlacementResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ StartGameSessionPlacementResponse' <$>+ (x .?> "GameSessionPlacement") <*>+ (pure (fromEnum s)))++instance Hashable StartGameSessionPlacement where++instance NFData StartGameSessionPlacement where++instance ToHeaders StartGameSessionPlacement where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.StartGameSessionPlacement" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON StartGameSessionPlacement where+ toJSON StartGameSessionPlacement'{..}+ = object+ (catMaybes+ [("GameProperties" .=) <$> _sgspGameProperties,+ ("GameSessionName" .=) <$> _sgspGameSessionName,+ ("PlayerLatencies" .=) <$> _sgspPlayerLatencies,+ ("GameSessionData" .=) <$> _sgspGameSessionData,+ ("DesiredPlayerSessions" .=) <$>+ _sgspDesiredPlayerSessions,+ Just ("PlacementId" .= _sgspPlacementId),+ Just+ ("GameSessionQueueName" .=+ _sgspGameSessionQueueName),+ Just+ ("MaximumPlayerSessionCount" .=+ _sgspMaximumPlayerSessionCount)])++instance ToPath StartGameSessionPlacement where+ toPath = const "/"++instance ToQuery StartGameSessionPlacement where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'startGameSessionPlacementResponse' smart constructor.+data StartGameSessionPlacementResponse = StartGameSessionPlacementResponse'+ { _sgsprsGameSessionPlacement :: !(Maybe GameSessionPlacement)+ , _sgsprsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'StartGameSessionPlacementResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'sgsprsGameSessionPlacement' - Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.+--+-- * 'sgsprsResponseStatus' - -- | The response status code.+startGameSessionPlacementResponse+ :: Int -- ^ 'sgsprsResponseStatus'+ -> StartGameSessionPlacementResponse+startGameSessionPlacementResponse pResponseStatus_ =+ StartGameSessionPlacementResponse'+ { _sgsprsGameSessionPlacement = Nothing+ , _sgsprsResponseStatus = pResponseStatus_+ }+++-- | Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.+sgsprsGameSessionPlacement :: Lens' StartGameSessionPlacementResponse (Maybe GameSessionPlacement)+sgsprsGameSessionPlacement = lens _sgsprsGameSessionPlacement (\ s a -> s{_sgsprsGameSessionPlacement = a});++-- | -- | The response status code.+sgsprsResponseStatus :: Lens' StartGameSessionPlacementResponse Int+sgsprsResponseStatus = lens _sgsprsResponseStatus (\ s a -> s{_sgsprsResponseStatus = a});++instance NFData StartGameSessionPlacementResponse+ where
+ gen/Network/AWS/GameLift/StartMatchmaking.hs view
@@ -0,0 +1,199 @@+{-# 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.StartMatchmaking+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new game for the matched players. Each matchmaking request specifies the type of match to build (team configuration, rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to host the new game session for optimal performance. A matchmaking request might start with a single player or a group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match type, rules, and the queue used to place a new game session are defined in a @MatchmakingConfiguration@ . For complete information on setting up and using FlexMatch, see the topic <http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html Adding FlexMatch to Your Game> .+--+--+-- To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If successful, a matchmaking ticket is returned with status set to @QUEUED@ . Track the status of the ticket to respond as needed and acquire game session connection information for successfully completed matches.+--+-- __Tracking ticket status__ -- A couple of options are available for tracking the status of matchmaking requests:+--+-- * Polling -- Call @DescribeMatchmaking@ . This operation returns the full ticket object, including current status and (for completed tickets) game session connection info. We recommend polling no more than once every 10 seconds.+--+-- * Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service (SNS). Notifications are easy to set up (see 'CreateMatchmakingConfiguration' ) and typically deliver match status changes faster and more efficiently than polling. We recommend that you use polling to back up to notifications (since delivery is not guaranteed) and call @DescribeMatchmaking@ only when notifications are not received within 30 seconds.+--+--+--+-- __Processing a matchmaking request__ -- FlexMatch handles a matchmaking request as follows:+--+-- * Your client code submits a @StartMatchmaking@ request for one or more players and tracks the status of the request ticket.+--+-- * FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is identified, all tickets in the proposed match are advanced to the next status.+--+-- * If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status @REQUIRES_ACCEPTANCE@ . This status triggers your client code to solicit acceptance from all players in every ticket involved in the match, and then call 'AcceptMatch' for each player. If any player rejects or fails to accept the match before a specified timeout, the proposed match is dropped (see @AcceptMatch@ for more details).+--+-- * Once a match is proposed and accepted, the matchmaking tickets move into status @PLACING@ . FlexMatch locates resources for a new game session using the game session queue (set in the matchmaking configuration) and creates the game session based on the match data.+--+-- * When the match is successfully placed, the matchmaking tickets move into @COMPLETED@ status. Connection information (including game session endpoint and player session) is added to the matchmaking tickets. Matched players can use the connection information to join the game.+--+--+--+-- Matchmaking-related operations include:+--+-- * 'StartMatchmaking'+--+-- * 'DescribeMatchmaking'+--+-- * 'StopMatchmaking'+--+-- * 'AcceptMatch'+--+--+--+module Network.AWS.GameLift.StartMatchmaking+ (+ -- * Creating a Request+ startMatchmaking+ , StartMatchmaking+ -- * Request Lenses+ , sTicketId+ , sConfigurationName+ , sPlayers++ -- * Destructuring the Response+ , startMatchmakingResponse+ , StartMatchmakingResponse+ -- * Response Lenses+ , srsMatchmakingTicket+ , srsResponseStatus+ ) 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:/ 'startMatchmaking' smart constructor.+data StartMatchmaking = StartMatchmaking'+ { _sTicketId :: !(Maybe Text)+ , _sConfigurationName :: !Text+ , _sPlayers :: ![Player]+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'StartMatchmaking' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'sTicketId' - Unique identifier for a matchmaking ticket. Use this identifier to track the matchmaking ticket status and retrieve match results.+--+-- * 'sConfigurationName' - Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same region as this request.+--+-- * 'sPlayers' - Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, @Player@ objects contain the name of the team the player is assigned to.+startMatchmaking+ :: Text -- ^ 'sConfigurationName'+ -> StartMatchmaking+startMatchmaking pConfigurationName_ =+ StartMatchmaking'+ { _sTicketId = Nothing+ , _sConfigurationName = pConfigurationName_+ , _sPlayers = mempty+ }+++-- | Unique identifier for a matchmaking ticket. Use this identifier to track the matchmaking ticket status and retrieve match results.+sTicketId :: Lens' StartMatchmaking (Maybe Text)+sTicketId = lens _sTicketId (\ s a -> s{_sTicketId = a});++-- | Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same region as this request.+sConfigurationName :: Lens' StartMatchmaking Text+sConfigurationName = lens _sConfigurationName (\ s a -> s{_sConfigurationName = a});++-- | Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, @Player@ objects contain the name of the team the player is assigned to.+sPlayers :: Lens' StartMatchmaking [Player]+sPlayers = lens _sPlayers (\ s a -> s{_sPlayers = a}) . _Coerce;++instance AWSRequest StartMatchmaking where+ type Rs StartMatchmaking = StartMatchmakingResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ StartMatchmakingResponse' <$>+ (x .?> "MatchmakingTicket") <*> (pure (fromEnum s)))++instance Hashable StartMatchmaking where++instance NFData StartMatchmaking where++instance ToHeaders StartMatchmaking where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.StartMatchmaking" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON StartMatchmaking where+ toJSON StartMatchmaking'{..}+ = object+ (catMaybes+ [("TicketId" .=) <$> _sTicketId,+ Just ("ConfigurationName" .= _sConfigurationName),+ Just ("Players" .= _sPlayers)])++instance ToPath StartMatchmaking where+ toPath = const "/"++instance ToQuery StartMatchmaking where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'startMatchmakingResponse' smart constructor.+data StartMatchmakingResponse = StartMatchmakingResponse'+ { _srsMatchmakingTicket :: !(Maybe MatchmakingTicket)+ , _srsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'StartMatchmakingResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'srsMatchmakingTicket' - Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.+--+-- * 'srsResponseStatus' - -- | The response status code.+startMatchmakingResponse+ :: Int -- ^ 'srsResponseStatus'+ -> StartMatchmakingResponse+startMatchmakingResponse pResponseStatus_ =+ StartMatchmakingResponse'+ {_srsMatchmakingTicket = Nothing, _srsResponseStatus = pResponseStatus_}+++-- | Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.+srsMatchmakingTicket :: Lens' StartMatchmakingResponse (Maybe MatchmakingTicket)+srsMatchmakingTicket = lens _srsMatchmakingTicket (\ s a -> s{_srsMatchmakingTicket = a});++-- | -- | The response status code.+srsResponseStatus :: Lens' StartMatchmakingResponse Int+srsResponseStatus = lens _srsResponseStatus (\ s a -> s{_srsResponseStatus = a});++instance NFData StartMatchmakingResponse where
+ gen/Network/AWS/GameLift/StopGameSessionPlacement.hs view
@@ -0,0 +1,171 @@+{-# 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.StopGameSessionPlacement+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Cancels a game session placement that is in @PENDING@ status. To stop a placement, provide the placement ID values. If successful, the placement is moved to @CANCELLED@ status.+--+--+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+--+module Network.AWS.GameLift.StopGameSessionPlacement+ (+ -- * Creating a Request+ stopGameSessionPlacement+ , StopGameSessionPlacement+ -- * Request Lenses+ , sPlacementId++ -- * Destructuring the Response+ , stopGameSessionPlacementResponse+ , StopGameSessionPlacementResponse+ -- * Response Lenses+ , storsGameSessionPlacement+ , storsResponseStatus+ ) 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:/ 'stopGameSessionPlacement' smart constructor.+newtype StopGameSessionPlacement = StopGameSessionPlacement'+ { _sPlacementId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'StopGameSessionPlacement' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'sPlacementId' - Unique identifier for a game session placement to cancel.+stopGameSessionPlacement+ :: Text -- ^ 'sPlacementId'+ -> StopGameSessionPlacement+stopGameSessionPlacement pPlacementId_ =+ StopGameSessionPlacement' {_sPlacementId = pPlacementId_}+++-- | Unique identifier for a game session placement to cancel.+sPlacementId :: Lens' StopGameSessionPlacement Text+sPlacementId = lens _sPlacementId (\ s a -> s{_sPlacementId = a});++instance AWSRequest StopGameSessionPlacement where+ type Rs StopGameSessionPlacement =+ StopGameSessionPlacementResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ StopGameSessionPlacementResponse' <$>+ (x .?> "GameSessionPlacement") <*>+ (pure (fromEnum s)))++instance Hashable StopGameSessionPlacement where++instance NFData StopGameSessionPlacement where++instance ToHeaders StopGameSessionPlacement where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.StopGameSessionPlacement" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON StopGameSessionPlacement where+ toJSON StopGameSessionPlacement'{..}+ = object+ (catMaybes [Just ("PlacementId" .= _sPlacementId)])++instance ToPath StopGameSessionPlacement where+ toPath = const "/"++instance ToQuery StopGameSessionPlacement where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'stopGameSessionPlacementResponse' smart constructor.+data StopGameSessionPlacementResponse = StopGameSessionPlacementResponse'+ { _storsGameSessionPlacement :: !(Maybe GameSessionPlacement)+ , _storsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'StopGameSessionPlacementResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'storsGameSessionPlacement' - Object that describes the canceled game session placement, with @CANCELLED@ status and an end time stamp.+--+-- * 'storsResponseStatus' - -- | The response status code.+stopGameSessionPlacementResponse+ :: Int -- ^ 'storsResponseStatus'+ -> StopGameSessionPlacementResponse+stopGameSessionPlacementResponse pResponseStatus_ =+ StopGameSessionPlacementResponse'+ { _storsGameSessionPlacement = Nothing+ , _storsResponseStatus = pResponseStatus_+ }+++-- | Object that describes the canceled game session placement, with @CANCELLED@ status and an end time stamp.+storsGameSessionPlacement :: Lens' StopGameSessionPlacementResponse (Maybe GameSessionPlacement)+storsGameSessionPlacement = lens _storsGameSessionPlacement (\ s a -> s{_storsGameSessionPlacement = a});++-- | -- | The response status code.+storsResponseStatus :: Lens' StopGameSessionPlacementResponse Int+storsResponseStatus = lens _storsResponseStatus (\ s a -> s{_storsResponseStatus = a});++instance NFData StopGameSessionPlacementResponse+ where
+ gen/Network/AWS/GameLift/StopMatchmaking.hs view
@@ -0,0 +1,137 @@+{-# 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.StopMatchmaking+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to @CANCELLED@ .+--+--+-- Matchmaking-related operations include:+--+-- * 'StartMatchmaking'+--+-- * 'DescribeMatchmaking'+--+-- * 'StopMatchmaking'+--+-- * 'AcceptMatch'+--+--+--+module Network.AWS.GameLift.StopMatchmaking+ (+ -- * Creating a Request+ stopMatchmaking+ , StopMatchmaking+ -- * Request Lenses+ , smTicketId++ -- * Destructuring the Response+ , stopMatchmakingResponse+ , StopMatchmakingResponse+ -- * Response Lenses+ , smrsResponseStatus+ ) 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:/ 'stopMatchmaking' smart constructor.+newtype StopMatchmaking = StopMatchmaking'+ { _smTicketId :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'StopMatchmaking' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'smTicketId' - Unique identifier for a matchmaking ticket.+stopMatchmaking+ :: Text -- ^ 'smTicketId'+ -> StopMatchmaking+stopMatchmaking pTicketId_ = StopMatchmaking' {_smTicketId = pTicketId_}+++-- | Unique identifier for a matchmaking ticket.+smTicketId :: Lens' StopMatchmaking Text+smTicketId = lens _smTicketId (\ s a -> s{_smTicketId = a});++instance AWSRequest StopMatchmaking where+ type Rs StopMatchmaking = StopMatchmakingResponse+ request = postJSON gameLift+ response+ = receiveEmpty+ (\ s h x ->+ StopMatchmakingResponse' <$> (pure (fromEnum s)))++instance Hashable StopMatchmaking where++instance NFData StopMatchmaking where++instance ToHeaders StopMatchmaking where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.StopMatchmaking" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON StopMatchmaking where+ toJSON StopMatchmaking'{..}+ = object+ (catMaybes [Just ("TicketId" .= _smTicketId)])++instance ToPath StopMatchmaking where+ toPath = const "/"++instance ToQuery StopMatchmaking where+ toQuery = const mempty++-- | /See:/ 'stopMatchmakingResponse' smart constructor.+newtype StopMatchmakingResponse = StopMatchmakingResponse'+ { _smrsResponseStatus :: Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'StopMatchmakingResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'smrsResponseStatus' - -- | The response status code.+stopMatchmakingResponse+ :: Int -- ^ 'smrsResponseStatus'+ -> StopMatchmakingResponse+stopMatchmakingResponse pResponseStatus_ =+ StopMatchmakingResponse' {_smrsResponseStatus = pResponseStatus_}+++-- | -- | The response status code.+smrsResponseStatus :: Lens' StopMatchmakingResponse Int+smrsResponseStatus = lens _smrsResponseStatus (\ s a -> s{_smrsResponseStatus = a});++instance NFData StopMatchmakingResponse where
gen/Network/AWS/GameLift/Types.hs view
@@ -4,9 +4,9 @@ -- | -- Module : Network.AWS.GameLift.Types--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) --@@ -22,6 +22,7 @@ , _TerminalRoutingStrategyException , _NotFoundException , _GameSessionFullException+ , _UnsupportedRegionException , _InvalidGameSessionStatusException , _InternalServiceException , _IdempotentParameterMismatchException@@ -29,6 +30,9 @@ , _FleetCapacityExceededException , _LimitExceededException + -- * AcceptanceType+ , AcceptanceType (..)+ -- * BuildStatus , BuildStatus (..) @@ -44,6 +48,9 @@ -- * FleetStatus , FleetStatus (..) + -- * GameSessionPlacementState+ , GameSessionPlacementState (..)+ -- * GameSessionStatus , GameSessionStatus (..) @@ -53,6 +60,9 @@ -- * InstanceStatus , InstanceStatus (..) + -- * MatchmakingConfigurationStatus+ , MatchmakingConfigurationStatus (..)+ -- * MetricName , MetricName (..) @@ -92,8 +102,17 @@ , aAliasId , aRoutingStrategy , aName+ , aAliasARN , aDescription + -- * AttributeValue+ , AttributeValue+ , attributeValue+ , avSL+ , avSDM+ , avN+ , avS+ -- * Build , Build , build@@ -105,6 +124,12 @@ , bVersion , bSizeOnDisk + -- * DesiredPlayerSession+ , DesiredPlayerSession+ , desiredPlayerSession+ , dpsPlayerData+ , dpsPlayerId+ -- * EC2InstanceCounts , EC2InstanceCounts , ec2InstanceCounts@@ -127,6 +152,7 @@ , Event , event , eResourceId+ , ePreSignedLogURL , eEventTime , eMessage , eEventCode@@ -141,10 +167,12 @@ , faLogPaths , faOperatingSystem , faBuildId+ , faFleetARN , faTerminationTime , faNewGameSessionProtectionPolicy , faName , faServerLaunchPath+ , faMetricGroups , faFleetId , faDescription , faResourceCreationLimitPolicy@@ -184,16 +212,59 @@ , gsPlayerSessionCreationPolicy , gsName , gsCurrentPlayerSessionCount+ , gsGameSessionData , gsFleetId , gsCreatorId , gsPort + -- * GameSessionConnectionInfo+ , GameSessionConnectionInfo+ , gameSessionConnectionInfo+ , gsciMatchedPlayerSessions+ , gsciIPAddress+ , gsciGameSessionARN+ , gsciPort+ -- * GameSessionDetail , GameSessionDetail , gameSessionDetail , gsdGameSession , gsdProtectionPolicy + -- * GameSessionPlacement+ , GameSessionPlacement+ , gameSessionPlacement+ , gspStatus+ , gspPlacementId+ , gspGameProperties+ , gspIPAddress+ , gspGameSessionName+ , gspStartTime+ , gspGameSessionId+ , gspGameSessionRegion+ , gspMaximumPlayerSessionCount+ , gspEndTime+ , gspGameSessionARN+ , gspPlayerLatencies+ , gspGameSessionData+ , gspGameSessionQueueName+ , gspPlacedPlayerSessions+ , gspPort++ -- * GameSessionQueue+ , GameSessionQueue+ , gameSessionQueue+ , gsqGameSessionQueueARN+ , gsqPlayerLatencyPolicies+ , gsqTimeoutInSeconds+ , gsqDestinations+ , gsqName++ -- * GameSessionQueueDestination+ , GameSessionQueueDestination+ , gameSessionQueueDestination+ , gsqdDestinationARN+ -- * IPPermission , IPPermission , ipPermission@@ -228,6 +299,77 @@ , icUserName , icSecret + -- * MatchedPlayerSession+ , MatchedPlayerSession+ , matchedPlayerSession+ , mpsPlayerSessionId+ , mpsPlayerId++ -- * MatchmakingConfiguration+ , MatchmakingConfiguration+ , matchmakingConfiguration+ , mcCreationTime+ , mcGameProperties+ , mcRuleSetName+ , mcAcceptanceTimeoutSeconds+ , mcRequestTimeoutSeconds+ , mcNotificationTarget+ , mcGameSessionQueueARNs+ , mcName+ , mcCustomEventData+ , mcAcceptanceRequired+ , mcGameSessionData+ , mcDescription+ , mcAdditionalPlayerCount++ -- * MatchmakingRuleSet+ , MatchmakingRuleSet+ , matchmakingRuleSet+ , mrsCreationTime+ , mrsRuleSetName+ , mrsRuleSetBody++ -- * MatchmakingTicket+ , MatchmakingTicket+ , matchmakingTicket+ , mtStatus+ , mtConfigurationName+ , mtStartTime+ , mtGameSessionConnectionInfo+ , mtTicketId+ , mtEstimatedWaitTime+ , mtStatusMessage+ , mtEndTime+ , mtStatusReason+ , mtPlayers++ -- * PlacedPlayerSession+ , PlacedPlayerSession+ , placedPlayerSession+ , ppsPlayerSessionId+ , ppsPlayerId++ -- * Player+ , Player+ , player+ , pPlayerAttributes+ , pTeam+ , pPlayerId+ , pLatencyInMs++ -- * PlayerLatency+ , PlayerLatency+ , playerLatency+ , plLatencyInMilliseconds+ , plRegionIdentifier+ , plPlayerId++ -- * PlayerLatencyPolicy+ , PlayerLatencyPolicy+ , playerLatencyPolicy+ , plpPolicyDurationSeconds+ , plpMaximumIndividualPlayerLatencyMilliseconds+ -- * PlayerSession , PlayerSession , playerSession@@ -238,6 +380,7 @@ , psTerminationTime , psPlayerSessionId , psFleetId+ , psPlayerData , psPlayerId , psPort @@ -257,7 +400,9 @@ -- * RuntimeConfiguration , RuntimeConfiguration , runtimeConfiguration+ , rcGameSessionActivationTimeoutSeconds , rcServerProcesses+ , rcMaxConcurrentGameSessionActivations -- * S3Location , S3Location@@ -285,40 +430,67 @@ , spParameters , spLaunchPath , spConcurrentExecutions++ -- * VPCPeeringAuthorization+ , VPCPeeringAuthorization+ , vpcPeeringAuthorization+ , vpaCreationTime+ , vpaPeerVPCId+ , vpaPeerVPCAWSAccountId+ , vpaGameLiftAWSAccountId+ , vpaExpirationTime++ -- * VPCPeeringConnection+ , VPCPeeringConnection+ , vpcPeeringConnection+ , vpcVPCPeeringConnectionId+ , vpcStatus+ , vpcPeerVPCId+ , vpcIPV4CidrBlock+ , vpcGameLiftVPCId+ , vpcFleetId++ -- * VPCPeeringConnectionStatus+ , VPCPeeringConnectionStatus+ , vpcPeeringConnectionStatus+ , vpcsCode+ , vpcsMessage ) where -import Network.AWS.GameLift.Types.Product-import Network.AWS.GameLift.Types.Sum-import Network.AWS.Lens-import Network.AWS.Prelude-import Network.AWS.Sign.V4+import Network.AWS.GameLift.Types.Product+import Network.AWS.GameLift.Types.Sum+import Network.AWS.Lens+import Network.AWS.Prelude+import Network.AWS.Sign.V4 -- | API version @2015-10-01@ of the Amazon GameLift SDK configuration. gameLift :: Service gameLift =- Service- { _svcAbbrev = "GameLift"- , _svcSigner = v4- , _svcPrefix = "gamelift"- , _svcVersion = "2015-10-01"- , _svcEndpoint = defaultEndpoint gameLift- , _svcTimeout = Just 70- , _svcCheck = statusSuccess- , _svcError = parseJSONError "GameLift"- , _svcRetry = retry- }+ Service+ { _svcAbbrev = "GameLift"+ , _svcSigner = v4+ , _svcPrefix = "gamelift"+ , _svcVersion = "2015-10-01"+ , _svcEndpoint = defaultEndpoint gameLift+ , _svcTimeout = Just 70+ , _svcCheck = statusSuccess+ , _svcError = parseJSONError "GameLift"+ , _svcRetry = retry+ } where retry =- Exponential- { _retryBase = 5.0e-2- , _retryGrowth = 2- , _retryAttempts = 5- , _retryCheck = check- }+ Exponential+ { _retryBase = 5.0e-2+ , _retryGrowth = 2+ , _retryAttempts = 5+ , _retryCheck = check+ } check e+ | has (hasCode "ThrottledException" . hasStatus 400) e =+ Just "throttled_exception" | has (hasStatus 429) e = Just "too_many_requests" | has (hasCode "ThrottlingException" . hasStatus 400) e =- Just "throttling_exception"+ Just "throttling_exception" | has (hasCode "Throttling" . hasStatus 400) e = Just "throttling" | has (hasStatus 504) e = Just "gateway_timeout" | has (hasStatus 502) e = Just "bad_gateway"@@ -327,79 +499,102 @@ | 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. -- -- _InvalidFleetStatusException :: AsError a => Getting (First ServiceError) a ServiceError _InvalidFleetStatusException =- _ServiceError . hasCode "InvalidFleetStatusException"+ _MatchServiceError gameLift "InvalidFleetStatusException" + -- | 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"+_InvalidRequestException = _MatchServiceError gameLift "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"+_ConflictException = _MatchServiceError gameLift "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. -- -- _TerminalRoutingStrategyException :: AsError a => Getting (First ServiceError) a ServiceError _TerminalRoutingStrategyException =- _ServiceError . hasCode "TerminalRoutingStrategyException"+ _MatchServiceError gameLift "TerminalRoutingStrategyException" + -- | 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"+_NotFoundException = _MatchServiceError gameLift "NotFoundException" + -- | 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"+_GameSessionFullException =+ _MatchServiceError gameLift "GameSessionFullException" ++-- | The requested operation is not supported in the region specified.+--+--+_UnsupportedRegionException :: AsError a => Getting (First ServiceError) a ServiceError+_UnsupportedRegionException =+ _MatchServiceError gameLift "UnsupportedRegionException"++ -- | 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"+ _MatchServiceError gameLift "InvalidGameSessionStatusException" + -- | 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"+_InternalServiceException =+ _MatchServiceError gameLift "InternalServiceException" + -- | 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"+ _MatchServiceError gameLift "IdempotentParameterMismatchException" + -- | The client failed authentication. Clients should not retry such requests. -- -- _UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError-_UnauthorizedException = _ServiceError . hasCode "UnauthorizedException"+_UnauthorizedException = _MatchServiceError gameLift "UnauthorizedException" + -- | 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"+ _MatchServiceError gameLift "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"+_LimitExceededException = _MatchServiceError gameLift "LimitExceededException"+
gen/Network/AWS/GameLift/Types/Product.hs view
@@ -9,1735 +9,3666 @@ -- | -- Module : Network.AWS.GameLift.Types.Product--- 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)----module Network.AWS.GameLift.Types.Product where--import Network.AWS.GameLift.Types.Sum-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' .------------ /See:/ 'awsCredentials' smart constructor.-data AWSCredentials = AWSCredentials'- { _acSecretAccessKey :: !(Maybe Text)- , _acSessionToken :: !(Maybe Text)- , _acAccessKeyId :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'AWSCredentials' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'acSecretAccessKey' - Secret key for an AWS account.------ * 'acSessionToken' - Token specific to a build ID.------ * 'acAccessKeyId' - Access key for an AWS account.-awsCredentials- :: AWSCredentials-awsCredentials =- AWSCredentials'- { _acSecretAccessKey = Nothing- , _acSessionToken = Nothing- , _acAccessKeyId = Nothing- }---- | Secret key for an AWS account.-acSecretAccessKey :: Lens' AWSCredentials (Maybe Text)-acSecretAccessKey = lens _acSecretAccessKey (\ s a -> s{_acSecretAccessKey = a});---- | Token specific to a build ID.-acSessionToken :: Lens' AWSCredentials (Maybe Text)-acSessionToken = lens _acSessionToken (\ s a -> s{_acSessionToken = a});---- | Access key for an AWS account.-acAccessKeyId :: Lens' AWSCredentials (Maybe Text)-acAccessKeyId = lens _acAccessKeyId (\ s a -> s{_acAccessKeyId = a});--instance FromJSON AWSCredentials where- parseJSON- = withObject "AWSCredentials"- (\ x ->- AWSCredentials' <$>- (x .:? "SecretAccessKey") <*> (x .:? "SessionToken")- <*> (x .:? "AccessKeyId"))--instance Hashable AWSCredentials--instance NFData AWSCredentials---- | Properties describing a fleet alias.------------ /See:/ 'alias' smart constructor.-data Alias = Alias'- { _aCreationTime :: !(Maybe POSIX)- , _aLastUpdatedTime :: !(Maybe POSIX)- , _aAliasId :: !(Maybe Text)- , _aRoutingStrategy :: !(Maybe RoutingStrategy)- , _aName :: !(Maybe Text)- , _aDescription :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'Alias' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'aCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").------ * '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' - Unique identifier for a fleet alias.------ * 'aRoutingStrategy' - Undocumented member.------ * 'aName' - Descriptive label associated with an alias. Alias names do not need to be unique.------ * 'aDescription' - Human-readable description of an alias.-alias- :: Alias-alias =- Alias'- { _aCreationTime = Nothing- , _aLastUpdatedTime = Nothing- , _aAliasId = Nothing- , _aRoutingStrategy = Nothing- , _aName = Nothing- , _aDescription = Nothing- }---- | 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").-aLastUpdatedTime :: Lens' Alias (Maybe UTCTime)-aLastUpdatedTime = lens _aLastUpdatedTime (\ s a -> s{_aLastUpdatedTime = a}) . mapping _Time;---- | Unique identifier for a fleet alias.-aAliasId :: Lens' Alias (Maybe Text)-aAliasId = lens _aAliasId (\ s a -> s{_aAliasId = a});---- | Undocumented member.-aRoutingStrategy :: Lens' Alias (Maybe RoutingStrategy)-aRoutingStrategy = lens _aRoutingStrategy (\ s a -> s{_aRoutingStrategy = a});---- | Descriptive label associated with an alias. Alias names do not need to be unique.-aName :: Lens' Alias (Maybe Text)-aName = lens _aName (\ s a -> s{_aName = a});---- | Human-readable description of an alias.-aDescription :: Lens' Alias (Maybe Text)-aDescription = lens _aDescription (\ s a -> s{_aDescription = a});--instance FromJSON Alias where- parseJSON- = withObject "Alias"- (\ x ->- Alias' <$>- (x .:? "CreationTime") <*> (x .:? "LastUpdatedTime")- <*> (x .:? "AliasId")- <*> (x .:? "RoutingStrategy")- <*> (x .:? "Name")- <*> (x .:? "Description"))--instance Hashable Alias--instance NFData Alias---- | Properties describing a game build.------------ /See:/ 'build' smart constructor.-data Build = Build'- { _bCreationTime :: !(Maybe POSIX)- , _bStatus :: !(Maybe BuildStatus)- , _bOperatingSystem :: !(Maybe OperatingSystem)- , _bBuildId :: !(Maybe Text)- , _bName :: !(Maybe Text)- , _bVersion :: !(Maybe Text)- , _bSizeOnDisk :: !(Maybe Nat)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'Build' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'bCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").------ * 'bStatus' - Current status of the build. Possible build statuses include the following: * __INITIALIZED__ – A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value. * __READY__ – The game build has been successfully uploaded. You can now create new fleets for this build. * __FAILED__ – The game build upload failed. You cannot create new fleets for this build.------ * 'bOperatingSystem' - Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.------ * 'bBuildId' - Unique identifier for a build.------ * 'bName' - Descriptive label associated with a build. Build names do not need to be unique. It can be set using 'CreateBuild' or 'UpdateBuild' .------ * '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' - File size of the uploaded game build, expressed in bytes. When the build status is @INITIALIZED@ , this value is 0.-build- :: Build-build =- Build'- { _bCreationTime = Nothing- , _bStatus = Nothing- , _bOperatingSystem = Nothing- , _bBuildId = Nothing- , _bName = Nothing- , _bVersion = Nothing- , _bSizeOnDisk = Nothing- }---- | 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.-bStatus :: Lens' Build (Maybe BuildStatus)-bStatus = lens _bStatus (\ s a -> s{_bStatus = a});---- | Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.-bOperatingSystem :: Lens' Build (Maybe OperatingSystem)-bOperatingSystem = lens _bOperatingSystem (\ s a -> s{_bOperatingSystem = a});---- | Unique identifier for a build.-bBuildId :: Lens' Build (Maybe Text)-bBuildId = lens _bBuildId (\ s a -> s{_bBuildId = a});---- | Descriptive label associated with 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' .-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.-bSizeOnDisk :: Lens' Build (Maybe Natural)-bSizeOnDisk = lens _bSizeOnDisk (\ s a -> s{_bSizeOnDisk = a}) . mapping _Nat;--instance FromJSON Build where- parseJSON- = withObject "Build"- (\ x ->- Build' <$>- (x .:? "CreationTime") <*> (x .:? "Status") <*>- (x .:? "OperatingSystem")- <*> (x .:? "BuildId")- <*> (x .:? "Name")- <*> (x .:? "Version")- <*> (x .:? "SizeOnDisk"))--instance Hashable Build--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.------------ /See:/ 'ec2InstanceCounts' smart constructor.-data EC2InstanceCounts = EC2InstanceCounts'- { _eicIdLE :: !(Maybe Nat)- , _eicTERMINATING :: !(Maybe Nat)- , _eicPENDING :: !(Maybe Nat)- , _eicMAXIMUM :: !(Maybe Nat)- , _eicDESIRED :: !(Maybe Nat)- , _eicMINIMUM :: !(Maybe Nat)- , _eicACTIVE :: !(Maybe Nat)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'EC2InstanceCounts' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'eicIdLE' - Number of active instances in the fleet that are not currently hosting a game session.------ * 'eicTERMINATING' - Number of instances in the fleet that are no longer active but haven't yet been terminated.------ * 'eicPENDING' - Number of instances in the fleet that are starting but not yet active.------ * 'eicMAXIMUM' - Maximum value allowed for the fleet's instance count.------ * 'eicDESIRED' - Ideal number of active instances in the fleet.------ * 'eicMINIMUM' - Minimum value allowed for the fleet's instance count.------ * 'eicACTIVE' - Actual number of active instances in the fleet.-ec2InstanceCounts- :: EC2InstanceCounts-ec2InstanceCounts =- EC2InstanceCounts'- { _eicIdLE = Nothing- , _eicTERMINATING = Nothing- , _eicPENDING = Nothing- , _eicMAXIMUM = Nothing- , _eicDESIRED = Nothing- , _eicMINIMUM = Nothing- , _eicACTIVE = Nothing- }---- | Number of active instances in the fleet that are not currently hosting a game session.-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.-eicTERMINATING :: Lens' EC2InstanceCounts (Maybe Natural)-eicTERMINATING = lens _eicTERMINATING (\ s a -> s{_eicTERMINATING = a}) . mapping _Nat;---- | Number of instances in the fleet that are starting but not yet active.-eicPENDING :: Lens' EC2InstanceCounts (Maybe Natural)-eicPENDING = lens _eicPENDING (\ s a -> s{_eicPENDING = a}) . mapping _Nat;---- | Maximum value allowed for the fleet's instance count.-eicMAXIMUM :: Lens' EC2InstanceCounts (Maybe Natural)-eicMAXIMUM = lens _eicMAXIMUM (\ s a -> s{_eicMAXIMUM = a}) . mapping _Nat;---- | Ideal number of active instances in the fleet.-eicDESIRED :: Lens' EC2InstanceCounts (Maybe Natural)-eicDESIRED = lens _eicDESIRED (\ s a -> s{_eicDESIRED = a}) . mapping _Nat;---- | Minimum value allowed for the fleet's instance count.-eicMINIMUM :: Lens' EC2InstanceCounts (Maybe Natural)-eicMINIMUM = lens _eicMINIMUM (\ s a -> s{_eicMINIMUM = a}) . mapping _Nat;---- | Actual number of active instances in the fleet.-eicACTIVE :: Lens' EC2InstanceCounts (Maybe Natural)-eicACTIVE = lens _eicACTIVE (\ s a -> s{_eicACTIVE = a}) . mapping _Nat;--instance FromJSON EC2InstanceCounts where- parseJSON- = withObject "EC2InstanceCounts"- (\ x ->- EC2InstanceCounts' <$>- (x .:? "IDLE") <*> (x .:? "TERMINATING") <*>- (x .:? "PENDING")- <*> (x .:? "MAXIMUM")- <*> (x .:? "DESIRED")- <*> (x .:? "MINIMUM")- <*> (x .:? "ACTIVE"))--instance Hashable EC2InstanceCounts--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' .------------ /See:/ 'ec2InstanceLimit' smart constructor.-data EC2InstanceLimit = EC2InstanceLimit'- { _eilEC2InstanceType :: !(Maybe EC2InstanceType)- , _eilCurrentInstances :: !(Maybe Nat)- , _eilInstanceLimit :: !(Maybe Nat)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'EC2InstanceLimit' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'eilEC2InstanceType' - Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. GameLift supports the following EC2 instance types. See <http://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions.------ * 'eilCurrentInstances' - Number of instances of the specified type that are currently in use by this AWS account.------ * 'eilInstanceLimit' - Number of instances allowed.-ec2InstanceLimit- :: EC2InstanceLimit-ec2InstanceLimit =- EC2InstanceLimit'- { _eilEC2InstanceType = Nothing- , _eilCurrentInstances = Nothing- , _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 <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});---- | Number of instances of the specified type that are currently in use by this AWS account.-eilCurrentInstances :: Lens' EC2InstanceLimit (Maybe Natural)-eilCurrentInstances = lens _eilCurrentInstances (\ s a -> s{_eilCurrentInstances = a}) . mapping _Nat;---- | Number of instances allowed.-eilInstanceLimit :: Lens' EC2InstanceLimit (Maybe Natural)-eilInstanceLimit = lens _eilInstanceLimit (\ s a -> s{_eilInstanceLimit = a}) . mapping _Nat;--instance FromJSON EC2InstanceLimit where- parseJSON- = withObject "EC2InstanceLimit"- (\ x ->- EC2InstanceLimit' <$>- (x .:? "EC2InstanceType") <*>- (x .:? "CurrentInstances")- <*> (x .:? "InstanceLimit"))--instance Hashable EC2InstanceLimit--instance NFData EC2InstanceLimit---- | 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)- , _eEventTime :: !(Maybe POSIX)- , _eMessage :: !(Maybe Text)- , _eEventCode :: !(Maybe EventCode)- , _eEventId :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'Event' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'eResourceId' - Unique identifier for the resource, such as a fleet ID.------ * 'eEventTime' - Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").------ * 'eMessage' - Additional information related to the event.------ * 'eEventCode' - Type of event being logged.------ * 'eEventId' - Unique identifier for a fleet event.-event- :: Event-event =- Event'- { _eResourceId = Nothing- , _eEventTime = Nothing- , _eMessage = Nothing- , _eEventCode = Nothing- , _eEventId = Nothing- }---- | Unique identifier for the resource, such as a fleet ID.-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").-eEventTime :: Lens' Event (Maybe UTCTime)-eEventTime = lens _eEventTime (\ s a -> s{_eEventTime = a}) . mapping _Time;---- | Additional information related to the event.-eMessage :: Lens' Event (Maybe Text)-eMessage = lens _eMessage (\ s a -> s{_eMessage = a});---- | Type of event being logged.-eEventCode :: Lens' Event (Maybe EventCode)-eEventCode = lens _eEventCode (\ s a -> s{_eEventCode = a});---- | Unique identifier for a fleet event.-eEventId :: Lens' Event (Maybe Text)-eEventId = lens _eEventId (\ s a -> s{_eEventId = a});--instance FromJSON Event where- parseJSON- = withObject "Event"- (\ x ->- Event' <$>- (x .:? "ResourceId") <*> (x .:? "EventTime") <*>- (x .:? "Message")- <*> (x .:? "EventCode")- <*> (x .:? "EventId"))--instance Hashable Event--instance NFData Event---- | General properties describing a fleet.------------ /See:/ 'fleetAttributes' smart constructor.-data FleetAttributes = FleetAttributes'- { _faCreationTime :: !(Maybe POSIX)- , _faStatus :: !(Maybe FleetStatus)- , _faServerLaunchParameters :: !(Maybe Text)- , _faLogPaths :: !(Maybe [Text])- , _faOperatingSystem :: !(Maybe OperatingSystem)- , _faBuildId :: !(Maybe Text)- , _faTerminationTime :: !(Maybe POSIX)- , _faNewGameSessionProtectionPolicy :: !(Maybe ProtectionPolicy)- , _faName :: !(Maybe Text)- , _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' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").------ * 'faStatus' - Current status of the fleet. Possible fleet statuses include the following: * __NEW__ – A new fleet has been defined and desired instances is set to 1. * __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' - 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' - 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' - Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.------ * 'faBuildId' - Unique identifier for a build.------ * 'faTerminationTime' - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").------ * 'faNewGameSessionProtectionPolicy' - Type of game session protection to set for all new instances started in the fleet. * __NoProtection__ – The game session can be terminated during a scale-down event. * __FullProtection__ – If the game session is in an @ACTIVE@ status, it cannot be terminated during a scale-down event.------ * 'faName' - Descriptive label associated with a fleet. Fleet names do not need to be unique.------ * 'faServerLaunchPath' - Path to a game server executable in the fleet's build, specified for fleets created 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' - Unique identifier for a fleet.------ * 'faDescription' - Human-readable description of the fleet.------ * 'faResourceCreationLimitPolicy' - Fleet policy to limit the number of game sessions an individual player can create over a span of time.-fleetAttributes- :: FleetAttributes-fleetAttributes =- FleetAttributes'- { _faCreationTime = Nothing- , _faStatus = Nothing- , _faServerLaunchParameters = Nothing- , _faLogPaths = Nothing- , _faOperatingSystem = Nothing- , _faBuildId = Nothing- , _faTerminationTime = Nothing- , _faNewGameSessionProtectionPolicy = Nothing- , _faName = Nothing- , _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").-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.-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' @ .-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 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.-faOperatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem)-faOperatingSystem = lens _faOperatingSystem (\ s a -> s{_faOperatingSystem = a});---- | Unique identifier for a build.-faBuildId :: Lens' FleetAttributes (Maybe Text)-faBuildId = lens _faBuildId (\ s a -> s{_faBuildId = a});---- | Time stamp indicating when this 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.-faNewGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy)-faNewGameSessionProtectionPolicy = lens _faNewGameSessionProtectionPolicy (\ s a -> s{_faNewGameSessionProtectionPolicy = a});---- | Descriptive label associated with a fleet. Fleet names do not need to be unique.-faName :: Lens' FleetAttributes (Maybe Text)-faName = lens _faName (\ s a -> s{_faName = a});---- | Path to 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});---- | Unique identifier for a fleet.-faFleetId :: Lens' FleetAttributes (Maybe Text)-faFleetId = lens _faFleetId (\ s a -> s{_faFleetId = a});---- | Human-readable description of the fleet.-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"- (\ x ->- FleetAttributes' <$>- (x .:? "CreationTime") <*> (x .:? "Status") <*>- (x .:? "ServerLaunchParameters")- <*> (x .:? "LogPaths" .!= mempty)- <*> (x .:? "OperatingSystem")- <*> (x .:? "BuildId")- <*> (x .:? "TerminationTime")- <*> (x .:? "NewGameSessionProtectionPolicy")- <*> (x .:? "Name")- <*> (x .:? "ServerLaunchPath")- <*> (x .:? "FleetId")- <*> (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.------------ /See:/ 'fleetCapacity' smart constructor.-data FleetCapacity = FleetCapacity'- { _fcInstanceType :: !(Maybe EC2InstanceType)- , _fcFleetId :: !(Maybe Text)- , _fcInstanceCounts :: !(Maybe EC2InstanceCounts)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'FleetCapacity' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'fcInstanceType' - Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. GameLift supports the following EC2 instance types. See <http://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions.------ * 'fcFleetId' - Unique identifier for a fleet.------ * 'fcInstanceCounts' - Current status of fleet capacity.-fleetCapacity- :: FleetCapacity-fleetCapacity =- FleetCapacity'- { _fcInstanceType = Nothing- , _fcFleetId = Nothing- , _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 <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});---- | Unique identifier for a fleet.-fcFleetId :: Lens' FleetCapacity (Maybe Text)-fcFleetId = lens _fcFleetId (\ s a -> s{_fcFleetId = a});---- | Current status of fleet capacity.-fcInstanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts)-fcInstanceCounts = lens _fcInstanceCounts (\ s a -> s{_fcInstanceCounts = a});--instance FromJSON FleetCapacity where- parseJSON- = withObject "FleetCapacity"- (\ x ->- FleetCapacity' <$>- (x .:? "InstanceType") <*> (x .:? "FleetId") <*>- (x .:? "InstanceCounts"))--instance Hashable FleetCapacity--instance NFData FleetCapacity---- | 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)- , _fuMaximumPlayerSessionCount :: !(Maybe Nat)- , _fuCurrentPlayerSessionCount :: !(Maybe Nat)- , _fuFleetId :: !(Maybe Text)- , _fuActiveServerProcessCount :: !(Maybe Nat)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'FleetUtilization' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'fuActiveGameSessionCount' - Number of active game sessions currently being hosted on all instances in the fleet.------ * 'fuMaximumPlayerSessionCount' - Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.------ * 'fuCurrentPlayerSessionCount' - Number of active player sessions currently being hosted on all instances in the fleet.------ * 'fuFleetId' - Unique identifier for a fleet.------ * 'fuActiveServerProcessCount' - Number of server processes in an @ACTIVE@ status currently running across all instances in the fleet-fleetUtilization- :: FleetUtilization-fleetUtilization =- FleetUtilization'- { _fuActiveGameSessionCount = Nothing- , _fuMaximumPlayerSessionCount = Nothing- , _fuCurrentPlayerSessionCount = Nothing- , _fuFleetId = Nothing- , _fuActiveServerProcessCount = Nothing- }---- | Number of active game sessions currently being hosted on all instances in the fleet.-fuActiveGameSessionCount :: Lens' FleetUtilization (Maybe Natural)-fuActiveGameSessionCount = lens _fuActiveGameSessionCount (\ s a -> s{_fuActiveGameSessionCount = a}) . mapping _Nat;---- | Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.-fuMaximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)-fuMaximumPlayerSessionCount = lens _fuMaximumPlayerSessionCount (\ s a -> s{_fuMaximumPlayerSessionCount = a}) . mapping _Nat;---- | Number of active player sessions currently being hosted on all instances in the fleet.-fuCurrentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)-fuCurrentPlayerSessionCount = lens _fuCurrentPlayerSessionCount (\ s a -> s{_fuCurrentPlayerSessionCount = a}) . mapping _Nat;---- | Unique identifier for a fleet.-fuFleetId :: Lens' FleetUtilization (Maybe Text)-fuFleetId = lens _fuFleetId (\ s a -> s{_fuFleetId = a});---- | Number of server processes in an @ACTIVE@ status currently running across all instances in the fleet-fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural)-fuActiveServerProcessCount = lens _fuActiveServerProcessCount (\ s a -> s{_fuActiveServerProcessCount = a}) . mapping _Nat;--instance FromJSON FleetUtilization where- parseJSON- = withObject "FleetUtilization"- (\ x ->- FleetUtilization' <$>- (x .:? "ActiveGameSessionCount") <*>- (x .:? "MaximumPlayerSessionCount")- <*> (x .:? "CurrentPlayerSessionCount")- <*> (x .:? "FleetId")- <*> (x .:? "ActiveServerProcessCount"))--instance Hashable FleetUtilization--instance NFData FleetUtilization---- | Set of key-value pairs containing information a server process requires to set up a game session. This object allows you to pass in any set of data needed for your game. For more information, see the <http://docs.aws.amazon.com/gamelift/latest/developerguide/ Amazon GameLift Developer Guide> .------------ /See:/ 'gameProperty' smart constructor.-data GameProperty = GameProperty'- { _gpKey :: !Text- , _gpValue :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'GameProperty' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'gpKey' - TBD------ * 'gpValue' - TBD-gameProperty- :: Text -- ^ 'gpKey'- -> Text -- ^ 'gpValue'- -> GameProperty-gameProperty pKey_ pValue_ =- GameProperty'- { _gpKey = pKey_- , _gpValue = pValue_- }---- | TBD-gpKey :: Lens' GameProperty Text-gpKey = lens _gpKey (\ s a -> s{_gpKey = a});---- | TBD-gpValue :: Lens' GameProperty Text-gpValue = lens _gpValue (\ s a -> s{_gpValue = a});--instance FromJSON GameProperty where- parseJSON- = withObject "GameProperty"- (\ x ->- GameProperty' <$> (x .: "Key") <*> (x .: "Value"))--instance Hashable GameProperty--instance NFData GameProperty--instance ToJSON GameProperty where- toJSON GameProperty'{..}- = object- (catMaybes- [Just ("Key" .= _gpKey), Just ("Value" .= _gpValue)])---- | Properties describing a game session.------------ /See:/ 'gameSession' smart constructor.-data GameSession = GameSession'- { _gsCreationTime :: !(Maybe POSIX)- , _gsStatus :: !(Maybe GameSessionStatus)- , _gsGameProperties :: !(Maybe [GameProperty])- , _gsIPAddress :: !(Maybe Text)- , _gsGameSessionId :: !(Maybe Text)- , _gsMaximumPlayerSessionCount :: !(Maybe Nat)- , _gsTerminationTime :: !(Maybe POSIX)- , _gsPlayerSessionCreationPolicy :: !(Maybe PlayerSessionCreationPolicy)- , _gsName :: !(Maybe Text)- , _gsCurrentPlayerSessionCount :: !(Maybe Nat)- , _gsFleetId :: !(Maybe Text)- , _gsCreatorId :: !(Maybe Text)- , _gsPort :: !(Maybe Nat)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'GameSession' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'gsCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").------ * 'gsStatus' - Current status of the game session. A game session must be in an @ACTIVE@ status to have player sessions.------ * 'gsGameProperties' - Set of custom properties for the game session.------ * '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' - 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' - Maximum number of players allowed in the game session.------ * 'gsTerminationTime' - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").------ * 'gsPlayerSessionCreationPolicy' - Indicates whether or not the game session is accepting new players.------ * 'gsName' - Descriptive label associated with a game session. Session names do not need to be unique.------ * 'gsCurrentPlayerSessionCount' - Number of players currently in the game session.------ * 'gsFleetId' - Unique identifier for a fleet.------ * '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 =- GameSession'- { _gsCreationTime = Nothing- , _gsStatus = Nothing- , _gsGameProperties = Nothing- , _gsIPAddress = Nothing- , _gsGameSessionId = Nothing- , _gsMaximumPlayerSessionCount = Nothing- , _gsTerminationTime = Nothing- , _gsPlayerSessionCreationPolicy = Nothing- , _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").-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.-gsStatus :: Lens' GameSession (Maybe GameSessionStatus)-gsStatus = lens _gsStatus (\ s a -> s{_gsStatus = a});---- | Set of custom properties for the game session.-gsGameProperties :: Lens' GameSession [GameProperty]-gsGameProperties = lens _gsGameProperties (\ s a -> s{_gsGameProperties = a}) . _Default . _Coerce;---- | IP address of the game session. To connect to a GameLift server process, an app needs both the IP address and port number.-gsIPAddress :: Lens' GameSession (Maybe Text)-gsIPAddress = lens _gsIPAddress (\ s a -> s{_gsIPAddress = a});---- | 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});---- | Maximum number of players allowed in the game session.-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").-gsTerminationTime :: Lens' GameSession (Maybe UTCTime)-gsTerminationTime = lens _gsTerminationTime (\ s a -> s{_gsTerminationTime = a}) . mapping _Time;---- | Indicates whether or not the game session is accepting new players.-gsPlayerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy)-gsPlayerSessionCreationPolicy = lens _gsPlayerSessionCreationPolicy (\ s a -> s{_gsPlayerSessionCreationPolicy = a});---- | Descriptive label associated with a game session. Session names do not need to be unique.-gsName :: Lens' GameSession (Maybe Text)-gsName = lens _gsName (\ s a -> s{_gsName = a});---- | Number of players currently in the game session.-gsCurrentPlayerSessionCount :: Lens' GameSession (Maybe Natural)-gsCurrentPlayerSessionCount = lens _gsCurrentPlayerSessionCount (\ s a -> s{_gsCurrentPlayerSessionCount = a}) . mapping _Nat;---- | Unique identifier for a fleet.-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;--instance FromJSON GameSession where- parseJSON- = withObject "GameSession"- (\ x ->- GameSession' <$>- (x .:? "CreationTime") <*> (x .:? "Status") <*>- (x .:? "GameProperties" .!= mempty)- <*> (x .:? "IpAddress")- <*> (x .:? "GameSessionId")- <*> (x .:? "MaximumPlayerSessionCount")- <*> (x .:? "TerminationTime")- <*> (x .:? "PlayerSessionCreationPolicy")- <*> (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.------------ /See:/ 'gameSessionDetail' smart constructor.-data GameSessionDetail = GameSessionDetail'- { _gsdGameSession :: !(Maybe GameSession)- , _gsdProtectionPolicy :: !(Maybe ProtectionPolicy)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'GameSessionDetail' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'gsdGameSession' - Undocumented member.------ * '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 =- GameSessionDetail'- { _gsdGameSession = Nothing- , _gsdProtectionPolicy = Nothing- }---- | Undocumented member.-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.-gsdProtectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy)-gsdProtectionPolicy = lens _gsdProtectionPolicy (\ s a -> s{_gsdProtectionPolicy = a});--instance FromJSON GameSessionDetail where- parseJSON- = withObject "GameSessionDetail"- (\ x ->- GameSessionDetail' <$>- (x .:? "GameSession") <*> (x .:? "ProtectionPolicy"))--instance Hashable GameSessionDetail--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.------------ /See:/ 'ipPermission' smart constructor.-data IPPermission = IPPermission'- { _ipFromPort :: !Nat- , _ipToPort :: !Nat- , _ipIPRange :: !Text- , _ipProtocol :: !IPProtocol- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'IPPermission' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'ipFromPort' - Starting value for a range of allowed port numbers.------ * 'ipToPort' - Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than @FromPort@ .------ * 'ipIPRange' - Range of allowed IP addresses. This value must be expressed in <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' - Network communication protocol used by the fleet.-ipPermission- :: Natural -- ^ 'ipFromPort'- -> Natural -- ^ 'ipToPort'- -> Text -- ^ 'ipIPRange'- -> IPProtocol -- ^ 'ipProtocol'- -> IPPermission-ipPermission pFromPort_ pToPort_ pIPRange_ pProtocol_ =- IPPermission'- { _ipFromPort = _Nat # pFromPort_- , _ipToPort = _Nat # pToPort_- , _ipIPRange = pIPRange_- , _ipProtocol = pProtocol_- }---- | Starting value for a range of allowed port numbers.-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@ .-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]@ ".-ipIPRange :: Lens' IPPermission Text-ipIPRange = lens _ipIPRange (\ s a -> s{_ipIPRange = a});---- | Network communication protocol used by the fleet.-ipProtocol :: Lens' IPPermission IPProtocol-ipProtocol = lens _ipProtocol (\ s a -> s{_ipProtocol = a});--instance FromJSON IPPermission where- parseJSON- = withObject "IPPermission"- (\ x ->- IPPermission' <$>- (x .: "FromPort") <*> (x .: "ToPort") <*>- (x .: "IpRange")- <*> (x .: "Protocol"))--instance Hashable IPPermission--instance NFData IPPermission--instance ToJSON IPPermission where- toJSON IPPermission'{..}- = object- (catMaybes- [Just ("FromPort" .= _ipFromPort),- Just ("ToPort" .= _ipToPort),- 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)- , _psStatus :: !(Maybe PlayerSessionStatus)- , _psIPAddress :: !(Maybe Text)- , _psGameSessionId :: !(Maybe Text)- , _psTerminationTime :: !(Maybe POSIX)- , _psPlayerSessionId :: !(Maybe Text)- , _psFleetId :: !(Maybe Text)- , _psPlayerId :: !(Maybe Text)- , _psPort :: !(Maybe Nat)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'PlayerSession' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'psCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").------ * 'psStatus' - Current status of the player session. Possible player session statuses include the following: * __RESERVED__ – The player session request has been received, but the player has not yet connected to the server process 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' - Game session IP address. All player sessions reference the game session location.------ * 'psGameSessionId' - Unique identifier for the game session that the player session is connected to.------ * 'psTerminationTime' - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").------ * 'psPlayerSessionId' - Unique identifier for a player session.------ * 'psFleetId' - Unique identifier for a fleet.------ * 'psPlayerId' - Unique identifier for a player.------ * '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 =- PlayerSession'- { _psCreationTime = Nothing- , _psStatus = Nothing- , _psIPAddress = Nothing- , _psGameSessionId = Nothing- , _psTerminationTime = Nothing- , _psPlayerSessionId = Nothing- , _psFleetId = Nothing- , _psPlayerId = Nothing- , _psPort = Nothing- }---- | 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).-psStatus :: Lens' PlayerSession (Maybe PlayerSessionStatus)-psStatus = lens _psStatus (\ s a -> s{_psStatus = a});---- | Game session IP address. All player sessions reference the game session location.-psIPAddress :: Lens' PlayerSession (Maybe Text)-psIPAddress = lens _psIPAddress (\ s a -> s{_psIPAddress = a});---- | 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").-psTerminationTime :: Lens' PlayerSession (Maybe UTCTime)-psTerminationTime = lens _psTerminationTime (\ s a -> s{_psTerminationTime = a}) . mapping _Time;---- | Unique identifier for a player session.-psPlayerSessionId :: Lens' PlayerSession (Maybe Text)-psPlayerSessionId = lens _psPlayerSessionId (\ s a -> s{_psPlayerSessionId = a});---- | Unique identifier for a fleet.-psFleetId :: Lens' PlayerSession (Maybe Text)-psFleetId = lens _psFleetId (\ s a -> s{_psFleetId = a});---- | Unique identifier for a player.-psPlayerId :: Lens' PlayerSession (Maybe Text)-psPlayerId = lens _psPlayerId (\ s a -> s{_psPlayerId = a});---- | Port number for the game session. To connect to a GameLift server process, an app needs both the IP address and port number.-psPort :: Lens' PlayerSession (Maybe Natural)-psPort = lens _psPort (\ s a -> s{_psPort = a}) . mapping _Nat;--instance FromJSON PlayerSession where- parseJSON- = withObject "PlayerSession"- (\ x ->- PlayerSession' <$>- (x .:? "CreationTime") <*> (x .:? "Status") <*>- (x .:? "IpAddress")- <*> (x .:? "GameSessionId")- <*> (x .:? "TerminationTime")- <*> (x .:? "PlayerSessionId")- <*> (x .:? "FleetId")- <*> (x .:? "PlayerId")- <*> (x .:? "Port"))--instance Hashable PlayerSession--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)- , _rsMessage :: !(Maybe Text)- , _rsFleetId :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'RoutingStrategy' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'rsType' - Type of routing strategy. Possible routing types include the following: * __SIMPLE__ – The alias resolves to one specific fleet. Use this type when routing to active fleets. * __TERMINAL__ – The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the 'RoutingStrategy' message embedded.------ * 'rsMessage' - Message text to be used with a terminal routing strategy.------ * 'rsFleetId' - Unique identifier for a fleet.-routingStrategy- :: RoutingStrategy-routingStrategy =- RoutingStrategy'- { _rsType = Nothing- , _rsMessage = Nothing- , _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.-rsType :: Lens' RoutingStrategy (Maybe RoutingStrategyType)-rsType = lens _rsType (\ s a -> s{_rsType = a});---- | Message text to be used with a terminal routing strategy.-rsMessage :: Lens' RoutingStrategy (Maybe Text)-rsMessage = lens _rsMessage (\ s a -> s{_rsMessage = a});---- | Unique identifier for a fleet.-rsFleetId :: Lens' RoutingStrategy (Maybe Text)-rsFleetId = lens _rsFleetId (\ s a -> s{_rsFleetId = a});--instance FromJSON RoutingStrategy where- parseJSON- = withObject "RoutingStrategy"- (\ x ->- RoutingStrategy' <$>- (x .:? "Type") <*> (x .:? "Message") <*>- (x .:? "FleetId"))--instance Hashable RoutingStrategy--instance NFData RoutingStrategy--instance ToJSON RoutingStrategy where- toJSON RoutingStrategy'{..}- = object- (catMaybes- [("Type" .=) <$> _rsType,- ("Message" .=) <$> _rsMessage,- ("FleetId" .=) <$> _rsFleetId])---- | Collection of server process configurations that describe what processes should be run on each instance in a fleet. An instance can launch and maintain multiple server processes based on the runtime configuration; it regularly checks for an updated runtime configuration and starts new server processes to match the latest version.--------- The key purpose of a runtime configuration with multiple server process configurations is to be able to run more than one kind of game server in a single fleet. You can include configurations for more than one server executable in order to run two or more different programs to run on the same instance. This option might be useful, for example, to run more than one version of your game server on the same fleet. Another option is to specify configurations for the same server executable but with different launch parameters.------ A GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes specified in a runtime configuration, add the values of the @ConcurrentExecutions@ parameter for each @'ServerProcess' @ object in the runtime configuration.--------- /See:/ 'runtimeConfiguration' smart constructor.-newtype RuntimeConfiguration = RuntimeConfiguration'- { _rcServerProcesses :: Maybe (List1 ServerProcess)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'RuntimeConfiguration' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'rcServerProcesses' - Collection of server process configurations describing what server processes to run on each instance in a fleet-runtimeConfiguration- :: RuntimeConfiguration-runtimeConfiguration =- RuntimeConfiguration'- { _rcServerProcesses = Nothing- }---- | Collection of server process configurations describing what server processes to run on each instance in a fleet-rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))-rcServerProcesses = lens _rcServerProcesses (\ s a -> s{_rcServerProcesses = a}) . mapping _List1;--instance FromJSON RuntimeConfiguration where- parseJSON- = withObject "RuntimeConfiguration"- (\ x ->- RuntimeConfiguration' <$> (x .:? "ServerProcesses"))--instance Hashable RuntimeConfiguration--instance NFData RuntimeConfiguration--instance ToJSON RuntimeConfiguration where- toJSON RuntimeConfiguration'{..}- = object- (catMaybes- [("ServerProcesses" .=) <$> _rcServerProcesses])---- | Location in Amazon Simple Storage Service (Amazon S3) where a build's files are stored. This location is assigned in response to a 'CreateBuild' call, and is always in the same region as the service used to create the build. For more details see the <http://aws.amazon.com/documentation/s3/ Amazon S3 documentation> .------------ /See:/ 's3Location' smart constructor.-data S3Location = S3Location'- { _slBucket :: !(Maybe Text)- , _slKey :: !(Maybe Text)- , _slRoleARN :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'S3Location' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'slBucket' - Amazon S3 bucket identifier.------ * 'slKey' - Amazon S3 bucket key.------ * 'slRoleARN' - Amazon resource number for the cross-account access role that allows GameLift access to the S3 bucket.-s3Location- :: S3Location-s3Location =- S3Location'- { _slBucket = Nothing- , _slKey = Nothing- , _slRoleARN = Nothing- }---- | Amazon S3 bucket identifier.-slBucket :: Lens' S3Location (Maybe Text)-slBucket = lens _slBucket (\ s a -> s{_slBucket = a});---- | Amazon S3 bucket key.-slKey :: Lens' S3Location (Maybe Text)-slKey = lens _slKey (\ s a -> s{_slKey = a});---- | Amazon resource number for the cross-account access role that allows GameLift access to the S3 bucket.-slRoleARN :: Lens' S3Location (Maybe Text)-slRoleARN = lens _slRoleARN (\ s a -> s{_slRoleARN = a});--instance FromJSON S3Location where- parseJSON- = withObject "S3Location"- (\ x ->- S3Location' <$>- (x .:? "Bucket") <*> (x .:? "Key") <*>- (x .:? "RoleArn"))--instance Hashable S3Location--instance NFData S3Location--instance ToJSON S3Location where- toJSON S3Location'{..}- = object- (catMaybes- [("Bucket" .=) <$> _slBucket, ("Key" .=) <$> _slKey,- ("RoleArn" .=) <$> _slRoleARN])---- | 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)- , _spScalingAdjustmentType :: !(Maybe ScalingAdjustmentType)- , _spEvaluationPeriods :: !(Maybe Nat)- , _spMetricName :: !(Maybe MetricName)- , _spComparisonOperator :: !(Maybe ComparisonOperatorType)- , _spName :: !(Maybe Text)- , _spThreshold :: !(Maybe Double)- , _spScalingAdjustment :: !(Maybe Int)- , _spFleetId :: !(Maybe Text)- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'ScalingPolicy' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'spStatus' - Current status of the scaling policy. The scaling policy 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' - Type of adjustment to make to a fleet's instance count (see 'FleetCapacity' ): * __ChangeInCapacity__ – add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. * __ExactCapacity__ – set the instance count to the scaling adjustment value. * __PercentChangeInCapacity__ – increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.------ * 'spEvaluationPeriods' - Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.------ * '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' - Comparison operator to use when measuring a metric against the threshold value.------ * 'spName' - Descriptive label associated with a scaling policy. Policy names do not need to be unique.------ * 'spThreshold' - Metric value used to trigger a scaling event.------ * 'spScalingAdjustment' - Amount of adjustment to make, based on the scaling adjustment type.------ * 'spFleetId' - Unique identity for the fleet associated with this scaling policy.-scalingPolicy- :: ScalingPolicy-scalingPolicy =- ScalingPolicy'- { _spStatus = Nothing- , _spScalingAdjustmentType = Nothing- , _spEvaluationPeriods = Nothing- , _spMetricName = Nothing- , _spComparisonOperator = Nothing- , _spName = Nothing- , _spThreshold = Nothing- , _spScalingAdjustment = Nothing- , _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.-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.-spScalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType)-spScalingAdjustmentType = lens _spScalingAdjustmentType (\ s a -> s{_spScalingAdjustmentType = a});---- | Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.-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.-spMetricName :: Lens' ScalingPolicy (Maybe MetricName)-spMetricName = lens _spMetricName (\ s a -> s{_spMetricName = a});---- | Comparison operator to use when measuring a metric against the threshold value.-spComparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType)-spComparisonOperator = lens _spComparisonOperator (\ s a -> s{_spComparisonOperator = a});---- | Descriptive label associated with a scaling policy. Policy names do not need to be unique.-spName :: Lens' ScalingPolicy (Maybe Text)-spName = lens _spName (\ s a -> s{_spName = a});---- | Metric value used to trigger a scaling event.-spThreshold :: Lens' ScalingPolicy (Maybe Double)-spThreshold = lens _spThreshold (\ s a -> s{_spThreshold = a});---- | Amount of adjustment to make, based on the scaling adjustment type.-spScalingAdjustment :: Lens' ScalingPolicy (Maybe Int)-spScalingAdjustment = lens _spScalingAdjustment (\ s a -> s{_spScalingAdjustment = a});---- | Unique identity for the fleet associated with this scaling policy.-spFleetId :: Lens' ScalingPolicy (Maybe Text)-spFleetId = lens _spFleetId (\ s a -> s{_spFleetId = a});--instance FromJSON ScalingPolicy where- parseJSON- = withObject "ScalingPolicy"- (\ x ->- ScalingPolicy' <$>- (x .:? "Status") <*> (x .:? "ScalingAdjustmentType")- <*> (x .:? "EvaluationPeriods")- <*> (x .:? "MetricName")- <*> (x .:? "ComparisonOperator")- <*> (x .:? "Name")- <*> (x .:? "Threshold")- <*> (x .:? "ScalingAdjustment")- <*> (x .:? "FleetId"))--instance Hashable ScalingPolicy--instance NFData ScalingPolicy---- | A set of instructions for launching server processes on each instance in a fleet. Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's @'RuntimeConfiguration' @ .------------ /See:/ 'serverProcess' smart constructor.-data ServerProcess = ServerProcess'- { _spParameters :: !(Maybe Text)- , _spLaunchPath :: !Text- , _spConcurrentExecutions :: !Nat- } deriving (Eq,Read,Show,Data,Typeable,Generic)---- | Creates a value of 'ServerProcess' with the minimum fields required to make a request.------ Use one of the following lenses to modify other fields as desired:------ * 'spParameters' - Optional list of parameters to pass to the server executable on launch.------ * 'spLaunchPath' - Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances @C:\game@ , and for Linux instances @/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' - Number of server processes using this configuration to run concurrently on an instance.-serverProcess- :: Text -- ^ 'spLaunchPath'- -> Natural -- ^ 'spConcurrentExecutions'- -> ServerProcess-serverProcess pLaunchPath_ pConcurrentExecutions_ =- ServerProcess'- { _spParameters = Nothing- , _spLaunchPath = pLaunchPath_- , _spConcurrentExecutions = _Nat # pConcurrentExecutions_- }---- | Optional list of parameters to pass to the server executable on launch.-spParameters :: Lens' ServerProcess (Maybe Text)-spParameters = lens _spParameters (\ s a -> s{_spParameters = a});---- | Location 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});---- | Number of server processes using this configuration to run concurrently on an instance.-spConcurrentExecutions :: Lens' ServerProcess Natural-spConcurrentExecutions = lens _spConcurrentExecutions (\ s a -> s{_spConcurrentExecutions = a}) . _Nat;--instance FromJSON ServerProcess where- parseJSON- = withObject "ServerProcess"- (\ x ->- ServerProcess' <$>- (x .:? "Parameters") <*> (x .: "LaunchPath") <*>- (x .: "ConcurrentExecutions"))--instance Hashable ServerProcess--instance NFData ServerProcess--instance ToJSON ServerProcess where- toJSON ServerProcess'{..}- = object- (catMaybes- [("Parameters" .=) <$> _spParameters,- Just ("LaunchPath" .= _spLaunchPath),- Just- ("ConcurrentExecutions" .= _spConcurrentExecutions)])+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+module Network.AWS.GameLift.Types.Product where++import Network.AWS.GameLift.Types.Sum+import Network.AWS.Lens+import Network.AWS.Prelude++-- | Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling 'RequestUploadCredentials' .+--+--+--+-- /See:/ 'awsCredentials' smart constructor.+data AWSCredentials = AWSCredentials'+ { _acSecretAccessKey :: !(Maybe Text)+ , _acSessionToken :: !(Maybe Text)+ , _acAccessKeyId :: !(Maybe Text)+ } deriving (Eq, Show, Data, Typeable, Generic)+++-- | Creates a value of 'AWSCredentials' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'acSecretAccessKey' - Temporary secret key allowing access to the Amazon GameLift S3 account.+--+-- * 'acSessionToken' - Token used to associate a specific build ID with the files uploaded using these credentials.+--+-- * 'acAccessKeyId' - Temporary key allowing access to the Amazon GameLift S3 account.+awsCredentials+ :: AWSCredentials+awsCredentials =+ AWSCredentials'+ { _acSecretAccessKey = Nothing+ , _acSessionToken = Nothing+ , _acAccessKeyId = Nothing+ }+++-- | Temporary secret key allowing access to the Amazon GameLift S3 account.+acSecretAccessKey :: Lens' AWSCredentials (Maybe Text)+acSecretAccessKey = lens _acSecretAccessKey (\ s a -> s{_acSecretAccessKey = a});++-- | Token used to associate a specific build ID with the files uploaded using these credentials.+acSessionToken :: Lens' AWSCredentials (Maybe Text)+acSessionToken = lens _acSessionToken (\ s a -> s{_acSessionToken = a});++-- | Temporary key allowing access to the Amazon GameLift S3 account.+acAccessKeyId :: Lens' AWSCredentials (Maybe Text)+acAccessKeyId = lens _acAccessKeyId (\ s a -> s{_acAccessKeyId = a});++instance FromJSON AWSCredentials where+ parseJSON+ = withObject "AWSCredentials"+ (\ x ->+ AWSCredentials' <$>+ (x .:? "SecretAccessKey") <*> (x .:? "SessionToken")+ <*> (x .:? "AccessKeyId"))++instance Hashable AWSCredentials where++instance NFData AWSCredentials where++-- | Properties describing a fleet alias.+--+--+-- Alias-related operations include:+--+-- * 'CreateAlias'+--+-- * 'ListAliases'+--+-- * 'DescribeAlias'+--+-- * 'UpdateAlias'+--+-- * 'DeleteAlias'+--+-- * 'ResolveAlias'+--+--+--+--+-- /See:/ 'alias' smart constructor.+data Alias = Alias'+ { _aCreationTime :: !(Maybe POSIX)+ , _aLastUpdatedTime :: !(Maybe POSIX)+ , _aAliasId :: !(Maybe Text)+ , _aRoutingStrategy :: !(Maybe RoutingStrategy)+ , _aName :: !(Maybe Text)+ , _aAliasARN :: !(Maybe Text)+ , _aDescription :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'Alias' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'aCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'aLastUpdatedTime' - Time stamp indicating when this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'aAliasId' - Unique identifier for an alias; alias IDs are unique within a region.+--+-- * 'aRoutingStrategy' - Alias configuration for the alias, including routing type and settings.+--+-- * 'aName' - Descriptive label that is associated with an alias. Alias names do not need to be unique.+--+-- * 'aAliasARN' - Unique identifier for an alias; alias ARNs are unique across all regions.+--+-- * 'aDescription' - Human-readable description of an alias.+alias+ :: Alias+alias =+ Alias'+ { _aCreationTime = Nothing+ , _aLastUpdatedTime = Nothing+ , _aAliasId = Nothing+ , _aRoutingStrategy = Nothing+ , _aName = Nothing+ , _aAliasARN = Nothing+ , _aDescription = Nothing+ }+++-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "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 (for example "1469498468.057").+aLastUpdatedTime :: Lens' Alias (Maybe UTCTime)+aLastUpdatedTime = lens _aLastUpdatedTime (\ s a -> s{_aLastUpdatedTime = a}) . mapping _Time;++-- | Unique identifier for an alias; alias IDs are unique within a region.+aAliasId :: Lens' Alias (Maybe Text)+aAliasId = lens _aAliasId (\ s a -> s{_aAliasId = a});++-- | Alias configuration for the alias, including routing type and settings.+aRoutingStrategy :: Lens' Alias (Maybe RoutingStrategy)+aRoutingStrategy = lens _aRoutingStrategy (\ s a -> s{_aRoutingStrategy = a});++-- | Descriptive label that is associated with an alias. Alias names do not need to be unique.+aName :: Lens' Alias (Maybe Text)+aName = lens _aName (\ s a -> s{_aName = a});++-- | Unique identifier for an alias; alias ARNs are unique across all regions.+aAliasARN :: Lens' Alias (Maybe Text)+aAliasARN = lens _aAliasARN (\ s a -> s{_aAliasARN = a});++-- | Human-readable description of an alias.+aDescription :: Lens' Alias (Maybe Text)+aDescription = lens _aDescription (\ s a -> s{_aDescription = a});++instance FromJSON Alias where+ parseJSON+ = withObject "Alias"+ (\ x ->+ Alias' <$>+ (x .:? "CreationTime") <*> (x .:? "LastUpdatedTime")+ <*> (x .:? "AliasId")+ <*> (x .:? "RoutingStrategy")+ <*> (x .:? "Name")+ <*> (x .:? "AliasArn")+ <*> (x .:? "Description"))++instance Hashable Alias where++instance NFData Alias where++-- | Values for use in 'Player' attribute type:value pairs. This object lets you specify an attribute value using any of the valid data types: string, number, string array or data map. Each @AttributeValue@ object can use only one of the available properties.+--+--+--+-- /See:/ 'attributeValue' smart constructor.+data AttributeValue = AttributeValue'+ { _avSL :: !(Maybe [Text])+ , _avSDM :: !(Maybe (Map Text Double))+ , _avN :: !(Maybe Double)+ , _avS :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'AttributeValue' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'avSL' - For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.+--+-- * 'avSDM' - For a map of up to 10 type:value pairs. Maximum length for each string value is 100 characters.+--+-- * 'avN' - For number values, expressed as double.+--+-- * 'avS' - For single string values. Maximum string length is 100 characters.+attributeValue+ :: AttributeValue+attributeValue =+ AttributeValue'+ {_avSL = Nothing, _avSDM = Nothing, _avN = Nothing, _avS = Nothing}+++-- | For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.+avSL :: Lens' AttributeValue [Text]+avSL = lens _avSL (\ s a -> s{_avSL = a}) . _Default . _Coerce;++-- | For a map of up to 10 type:value pairs. Maximum length for each string value is 100 characters.+avSDM :: Lens' AttributeValue (HashMap Text Double)+avSDM = lens _avSDM (\ s a -> s{_avSDM = a}) . _Default . _Map;++-- | For number values, expressed as double.+avN :: Lens' AttributeValue (Maybe Double)+avN = lens _avN (\ s a -> s{_avN = a});++-- | For single string values. Maximum string length is 100 characters.+avS :: Lens' AttributeValue (Maybe Text)+avS = lens _avS (\ s a -> s{_avS = a});++instance FromJSON AttributeValue where+ parseJSON+ = withObject "AttributeValue"+ (\ x ->+ AttributeValue' <$>+ (x .:? "SL" .!= mempty) <*> (x .:? "SDM" .!= mempty)+ <*> (x .:? "N")+ <*> (x .:? "S"))++instance Hashable AttributeValue where++instance NFData AttributeValue where++instance ToJSON AttributeValue where+ toJSON AttributeValue'{..}+ = object+ (catMaybes+ [("SL" .=) <$> _avSL, ("SDM" .=) <$> _avSDM,+ ("N" .=) <$> _avN, ("S" .=) <$> _avS])++-- | Properties describing a game build.+--+--+-- Build-related operations include:+--+-- * 'CreateBuild'+--+-- * 'ListBuilds'+--+-- * 'DescribeBuild'+--+-- * 'UpdateBuild'+--+-- * 'DeleteBuild'+--+--+--+--+-- /See:/ 'build' smart constructor.+data Build = Build'+ { _bCreationTime :: !(Maybe POSIX)+ , _bStatus :: !(Maybe BuildStatus)+ , _bOperatingSystem :: !(Maybe OperatingSystem)+ , _bBuildId :: !(Maybe Text)+ , _bName :: !(Maybe Text)+ , _bVersion :: !(Maybe Text)+ , _bSizeOnDisk :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'Build' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'bCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'bStatus' - Current status of the build. Possible build statuses include the following: * __INITIALIZED__ -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value. * __READY__ -- The game build has been successfully uploaded. You can now create new fleets for this build. * __FAILED__ -- The game build upload failed. You cannot create new fleets for this build.+--+-- * 'bOperatingSystem' - Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.+--+-- * 'bBuildId' - Unique identifier for a build.+--+-- * 'bName' - Descriptive label that is associated with a build. Build names do not need to be unique. It can be set using 'CreateBuild' or 'UpdateBuild' .+--+-- * 'bVersion' - Version that is associated with this build. Version strings do not need to be unique. This value can be set using 'CreateBuild' or 'UpdateBuild' .+--+-- * 'bSizeOnDisk' - File size of the uploaded game build, expressed in bytes. When the build status is @INITIALIZED@ , this value is 0.+build+ :: Build+build =+ Build'+ { _bCreationTime = Nothing+ , _bStatus = Nothing+ , _bOperatingSystem = Nothing+ , _bBuildId = Nothing+ , _bName = Nothing+ , _bVersion = Nothing+ , _bSizeOnDisk = Nothing+ }+++-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "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.+bStatus :: Lens' Build (Maybe BuildStatus)+bStatus = lens _bStatus (\ s a -> s{_bStatus = a});++-- | Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.+bOperatingSystem :: Lens' Build (Maybe OperatingSystem)+bOperatingSystem = lens _bOperatingSystem (\ s a -> s{_bOperatingSystem = a});++-- | Unique identifier for a build.+bBuildId :: Lens' Build (Maybe Text)+bBuildId = lens _bBuildId (\ s a -> s{_bBuildId = a});++-- | Descriptive label that is 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 that is associated with this build. Version strings do not need to be unique. 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.+bSizeOnDisk :: Lens' Build (Maybe Natural)+bSizeOnDisk = lens _bSizeOnDisk (\ s a -> s{_bSizeOnDisk = a}) . mapping _Nat;++instance FromJSON Build where+ parseJSON+ = withObject "Build"+ (\ x ->+ Build' <$>+ (x .:? "CreationTime") <*> (x .:? "Status") <*>+ (x .:? "OperatingSystem")+ <*> (x .:? "BuildId")+ <*> (x .:? "Name")+ <*> (x .:? "Version")+ <*> (x .:? "SizeOnDisk"))++instance Hashable Build where++instance NFData Build where++-- | Player information for use when creating player sessions using a game session placement request with 'StartGameSessionPlacement' .+--+--+--+-- /See:/ 'desiredPlayerSession' smart constructor.+data DesiredPlayerSession = DesiredPlayerSession'+ { _dpsPlayerData :: !(Maybe Text)+ , _dpsPlayerId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'DesiredPlayerSession' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'dpsPlayerData' - Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.+--+-- * 'dpsPlayerId' - Unique identifier for a player to associate with the player session.+desiredPlayerSession+ :: DesiredPlayerSession+desiredPlayerSession =+ DesiredPlayerSession' {_dpsPlayerData = Nothing, _dpsPlayerId = Nothing}+++-- | Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.+dpsPlayerData :: Lens' DesiredPlayerSession (Maybe Text)+dpsPlayerData = lens _dpsPlayerData (\ s a -> s{_dpsPlayerData = a});++-- | Unique identifier for a player to associate with the player session.+dpsPlayerId :: Lens' DesiredPlayerSession (Maybe Text)+dpsPlayerId = lens _dpsPlayerId (\ s a -> s{_dpsPlayerId = a});++instance Hashable DesiredPlayerSession where++instance NFData DesiredPlayerSession where++instance ToJSON DesiredPlayerSession where+ toJSON DesiredPlayerSession'{..}+ = object+ (catMaybes+ [("PlayerData" .=) <$> _dpsPlayerData,+ ("PlayerId" .=) <$> _dpsPlayerId])++-- | Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an 'UpdateFleetCapacity' request, or if access to resources is temporarily affected.+--+--+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+--+--+-- /See:/ 'ec2InstanceCounts' smart constructor.+data EC2InstanceCounts = EC2InstanceCounts'+ { _eicIdLE :: !(Maybe Nat)+ , _eicTERMINATING :: !(Maybe Nat)+ , _eicPENDING :: !(Maybe Nat)+ , _eicMAXIMUM :: !(Maybe Nat)+ , _eicDESIRED :: !(Maybe Nat)+ , _eicMINIMUM :: !(Maybe Nat)+ , _eicACTIVE :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'EC2InstanceCounts' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'eicIdLE' - Number of active instances in the fleet that are not currently hosting a game session.+--+-- * 'eicTERMINATING' - Number of instances in the fleet that are no longer active but haven't yet been terminated.+--+-- * 'eicPENDING' - Number of instances in the fleet that are starting but not yet active.+--+-- * 'eicMAXIMUM' - Maximum value allowed for the fleet's instance count.+--+-- * 'eicDESIRED' - Ideal number of active instances in the fleet.+--+-- * 'eicMINIMUM' - Minimum value allowed for the fleet's instance count.+--+-- * 'eicACTIVE' - Actual number of active instances in the fleet.+ec2InstanceCounts+ :: EC2InstanceCounts+ec2InstanceCounts =+ EC2InstanceCounts'+ { _eicIdLE = Nothing+ , _eicTERMINATING = Nothing+ , _eicPENDING = Nothing+ , _eicMAXIMUM = Nothing+ , _eicDESIRED = Nothing+ , _eicMINIMUM = Nothing+ , _eicACTIVE = Nothing+ }+++-- | Number of active instances in the fleet that are not currently hosting a game session.+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.+eicTERMINATING :: Lens' EC2InstanceCounts (Maybe Natural)+eicTERMINATING = lens _eicTERMINATING (\ s a -> s{_eicTERMINATING = a}) . mapping _Nat;++-- | Number of instances in the fleet that are starting but not yet active.+eicPENDING :: Lens' EC2InstanceCounts (Maybe Natural)+eicPENDING = lens _eicPENDING (\ s a -> s{_eicPENDING = a}) . mapping _Nat;++-- | Maximum value allowed for the fleet's instance count.+eicMAXIMUM :: Lens' EC2InstanceCounts (Maybe Natural)+eicMAXIMUM = lens _eicMAXIMUM (\ s a -> s{_eicMAXIMUM = a}) . mapping _Nat;++-- | Ideal number of active instances in the fleet.+eicDESIRED :: Lens' EC2InstanceCounts (Maybe Natural)+eicDESIRED = lens _eicDESIRED (\ s a -> s{_eicDESIRED = a}) . mapping _Nat;++-- | Minimum value allowed for the fleet's instance count.+eicMINIMUM :: Lens' EC2InstanceCounts (Maybe Natural)+eicMINIMUM = lens _eicMINIMUM (\ s a -> s{_eicMINIMUM = a}) . mapping _Nat;++-- | Actual number of active instances in the fleet.+eicACTIVE :: Lens' EC2InstanceCounts (Maybe Natural)+eicACTIVE = lens _eicACTIVE (\ s a -> s{_eicACTIVE = a}) . mapping _Nat;++instance FromJSON EC2InstanceCounts where+ parseJSON+ = withObject "EC2InstanceCounts"+ (\ x ->+ EC2InstanceCounts' <$>+ (x .:? "IDLE") <*> (x .:? "TERMINATING") <*>+ (x .:? "PENDING")+ <*> (x .:? "MAXIMUM")+ <*> (x .:? "DESIRED")+ <*> (x .:? "MINIMUM")+ <*> (x .:? "ACTIVE"))++instance Hashable EC2InstanceCounts where++instance NFData EC2InstanceCounts where++-- | 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)+ , _eilCurrentInstances :: !(Maybe Nat)+ , _eilInstanceLimit :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'EC2InstanceLimit' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'eilEC2InstanceType' - Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See <http://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions.+--+-- * 'eilCurrentInstances' - Number of instances of the specified type that are currently in use by this AWS account.+--+-- * 'eilInstanceLimit' - Number of instances allowed.+ec2InstanceLimit+ :: EC2InstanceLimit+ec2InstanceLimit =+ EC2InstanceLimit'+ { _eilEC2InstanceType = Nothing+ , _eilCurrentInstances = Nothing+ , _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. Amazon 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});++-- | Number of instances of the specified type that are currently in use by this AWS account.+eilCurrentInstances :: Lens' EC2InstanceLimit (Maybe Natural)+eilCurrentInstances = lens _eilCurrentInstances (\ s a -> s{_eilCurrentInstances = a}) . mapping _Nat;++-- | Number of instances allowed.+eilInstanceLimit :: Lens' EC2InstanceLimit (Maybe Natural)+eilInstanceLimit = lens _eilInstanceLimit (\ s a -> s{_eilInstanceLimit = a}) . mapping _Nat;++instance FromJSON EC2InstanceLimit where+ parseJSON+ = withObject "EC2InstanceLimit"+ (\ x ->+ EC2InstanceLimit' <$>+ (x .:? "EC2InstanceType") <*>+ (x .:? "CurrentInstances")+ <*> (x .:? "InstanceLimit"))++instance Hashable EC2InstanceLimit where++instance NFData EC2InstanceLimit where++-- | Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.+--+--+--+-- /See:/ 'event' smart constructor.+data Event = Event'+ { _eResourceId :: !(Maybe Text)+ , _ePreSignedLogURL :: !(Maybe Text)+ , _eEventTime :: !(Maybe POSIX)+ , _eMessage :: !(Maybe Text)+ , _eEventCode :: !(Maybe EventCode)+ , _eEventId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'Event' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'eResourceId' - Unique identifier for an event resource, such as a fleet ID.+--+-- * 'ePreSignedLogURL' - Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.+--+-- * 'eEventTime' - Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'eMessage' - Additional information related to the event.+--+-- * 'eEventCode' - Type of event being logged. The following events are currently in use: __General events:__ * GENERIC_EVENT -- An unspecified event has occurred. __Fleet creation events:__ * FLEET_CREATED -- A fleet record was successfully created with a status of @NEW@ . Event messaging includes the fleet ID. * FLEET_STATE_DOWNLOADING -- Fleet status changed from @NEW@ to @DOWNLOADING@ . The compressed build has started downloading to a fleet instance for installation. * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to @ACTIVE@ status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in /PreSignedLogUrl/ . * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the Amazon GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to @ACTIVE@ status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in /PreSignedLogUrl/ . * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the Amazon GameLift is now verifying that the game server launch paths, which are specified in the fleet's run-time configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to @ACTIVE@ status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in /PreSignedLogUrl/ . * FLEET_STATE_VALIDATING -- Fleet status changed from @DOWNLOADING@ to @VALIDATING@ . * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance. * FLEET_STATE_BUILDING -- Fleet status changed from @VALIDATING@ to @BUILDING@ . * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance. * FLEET_STATE_ACTIVATING -- Fleet status changed from @BUILDING@ to @ACTIVATING@ . * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service. * FLEET_STATE_ACTIVE -- The fleet's status changed from @ACTIVATING@ to @ACTIVE@ . The fleet is now ready to host game sessions. __VPC peering events:__ * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see 'DescribeVpcPeeringConnections' ) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see <http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html> * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. __Other fleet events:__ * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings. * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting. * FLEET_DELETED -- A request to delete a fleet was initiated.+--+-- * 'eEventId' - Unique identifier for a fleet event.+event+ :: Event+event =+ Event'+ { _eResourceId = Nothing+ , _ePreSignedLogURL = Nothing+ , _eEventTime = Nothing+ , _eMessage = Nothing+ , _eEventCode = Nothing+ , _eEventId = Nothing+ }+++-- | Unique identifier for an event resource, such as a fleet ID.+eResourceId :: Lens' Event (Maybe Text)+eResourceId = lens _eResourceId (\ s a -> s{_eResourceId = a});++-- | Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.+ePreSignedLogURL :: Lens' Event (Maybe Text)+ePreSignedLogURL = lens _ePreSignedLogURL (\ s a -> s{_ePreSignedLogURL = a});++-- | Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+eEventTime :: Lens' Event (Maybe UTCTime)+eEventTime = lens _eEventTime (\ s a -> s{_eEventTime = a}) . mapping _Time;++-- | Additional information related to the event.+eMessage :: Lens' Event (Maybe Text)+eMessage = lens _eMessage (\ s a -> s{_eMessage = a});++-- | Type of event being logged. The following events are currently in use: __General events:__ * GENERIC_EVENT -- An unspecified event has occurred. __Fleet creation events:__ * FLEET_CREATED -- A fleet record was successfully created with a status of @NEW@ . Event messaging includes the fleet ID. * FLEET_STATE_DOWNLOADING -- Fleet status changed from @NEW@ to @DOWNLOADING@ . The compressed build has started downloading to a fleet instance for installation. * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance. * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully downloaded to an instance, and the build files are now being extracted from the uploaded build and saved to an instance. Failure at this stage prevents a fleet from moving to @ACTIVE@ status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in /PreSignedLogUrl/ . * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were successfully extracted, and the Amazon GameLift is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to @ACTIVE@ status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in /PreSignedLogUrl/ . * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the Amazon GameLift is now verifying that the game server launch paths, which are specified in the fleet's run-time configuration, exist. If any listed launch path exists, Amazon GameLift tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to @ACTIVE@ status. Logs for this stage list the launch paths in the run-time configuration and indicate whether each is found. Access the logs by using the URL in /PreSignedLogUrl/ . * FLEET_STATE_VALIDATING -- Fleet status changed from @DOWNLOADING@ to @VALIDATING@ . * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time configuration failed because the executable specified in a launch path does not exist on the instance. * FLEET_STATE_BUILDING -- Fleet status changed from @VALIDATING@ to @BUILDING@ . * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time configuration failed because the executable specified in a launch path failed to run on the fleet instance. * FLEET_STATE_ACTIVATING -- Fleet status changed from @BUILDING@ to @ACTIVATING@ . * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. A possible reason for failure is that the game server is not reporting "process ready" to the Amazon GameLift service. * FLEET_STATE_ACTIVE -- The fleet's status changed from @ACTIVATING@ to @ACTIVE@ . The fleet is now ready to host game sessions. __VPC peering events:__ * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information (see 'DescribeVpcPeeringConnections' ) provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your AWS account. For more information on VPC peering failures, see <http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html> * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted. __Other fleet events:__ * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings. * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting. * FLEET_DELETED -- A request to delete a fleet was initiated.+eEventCode :: Lens' Event (Maybe EventCode)+eEventCode = lens _eEventCode (\ s a -> s{_eEventCode = a});++-- | Unique identifier for a fleet event.+eEventId :: Lens' Event (Maybe Text)+eEventId = lens _eEventId (\ s a -> s{_eEventId = a});++instance FromJSON Event where+ parseJSON+ = withObject "Event"+ (\ x ->+ Event' <$>+ (x .:? "ResourceId") <*> (x .:? "PreSignedLogUrl")+ <*> (x .:? "EventTime")+ <*> (x .:? "Message")+ <*> (x .:? "EventCode")+ <*> (x .:? "EventId"))++instance Hashable Event where++instance NFData Event where++-- | General properties describing a fleet.+--+--+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+--+--+-- /See:/ 'fleetAttributes' smart constructor.+data FleetAttributes = FleetAttributes'+ { _faCreationTime :: !(Maybe POSIX)+ , _faStatus :: !(Maybe FleetStatus)+ , _faServerLaunchParameters :: !(Maybe Text)+ , _faLogPaths :: !(Maybe [Text])+ , _faOperatingSystem :: !(Maybe OperatingSystem)+ , _faBuildId :: !(Maybe Text)+ , _faFleetARN :: !(Maybe Text)+ , _faTerminationTime :: !(Maybe POSIX)+ , _faNewGameSessionProtectionPolicy :: !(Maybe ProtectionPolicy)+ , _faName :: !(Maybe Text)+ , _faServerLaunchPath :: !(Maybe Text)+ , _faMetricGroups :: !(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' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'faStatus' - Current status of the fleet. Possible fleet statuses include the following: * __NEW__ -- A new fleet has been defined and desired instances is set to 1. * __DOWNLOADING/VALIDATING/BUILDING/ACTIVATING__ -- Amazon GameLift is setting up the new fleet, creating new instances with the game build and starting server processes. * __ACTIVE__ -- Hosts can now accept game sessions. * __ERROR__ -- An error occurred when downloading, validating, building, or activating the fleet. * __DELETING__ -- Hosts are responding to a delete fleet request. * __TERMINATED__ -- The fleet no longer exists.+--+-- * 'faServerLaunchParameters' - Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's 'RuntimeConfiguration' .+--+-- * 'faLogPaths' - Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the <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, Amazon GameLift automatically uploads logs that are stored on each instance at @C:\game\logs@ (for Windows) or @/local/game/logs@ (for Linux). Use the Amazon GameLift console to access stored logs.+--+-- * 'faOperatingSystem' - Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.+--+-- * 'faBuildId' - Unique identifier for a build.+--+-- * 'faFleetARN' - Identifier for a fleet that is unique across all regions.+--+-- * 'faTerminationTime' - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'faNewGameSessionProtectionPolicy' - Type of game session protection to set for all new instances started in the fleet. * __NoProtection__ -- The game session can be terminated during a scale-down event. * __FullProtection__ -- If the game session is in an @ACTIVE@ status, it cannot be terminated during a scale-down event.+--+-- * 'faName' - Descriptive label that is associated with a fleet. Fleet names do not need to be unique.+--+-- * 'faServerLaunchPath' - Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's 'RuntimeConfiguration' .+--+-- * 'faMetricGroups' - Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.+--+-- * 'faFleetId' - Unique identifier for a fleet.+--+-- * 'faDescription' - Human-readable description of the fleet.+--+-- * 'faResourceCreationLimitPolicy' - Fleet policy to limit the number of game sessions an individual player can create over a span of time.+fleetAttributes+ :: FleetAttributes+fleetAttributes =+ FleetAttributes'+ { _faCreationTime = Nothing+ , _faStatus = Nothing+ , _faServerLaunchParameters = Nothing+ , _faLogPaths = Nothing+ , _faOperatingSystem = Nothing+ , _faBuildId = Nothing+ , _faFleetARN = Nothing+ , _faTerminationTime = Nothing+ , _faNewGameSessionProtectionPolicy = Nothing+ , _faName = Nothing+ , _faServerLaunchPath = Nothing+ , _faMetricGroups = 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 (for example "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__ -- Amazon GameLift is setting up the new fleet, creating new instances with the game build and starting server processes. * __ACTIVE__ -- Hosts can now accept game sessions. * __ERROR__ -- An error occurred when downloading, validating, building, or activating the fleet. * __DELETING__ -- Hosts are responding to a delete fleet request. * __TERMINATED__ -- The fleet no longer exists.+faStatus :: Lens' FleetAttributes (Maybe FleetStatus)+faStatus = lens _faStatus (\ s a -> s{_faStatus = a});++-- | Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's 'RuntimeConfiguration' .+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, Amazon GameLift automatically uploads logs that are stored on each instance at @C:\game\logs@ (for Windows) or @/local/game/logs@ (for Linux). Use the Amazon GameLift console to access stored logs.+faLogPaths :: Lens' FleetAttributes [Text]+faLogPaths = lens _faLogPaths (\ s a -> s{_faLogPaths = a}) . _Default . _Coerce;++-- | Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.+faOperatingSystem :: Lens' FleetAttributes (Maybe OperatingSystem)+faOperatingSystem = lens _faOperatingSystem (\ s a -> s{_faOperatingSystem = a});++-- | Unique identifier for a build.+faBuildId :: Lens' FleetAttributes (Maybe Text)+faBuildId = lens _faBuildId (\ s a -> s{_faBuildId = a});++-- | Identifier for a fleet that is unique across all regions.+faFleetARN :: Lens' FleetAttributes (Maybe Text)+faFleetARN = lens _faFleetARN (\ s a -> s{_faFleetARN = a});++-- | Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "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.+faNewGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy)+faNewGameSessionProtectionPolicy = lens _faNewGameSessionProtectionPolicy (\ s a -> s{_faNewGameSessionProtectionPolicy = a});++-- | Descriptive label that is associated with a fleet. Fleet names do not need to be unique.+faName :: Lens' FleetAttributes (Maybe Text)+faName = lens _faName (\ s a -> s{_faName = a});++-- | Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's 'RuntimeConfiguration' .+faServerLaunchPath :: Lens' FleetAttributes (Maybe Text)+faServerLaunchPath = lens _faServerLaunchPath (\ s a -> s{_faServerLaunchPath = a});++-- | Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.+faMetricGroups :: Lens' FleetAttributes [Text]+faMetricGroups = lens _faMetricGroups (\ s a -> s{_faMetricGroups = a}) . _Default . _Coerce;++-- | Unique identifier for a fleet.+faFleetId :: Lens' FleetAttributes (Maybe Text)+faFleetId = lens _faFleetId (\ s a -> s{_faFleetId = a});++-- | Human-readable description of the fleet.+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"+ (\ x ->+ FleetAttributes' <$>+ (x .:? "CreationTime") <*> (x .:? "Status") <*>+ (x .:? "ServerLaunchParameters")+ <*> (x .:? "LogPaths" .!= mempty)+ <*> (x .:? "OperatingSystem")+ <*> (x .:? "BuildId")+ <*> (x .:? "FleetArn")+ <*> (x .:? "TerminationTime")+ <*> (x .:? "NewGameSessionProtectionPolicy")+ <*> (x .:? "Name")+ <*> (x .:? "ServerLaunchPath")+ <*> (x .:? "MetricGroups" .!= mempty)+ <*> (x .:? "FleetId")+ <*> (x .:? "Description")+ <*> (x .:? "ResourceCreationLimitPolicy"))++instance Hashable FleetAttributes where++instance NFData FleetAttributes where++-- | Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.+--+--+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+--+--+-- /See:/ 'fleetCapacity' smart constructor.+data FleetCapacity = FleetCapacity'+ { _fcInstanceType :: !(Maybe EC2InstanceType)+ , _fcFleetId :: !(Maybe Text)+ , _fcInstanceCounts :: !(Maybe EC2InstanceCounts)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'FleetCapacity' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'fcInstanceType' - Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See <http://aws.amazon.com/ec2/instance-types/ Amazon EC2 Instance Types> for detailed descriptions.+--+-- * 'fcFleetId' - Unique identifier for a fleet.+--+-- * 'fcInstanceCounts' - Current status of fleet capacity.+fleetCapacity+ :: FleetCapacity+fleetCapacity =+ FleetCapacity'+ {_fcInstanceType = Nothing, _fcFleetId = Nothing, _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. Amazon 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});++-- | Unique identifier for a fleet.+fcFleetId :: Lens' FleetCapacity (Maybe Text)+fcFleetId = lens _fcFleetId (\ s a -> s{_fcFleetId = a});++-- | Current status of fleet capacity.+fcInstanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts)+fcInstanceCounts = lens _fcInstanceCounts (\ s a -> s{_fcInstanceCounts = a});++instance FromJSON FleetCapacity where+ parseJSON+ = withObject "FleetCapacity"+ (\ x ->+ FleetCapacity' <$>+ (x .:? "InstanceType") <*> (x .:? "FleetId") <*>+ (x .:? "InstanceCounts"))++instance Hashable FleetCapacity where++instance NFData FleetCapacity where++-- | Current status of fleet utilization, including the number of game and player sessions being hosted.+--+--+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+--+--+-- /See:/ 'fleetUtilization' smart constructor.+data FleetUtilization = FleetUtilization'+ { _fuActiveGameSessionCount :: !(Maybe Nat)+ , _fuMaximumPlayerSessionCount :: !(Maybe Nat)+ , _fuCurrentPlayerSessionCount :: !(Maybe Nat)+ , _fuFleetId :: !(Maybe Text)+ , _fuActiveServerProcessCount :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'FleetUtilization' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'fuActiveGameSessionCount' - Number of active game sessions currently being hosted on all instances in the fleet.+--+-- * 'fuMaximumPlayerSessionCount' - Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.+--+-- * 'fuCurrentPlayerSessionCount' - Number of active player sessions currently being hosted on all instances in the fleet.+--+-- * 'fuFleetId' - Unique identifier for a fleet.+--+-- * 'fuActiveServerProcessCount' - Number of server processes in an @ACTIVE@ status currently running across all instances in the fleet+fleetUtilization+ :: FleetUtilization+fleetUtilization =+ FleetUtilization'+ { _fuActiveGameSessionCount = Nothing+ , _fuMaximumPlayerSessionCount = Nothing+ , _fuCurrentPlayerSessionCount = Nothing+ , _fuFleetId = Nothing+ , _fuActiveServerProcessCount = Nothing+ }+++-- | Number of active game sessions currently being hosted on all instances in the fleet.+fuActiveGameSessionCount :: Lens' FleetUtilization (Maybe Natural)+fuActiveGameSessionCount = lens _fuActiveGameSessionCount (\ s a -> s{_fuActiveGameSessionCount = a}) . mapping _Nat;++-- | Maximum players allowed across all game sessions currently being hosted on all instances in the fleet.+fuMaximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)+fuMaximumPlayerSessionCount = lens _fuMaximumPlayerSessionCount (\ s a -> s{_fuMaximumPlayerSessionCount = a}) . mapping _Nat;++-- | Number of active player sessions currently being hosted on all instances in the fleet.+fuCurrentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)+fuCurrentPlayerSessionCount = lens _fuCurrentPlayerSessionCount (\ s a -> s{_fuCurrentPlayerSessionCount = a}) . mapping _Nat;++-- | Unique identifier for a fleet.+fuFleetId :: Lens' FleetUtilization (Maybe Text)+fuFleetId = lens _fuFleetId (\ s a -> s{_fuFleetId = a});++-- | Number of server processes in an @ACTIVE@ status currently running across all instances in the fleet+fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural)+fuActiveServerProcessCount = lens _fuActiveServerProcessCount (\ s a -> s{_fuActiveServerProcessCount = a}) . mapping _Nat;++instance FromJSON FleetUtilization where+ parseJSON+ = withObject "FleetUtilization"+ (\ x ->+ FleetUtilization' <$>+ (x .:? "ActiveGameSessionCount") <*>+ (x .:? "MaximumPlayerSessionCount")+ <*> (x .:? "CurrentPlayerSessionCount")+ <*> (x .:? "FleetId")+ <*> (x .:? "ActiveServerProcessCount"))++instance Hashable FleetUtilization where++instance NFData FleetUtilization where++-- | Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session, such as to specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session; the server process uses the properties as appropriate. For more information, see the <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create Amazon GameLift Developer Guide> .+--+--+--+-- /See:/ 'gameProperty' smart constructor.+data GameProperty = GameProperty'+ { _gpKey :: !Text+ , _gpValue :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'GameProperty' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'gpKey' - Game property identifier.+--+-- * 'gpValue' - Game property value.+gameProperty+ :: Text -- ^ 'gpKey'+ -> Text -- ^ 'gpValue'+ -> GameProperty+gameProperty pKey_ pValue_ = GameProperty' {_gpKey = pKey_, _gpValue = pValue_}+++-- | Game property identifier.+gpKey :: Lens' GameProperty Text+gpKey = lens _gpKey (\ s a -> s{_gpKey = a});++-- | Game property value.+gpValue :: Lens' GameProperty Text+gpValue = lens _gpValue (\ s a -> s{_gpValue = a});++instance FromJSON GameProperty where+ parseJSON+ = withObject "GameProperty"+ (\ x ->+ GameProperty' <$> (x .: "Key") <*> (x .: "Value"))++instance Hashable GameProperty where++instance NFData GameProperty where++instance ToJSON GameProperty where+ toJSON GameProperty'{..}+ = object+ (catMaybes+ [Just ("Key" .= _gpKey), Just ("Value" .= _gpValue)])++-- | Properties describing a game session.+--+--+-- A game session in ACTIVE status can host players. When a game session ends, its status is set to @TERMINATED@ .+--+-- Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.+--+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+--+--+-- /See:/ 'gameSession' smart constructor.+data GameSession = GameSession'+ { _gsCreationTime :: !(Maybe POSIX)+ , _gsStatus :: !(Maybe GameSessionStatus)+ , _gsGameProperties :: !(Maybe [GameProperty])+ , _gsIPAddress :: !(Maybe Text)+ , _gsGameSessionId :: !(Maybe Text)+ , _gsMaximumPlayerSessionCount :: !(Maybe Nat)+ , _gsTerminationTime :: !(Maybe POSIX)+ , _gsPlayerSessionCreationPolicy :: !(Maybe PlayerSessionCreationPolicy)+ , _gsName :: !(Maybe Text)+ , _gsCurrentPlayerSessionCount :: !(Maybe Nat)+ , _gsGameSessionData :: !(Maybe Text)+ , _gsFleetId :: !(Maybe Text)+ , _gsCreatorId :: !(Maybe Text)+ , _gsPort :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'GameSession' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'gsCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'gsStatus' - Current status of the game session. A game session must have an @ACTIVE@ status to have player sessions.+--+-- * 'gsGameProperties' - Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+--+-- * 'gsIPAddress' - IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+--+-- * 'gsGameSessionId' - Unique identifier for the game session. A game session ARN has the following format: @arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>@ .+--+-- * 'gsMaximumPlayerSessionCount' - Maximum number of players that can be connected simultaneously to the game session.+--+-- * 'gsTerminationTime' - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'gsPlayerSessionCreationPolicy' - Indicates whether or not the game session is accepting new players.+--+-- * 'gsName' - Descriptive label that is associated with a game session. Session names do not need to be unique.+--+-- * 'gsCurrentPlayerSessionCount' - Number of players currently in the game session.+--+-- * 'gsGameSessionData' - Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+--+-- * 'gsFleetId' - Unique identifier for a fleet that the game session is running on.+--+-- * 'gsCreatorId' - Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.+--+-- * 'gsPort' - Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+gameSession+ :: GameSession+gameSession =+ GameSession'+ { _gsCreationTime = Nothing+ , _gsStatus = Nothing+ , _gsGameProperties = Nothing+ , _gsIPAddress = Nothing+ , _gsGameSessionId = Nothing+ , _gsMaximumPlayerSessionCount = Nothing+ , _gsTerminationTime = Nothing+ , _gsPlayerSessionCreationPolicy = Nothing+ , _gsName = Nothing+ , _gsCurrentPlayerSessionCount = Nothing+ , _gsGameSessionData = 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 (for example "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 have an @ACTIVE@ status to have player sessions.+gsStatus :: Lens' GameSession (Maybe GameSessionStatus)+gsStatus = lens _gsStatus (\ s a -> s{_gsStatus = a});++-- | Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+gsGameProperties :: Lens' GameSession [GameProperty]+gsGameProperties = lens _gsGameProperties (\ s a -> s{_gsGameProperties = a}) . _Default . _Coerce;++-- | IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+gsIPAddress :: Lens' GameSession (Maybe Text)+gsIPAddress = lens _gsIPAddress (\ s a -> s{_gsIPAddress = a});++-- | Unique identifier for the game session. A game session ARN has the following format: @arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>@ .+gsGameSessionId :: Lens' GameSession (Maybe Text)+gsGameSessionId = lens _gsGameSessionId (\ s a -> s{_gsGameSessionId = a});++-- | Maximum number of players that can be connected simultaneously to the game session.+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 (for example "1469498468.057").+gsTerminationTime :: Lens' GameSession (Maybe UTCTime)+gsTerminationTime = lens _gsTerminationTime (\ s a -> s{_gsTerminationTime = a}) . mapping _Time;++-- | Indicates whether or not the game session is accepting new players.+gsPlayerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy)+gsPlayerSessionCreationPolicy = lens _gsPlayerSessionCreationPolicy (\ s a -> s{_gsPlayerSessionCreationPolicy = a});++-- | Descriptive label that is associated with a game session. Session names do not need to be unique.+gsName :: Lens' GameSession (Maybe Text)+gsName = lens _gsName (\ s a -> s{_gsName = a});++-- | Number of players currently in the game session.+gsCurrentPlayerSessionCount :: Lens' GameSession (Maybe Natural)+gsCurrentPlayerSessionCount = lens _gsCurrentPlayerSessionCount (\ s a -> s{_gsCurrentPlayerSessionCount = a}) . mapping _Nat;++-- | Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+gsGameSessionData :: Lens' GameSession (Maybe Text)+gsGameSessionData = lens _gsGameSessionData (\ s a -> s{_gsGameSessionData = a});++-- | Unique identifier for a fleet that the game session is running on.+gsFleetId :: Lens' GameSession (Maybe Text)+gsFleetId = lens _gsFleetId (\ s a -> s{_gsFleetId = a});++-- | Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.+gsCreatorId :: Lens' GameSession (Maybe Text)+gsCreatorId = lens _gsCreatorId (\ s a -> s{_gsCreatorId = a});++-- | Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+gsPort :: Lens' GameSession (Maybe Natural)+gsPort = lens _gsPort (\ s a -> s{_gsPort = a}) . mapping _Nat;++instance FromJSON GameSession where+ parseJSON+ = withObject "GameSession"+ (\ x ->+ GameSession' <$>+ (x .:? "CreationTime") <*> (x .:? "Status") <*>+ (x .:? "GameProperties" .!= mempty)+ <*> (x .:? "IpAddress")+ <*> (x .:? "GameSessionId")+ <*> (x .:? "MaximumPlayerSessionCount")+ <*> (x .:? "TerminationTime")+ <*> (x .:? "PlayerSessionCreationPolicy")+ <*> (x .:? "Name")+ <*> (x .:? "CurrentPlayerSessionCount")+ <*> (x .:? "GameSessionData")+ <*> (x .:? "FleetId")+ <*> (x .:? "CreatorId")+ <*> (x .:? "Port"))++instance Hashable GameSession where++instance NFData GameSession where++-- | Connection information for the new game session that is created with matchmaking. (with 'StartMatchmaking' ). Once a match is set, the FlexMatch engine places the match and creates a new game session for it. This information, including the game session endpoint and player sessions for each player in the original matchmaking request, is added to the 'MatchmakingTicket' , which can be retrieved by calling 'DescribeMatchmaking' .+--+--+--+-- /See:/ 'gameSessionConnectionInfo' smart constructor.+data GameSessionConnectionInfo = GameSessionConnectionInfo'+ { _gsciMatchedPlayerSessions :: !(Maybe [MatchedPlayerSession])+ , _gsciIPAddress :: !(Maybe Text)+ , _gsciGameSessionARN :: !(Maybe Text)+ , _gsciPort :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'GameSessionConnectionInfo' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'gsciMatchedPlayerSessions' - Collection of player session IDs, one for each player ID that was included in the original matchmaking request.+--+-- * 'gsciIPAddress' - IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+--+-- * 'gsciGameSessionARN' - Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session and uniquely identifies it.+--+-- * 'gsciPort' - Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+gameSessionConnectionInfo+ :: GameSessionConnectionInfo+gameSessionConnectionInfo =+ GameSessionConnectionInfo'+ { _gsciMatchedPlayerSessions = Nothing+ , _gsciIPAddress = Nothing+ , _gsciGameSessionARN = Nothing+ , _gsciPort = Nothing+ }+++-- | Collection of player session IDs, one for each player ID that was included in the original matchmaking request.+gsciMatchedPlayerSessions :: Lens' GameSessionConnectionInfo [MatchedPlayerSession]+gsciMatchedPlayerSessions = lens _gsciMatchedPlayerSessions (\ s a -> s{_gsciMatchedPlayerSessions = a}) . _Default . _Coerce;++-- | IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+gsciIPAddress :: Lens' GameSessionConnectionInfo (Maybe Text)+gsciIPAddress = lens _gsciIPAddress (\ s a -> s{_gsciIPAddress = a});++-- | Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session and uniquely identifies it.+gsciGameSessionARN :: Lens' GameSessionConnectionInfo (Maybe Text)+gsciGameSessionARN = lens _gsciGameSessionARN (\ s a -> s{_gsciGameSessionARN = a});++-- | Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+gsciPort :: Lens' GameSessionConnectionInfo (Maybe Natural)+gsciPort = lens _gsciPort (\ s a -> s{_gsciPort = a}) . mapping _Nat;++instance FromJSON GameSessionConnectionInfo where+ parseJSON+ = withObject "GameSessionConnectionInfo"+ (\ x ->+ GameSessionConnectionInfo' <$>+ (x .:? "MatchedPlayerSessions" .!= mempty) <*>+ (x .:? "IpAddress")+ <*> (x .:? "GameSessionArn")+ <*> (x .:? "Port"))++instance Hashable GameSessionConnectionInfo where++instance NFData GameSessionConnectionInfo where++-- | A game session's properties plus the protection policy currently in force.+--+--+--+-- /See:/ 'gameSessionDetail' smart constructor.+data GameSessionDetail = GameSessionDetail'+ { _gsdGameSession :: !(Maybe GameSession)+ , _gsdProtectionPolicy :: !(Maybe ProtectionPolicy)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'GameSessionDetail' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'gsdGameSession' - Object that describes a game session.+--+-- * 'gsdProtectionPolicy' - Current status of protection for the game session. * __NoProtection__ -- The game session can be terminated during a scale-down event. * __FullProtection__ -- If the game session is in an @ACTIVE@ status, it cannot be terminated during a scale-down event.+gameSessionDetail+ :: GameSessionDetail+gameSessionDetail =+ GameSessionDetail' {_gsdGameSession = Nothing, _gsdProtectionPolicy = Nothing}+++-- | Object that describes a game session.+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.+gsdProtectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy)+gsdProtectionPolicy = lens _gsdProtectionPolicy (\ s a -> s{_gsdProtectionPolicy = a});++instance FromJSON GameSessionDetail where+ parseJSON+ = withObject "GameSessionDetail"+ (\ x ->+ GameSessionDetail' <$>+ (x .:? "GameSession") <*> (x .:? "ProtectionPolicy"))++instance Hashable GameSessionDetail where++instance NFData GameSessionDetail where++-- | Object that describes a 'StartGameSessionPlacement' request. This object includes the full details of the original request plus the current status and start/end time stamps.+--+--+-- Game session placement-related operations include:+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- /See:/ 'gameSessionPlacement' smart constructor.+data GameSessionPlacement = GameSessionPlacement'+ { _gspStatus :: !(Maybe GameSessionPlacementState)+ , _gspPlacementId :: !(Maybe Text)+ , _gspGameProperties :: !(Maybe [GameProperty])+ , _gspIPAddress :: !(Maybe Text)+ , _gspGameSessionName :: !(Maybe Text)+ , _gspStartTime :: !(Maybe POSIX)+ , _gspGameSessionId :: !(Maybe Text)+ , _gspGameSessionRegion :: !(Maybe Text)+ , _gspMaximumPlayerSessionCount :: !(Maybe Nat)+ , _gspEndTime :: !(Maybe POSIX)+ , _gspGameSessionARN :: !(Maybe Text)+ , _gspPlayerLatencies :: !(Maybe [PlayerLatency])+ , _gspGameSessionData :: !(Maybe Text)+ , _gspGameSessionQueueName :: !(Maybe Text)+ , _gspPlacedPlayerSessions :: !(Maybe [PlacedPlayerSession])+ , _gspPort :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'GameSessionPlacement' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'gspStatus' - Current status of the game session placement request. * __PENDING__ -- The placement request is currently in the queue waiting to be processed. * __FULFILLED__ -- A new game session and player sessions (if requested) have been successfully created. Values for /GameSessionArn/ and /GameSessionRegion/ are available. * __CANCELLED__ -- The placement request was canceled with a call to 'StopGameSessionPlacement' . * __TIMED_OUT__ -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.+--+-- * 'gspPlacementId' - Unique identifier for a game session placement.+--+-- * 'gspGameProperties' - Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+--+-- * 'gspIPAddress' - IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is @FULFILLED@ ).+--+-- * 'gspGameSessionName' - Descriptive label that is associated with a game session. Session names do not need to be unique.+--+-- * 'gspStartTime' - Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'gspGameSessionId' - Unique identifier for the game session. This value is set once the new game session is placed (placement status is @FULFILLED@ ).+--+-- * 'gspGameSessionRegion' - Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is @FULFILLED@ ).+--+-- * 'gspMaximumPlayerSessionCount' - Maximum number of players that can be connected simultaneously to the game session.+--+-- * 'gspEndTime' - Time stamp indicating when this request was completed, canceled, or timed out.+--+-- * 'gspGameSessionARN' - Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is @FULFILLED@ ). This identifier is unique across all regions. You can use this value as a @GameSessionId@ value as needed.+--+-- * 'gspPlayerLatencies' - Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.+--+-- * 'gspGameSessionData' - Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+--+-- * 'gspGameSessionQueueName' - Descriptive label that is associated with game session queue. Queue names must be unique within each region.+--+-- * 'gspPlacedPlayerSessions' - Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is @FULFILLED@ ). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling 'DescribePlayerSessions' with the player session ID.+--+-- * 'gspPort' - Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is @FULFILLED@ ).+gameSessionPlacement+ :: GameSessionPlacement+gameSessionPlacement =+ GameSessionPlacement'+ { _gspStatus = Nothing+ , _gspPlacementId = Nothing+ , _gspGameProperties = Nothing+ , _gspIPAddress = Nothing+ , _gspGameSessionName = Nothing+ , _gspStartTime = Nothing+ , _gspGameSessionId = Nothing+ , _gspGameSessionRegion = Nothing+ , _gspMaximumPlayerSessionCount = Nothing+ , _gspEndTime = Nothing+ , _gspGameSessionARN = Nothing+ , _gspPlayerLatencies = Nothing+ , _gspGameSessionData = Nothing+ , _gspGameSessionQueueName = Nothing+ , _gspPlacedPlayerSessions = Nothing+ , _gspPort = Nothing+ }+++-- | Current status of the game session placement request. * __PENDING__ -- The placement request is currently in the queue waiting to be processed. * __FULFILLED__ -- A new game session and player sessions (if requested) have been successfully created. Values for /GameSessionArn/ and /GameSessionRegion/ are available. * __CANCELLED__ -- The placement request was canceled with a call to 'StopGameSessionPlacement' . * __TIMED_OUT__ -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.+gspStatus :: Lens' GameSessionPlacement (Maybe GameSessionPlacementState)+gspStatus = lens _gspStatus (\ s a -> s{_gspStatus = a});++-- | Unique identifier for a game session placement.+gspPlacementId :: Lens' GameSessionPlacement (Maybe Text)+gspPlacementId = lens _gspPlacementId (\ s a -> s{_gspPlacementId = a});++-- | Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+gspGameProperties :: Lens' GameSessionPlacement [GameProperty]+gspGameProperties = lens _gspGameProperties (\ s a -> s{_gspGameProperties = a}) . _Default . _Coerce;++-- | IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is @FULFILLED@ ).+gspIPAddress :: Lens' GameSessionPlacement (Maybe Text)+gspIPAddress = lens _gspIPAddress (\ s a -> s{_gspIPAddress = a});++-- | Descriptive label that is associated with a game session. Session names do not need to be unique.+gspGameSessionName :: Lens' GameSessionPlacement (Maybe Text)+gspGameSessionName = lens _gspGameSessionName (\ s a -> s{_gspGameSessionName = a});++-- | Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+gspStartTime :: Lens' GameSessionPlacement (Maybe UTCTime)+gspStartTime = lens _gspStartTime (\ s a -> s{_gspStartTime = a}) . mapping _Time;++-- | Unique identifier for the game session. This value is set once the new game session is placed (placement status is @FULFILLED@ ).+gspGameSessionId :: Lens' GameSessionPlacement (Maybe Text)+gspGameSessionId = lens _gspGameSessionId (\ s a -> s{_gspGameSessionId = a});++-- | Name of the region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is @FULFILLED@ ).+gspGameSessionRegion :: Lens' GameSessionPlacement (Maybe Text)+gspGameSessionRegion = lens _gspGameSessionRegion (\ s a -> s{_gspGameSessionRegion = a});++-- | Maximum number of players that can be connected simultaneously to the game session.+gspMaximumPlayerSessionCount :: Lens' GameSessionPlacement (Maybe Natural)+gspMaximumPlayerSessionCount = lens _gspMaximumPlayerSessionCount (\ s a -> s{_gspMaximumPlayerSessionCount = a}) . mapping _Nat;++-- | Time stamp indicating when this request was completed, canceled, or timed out.+gspEndTime :: Lens' GameSessionPlacement (Maybe UTCTime)+gspEndTime = lens _gspEndTime (\ s a -> s{_gspEndTime = a}) . mapping _Time;++-- | Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is @FULFILLED@ ). This identifier is unique across all regions. You can use this value as a @GameSessionId@ value as needed.+gspGameSessionARN :: Lens' GameSessionPlacement (Maybe Text)+gspGameSessionARN = lens _gspGameSessionARN (\ s a -> s{_gspGameSessionARN = a});++-- | Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions.+gspPlayerLatencies :: Lens' GameSessionPlacement [PlayerLatency]+gspPlayerLatencies = lens _gspPlayerLatencies (\ s a -> s{_gspPlayerLatencies = a}) . _Default . _Coerce;++-- | Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ).+gspGameSessionData :: Lens' GameSessionPlacement (Maybe Text)+gspGameSessionData = lens _gspGameSessionData (\ s a -> s{_gspGameSessionData = a});++-- | Descriptive label that is associated with game session queue. Queue names must be unique within each region.+gspGameSessionQueueName :: Lens' GameSessionPlacement (Maybe Text)+gspGameSessionQueueName = lens _gspGameSessionQueueName (\ s a -> s{_gspGameSessionQueueName = a});++-- | Collection of information on player sessions created in response to the game session placement request. These player sessions are created only once a new game session is successfully placed (placement status is @FULFILLED@ ). This information includes the player ID (as provided in the placement request) and the corresponding player session ID. Retrieve full player sessions by calling 'DescribePlayerSessions' with the player session ID.+gspPlacedPlayerSessions :: Lens' GameSessionPlacement [PlacedPlayerSession]+gspPlacedPlayerSessions = lens _gspPlacedPlayerSessions (\ s a -> s{_gspPlacedPlayerSessions = a}) . _Default . _Coerce;++-- | Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is @FULFILLED@ ).+gspPort :: Lens' GameSessionPlacement (Maybe Natural)+gspPort = lens _gspPort (\ s a -> s{_gspPort = a}) . mapping _Nat;++instance FromJSON GameSessionPlacement where+ parseJSON+ = withObject "GameSessionPlacement"+ (\ x ->+ GameSessionPlacement' <$>+ (x .:? "Status") <*> (x .:? "PlacementId") <*>+ (x .:? "GameProperties" .!= mempty)+ <*> (x .:? "IpAddress")+ <*> (x .:? "GameSessionName")+ <*> (x .:? "StartTime")+ <*> (x .:? "GameSessionId")+ <*> (x .:? "GameSessionRegion")+ <*> (x .:? "MaximumPlayerSessionCount")+ <*> (x .:? "EndTime")+ <*> (x .:? "GameSessionArn")+ <*> (x .:? "PlayerLatencies" .!= mempty)+ <*> (x .:? "GameSessionData")+ <*> (x .:? "GameSessionQueueName")+ <*> (x .:? "PlacedPlayerSessions" .!= mempty)+ <*> (x .:? "Port"))++instance Hashable GameSessionPlacement where++instance NFData GameSessionPlacement where++-- | Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:+--+--+-- * The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.+--+-- * The length of time that placement requests can wait in the queue before timing out.+--+-- * A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.+--+--+--+-- Queue-related operations include:+--+-- * 'CreateGameSessionQueue'+--+-- * 'DescribeGameSessionQueues'+--+-- * 'UpdateGameSessionQueue'+--+-- * 'DeleteGameSessionQueue'+--+--+--+--+-- /See:/ 'gameSessionQueue' smart constructor.+data GameSessionQueue = GameSessionQueue'+ { _gsqGameSessionQueueARN :: !(Maybe Text)+ , _gsqPlayerLatencyPolicies :: !(Maybe [PlayerLatencyPolicy])+ , _gsqTimeoutInSeconds :: !(Maybe Nat)+ , _gsqDestinations :: !(Maybe [GameSessionQueueDestination])+ , _gsqName :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'GameSessionQueue' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'gsqGameSessionQueueARN' - Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session queue and uniquely identifies it. Format is @arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912@ .+--+-- * 'gsqPlayerLatencyPolicies' - Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.+--+-- * 'gsqTimeoutInSeconds' - Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a @TIMED_OUT@ status.+--+-- * 'gsqDestinations' - List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.+--+-- * 'gsqName' - Descriptive label that is associated with game session queue. Queue names must be unique within each region.+gameSessionQueue+ :: GameSessionQueue+gameSessionQueue =+ GameSessionQueue'+ { _gsqGameSessionQueueARN = Nothing+ , _gsqPlayerLatencyPolicies = Nothing+ , _gsqTimeoutInSeconds = Nothing+ , _gsqDestinations = Nothing+ , _gsqName = Nothing+ }+++-- | Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session queue and uniquely identifies it. Format is @arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912@ .+gsqGameSessionQueueARN :: Lens' GameSessionQueue (Maybe Text)+gsqGameSessionQueueARN = lens _gsqGameSessionQueueARN (\ s a -> s{_gsqGameSessionQueueARN = a});++-- | Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.+gsqPlayerLatencyPolicies :: Lens' GameSessionQueue [PlayerLatencyPolicy]+gsqPlayerLatencyPolicies = lens _gsqPlayerLatencyPolicies (\ s a -> s{_gsqPlayerLatencyPolicies = a}) . _Default . _Coerce;++-- | Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a @TIMED_OUT@ status.+gsqTimeoutInSeconds :: Lens' GameSessionQueue (Maybe Natural)+gsqTimeoutInSeconds = lens _gsqTimeoutInSeconds (\ s a -> s{_gsqTimeoutInSeconds = a}) . mapping _Nat;++-- | List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.+gsqDestinations :: Lens' GameSessionQueue [GameSessionQueueDestination]+gsqDestinations = lens _gsqDestinations (\ s a -> s{_gsqDestinations = a}) . _Default . _Coerce;++-- | Descriptive label that is associated with game session queue. Queue names must be unique within each region.+gsqName :: Lens' GameSessionQueue (Maybe Text)+gsqName = lens _gsqName (\ s a -> s{_gsqName = a});++instance FromJSON GameSessionQueue where+ parseJSON+ = withObject "GameSessionQueue"+ (\ x ->+ GameSessionQueue' <$>+ (x .:? "GameSessionQueueArn") <*>+ (x .:? "PlayerLatencyPolicies" .!= mempty)+ <*> (x .:? "TimeoutInSeconds")+ <*> (x .:? "Destinations" .!= mempty)+ <*> (x .:? "Name"))++instance Hashable GameSessionQueue where++instance NFData GameSessionQueue where++-- | Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination configured for a queue.+--+--+-- Queue-related operations include:+--+-- * 'CreateGameSessionQueue'+--+-- * 'DescribeGameSessionQueues'+--+-- * 'UpdateGameSessionQueue'+--+-- * 'DeleteGameSessionQueue'+--+--+--+--+-- /See:/ 'gameSessionQueueDestination' smart constructor.+newtype GameSessionQueueDestination = GameSessionQueueDestination'+ { _gsqdDestinationARN :: Maybe Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'GameSessionQueueDestination' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'gsqdDestinationARN' - Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.+gameSessionQueueDestination+ :: GameSessionQueueDestination+gameSessionQueueDestination =+ GameSessionQueueDestination' {_gsqdDestinationARN = Nothing}+++-- | Amazon Resource Name (ARN) assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a region name, provide a unique identifier across all regions.+gsqdDestinationARN :: Lens' GameSessionQueueDestination (Maybe Text)+gsqdDestinationARN = lens _gsqdDestinationARN (\ s a -> s{_gsqdDestinationARN = a});++instance FromJSON GameSessionQueueDestination where+ parseJSON+ = withObject "GameSessionQueueDestination"+ (\ x ->+ GameSessionQueueDestination' <$>+ (x .:? "DestinationArn"))++instance Hashable GameSessionQueueDestination where++instance NFData GameSessionQueueDestination where++instance ToJSON GameSessionQueueDestination where+ toJSON GameSessionQueueDestination'{..}+ = object+ (catMaybes+ [("DestinationArn" .=) <$> _gsqdDestinationARN])++-- | A range of IP addresses and port settings that allow inbound traffic to connect to server processes on Amazon GameLift. Each game session hosted on a fleet is assigned a unique combination of IP address and port number, which must fall into the fleet's allowed ranges. This combination is included in the 'GameSession' object.+--+--+--+-- /See:/ 'ipPermission' smart constructor.+data IPPermission = IPPermission'+ { _ipFromPort :: !Nat+ , _ipToPort :: !Nat+ , _ipIPRange :: !Text+ , _ipProtocol :: !IPProtocol+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'IPPermission' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'ipFromPort' - Starting value for a range of allowed port numbers.+--+-- * 'ipToPort' - Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than @FromPort@ .+--+-- * 'ipIPRange' - Range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "@000.000.000.000/[subnet mask]@ " or optionally the shortened version "@0.0.0.0/[subnet mask]@ ".+--+-- * 'ipProtocol' - Network communication protocol used by the fleet.+ipPermission+ :: Natural -- ^ 'ipFromPort'+ -> Natural -- ^ 'ipToPort'+ -> Text -- ^ 'ipIPRange'+ -> IPProtocol -- ^ 'ipProtocol'+ -> IPPermission+ipPermission pFromPort_ pToPort_ pIPRange_ pProtocol_ =+ IPPermission'+ { _ipFromPort = _Nat # pFromPort_+ , _ipToPort = _Nat # pToPort_+ , _ipIPRange = pIPRange_+ , _ipProtocol = pProtocol_+ }+++-- | Starting value for a range of allowed port numbers.+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@ .+ipToPort :: Lens' IPPermission Natural+ipToPort = lens _ipToPort (\ s a -> s{_ipToPort = a}) . _Nat;++-- | Range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "@000.000.000.000/[subnet mask]@ " or optionally the shortened version "@0.0.0.0/[subnet mask]@ ".+ipIPRange :: Lens' IPPermission Text+ipIPRange = lens _ipIPRange (\ s a -> s{_ipIPRange = a});++-- | Network communication protocol used by the fleet.+ipProtocol :: Lens' IPPermission IPProtocol+ipProtocol = lens _ipProtocol (\ s a -> s{_ipProtocol = a});++instance FromJSON IPPermission where+ parseJSON+ = withObject "IPPermission"+ (\ x ->+ IPPermission' <$>+ (x .: "FromPort") <*> (x .: "ToPort") <*>+ (x .: "IpRange")+ <*> (x .: "Protocol"))++instance Hashable IPPermission where++instance NFData IPPermission where++instance ToJSON IPPermission where+ toJSON IPPermission'{..}+ = object+ (catMaybes+ [Just ("FromPort" .= _ipFromPort),+ Just ("ToPort" .= _ipToPort),+ 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 may contain 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 (for example "1469498468.057").+--+-- * 'iInstanceId' - Unique identifier for an instance.+--+-- * 'iStatus' - Current status of the instance. Possible statuses include the following: * __PENDING__ -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration. * __ACTIVE__ -- The instance has been successfully created and at least one server process has successfully launched and reported back to Amazon GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions. * __TERMINATING__ -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.+--+-- * 'iIPAddress' - IP address assigned to the instance.+--+-- * 'iOperatingSystem' - Operating system that is running on this instance.+--+-- * 'iType' - EC2 instance type that defines the computing resources of this instance.+--+-- * 'iFleetId' - Unique identifier for a fleet that the instance is in.+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 (for example "1469498468.057").+iCreationTime :: Lens' Instance (Maybe UTCTime)+iCreationTime = lens _iCreationTime (\ s a -> s{_iCreationTime = a}) . mapping _Time;++-- | Unique identifier for an 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 run-time configuration. * __ACTIVE__ -- The instance has been successfully created and at least one server process has successfully launched and reported back to Amazon GameLift that it is ready to host a game session. The instance is now considered ready to host game sessions. * __TERMINATING__ -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.+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 a fleet that the instance is in.+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 where++instance NFData Instance where++-- | 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, 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 an instance being accessed.+--+-- * 'iaIPAddress' - IP address assigned to the instance.+--+-- * 'iaOperatingSystem' - Operating system that is running on the instance.+--+-- * 'iaCredentials' - Credentials required to access the instance.+--+-- * 'iaFleetId' - Unique identifier for a fleet containing the instance being accessed.+instanceAccess+ :: InstanceAccess+instanceAccess =+ InstanceAccess'+ { _iaInstanceId = Nothing+ , _iaIPAddress = Nothing+ , _iaOperatingSystem = Nothing+ , _iaCredentials = Nothing+ , _iaFleetId = Nothing+ }+++-- | Unique identifier for an 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 a 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 where++instance NFData InstanceAccess where++-- | 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, 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 use with Windows Remote Desktop. For Linux instances, it is a private key (which must be saved as a @.pem@ file) for use with SSH.+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 use with Windows Remote Desktop. For Linux instances, it is a private key (which must be saved as a @.pem@ file) for use with SSH.+icSecret :: Lens' InstanceCredentials (Maybe Text)+icSecret = lens _icSecret (\ s a -> s{_icSecret = a});++instance FromJSON InstanceCredentials where+ parseJSON+ = withObject "InstanceCredentials"+ (\ x ->+ InstanceCredentials' <$>+ (x .:? "UserName") <*> (x .:? "Secret"))++instance Hashable InstanceCredentials where++instance NFData InstanceCredentials where++-- | Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.+--+--+-- When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.+--+--+-- /See:/ 'matchedPlayerSession' smart constructor.+data MatchedPlayerSession = MatchedPlayerSession'+ { _mpsPlayerSessionId :: !(Maybe Text)+ , _mpsPlayerId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'MatchedPlayerSession' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'mpsPlayerSessionId' - Unique identifier for a player session+--+-- * 'mpsPlayerId' - Unique identifier for a player+matchedPlayerSession+ :: MatchedPlayerSession+matchedPlayerSession =+ MatchedPlayerSession' {_mpsPlayerSessionId = Nothing, _mpsPlayerId = Nothing}+++-- | Unique identifier for a player session+mpsPlayerSessionId :: Lens' MatchedPlayerSession (Maybe Text)+mpsPlayerSessionId = lens _mpsPlayerSessionId (\ s a -> s{_mpsPlayerSessionId = a});++-- | Unique identifier for a player+mpsPlayerId :: Lens' MatchedPlayerSession (Maybe Text)+mpsPlayerId = lens _mpsPlayerId (\ s a -> s{_mpsPlayerId = a});++instance FromJSON MatchedPlayerSession where+ parseJSON+ = withObject "MatchedPlayerSession"+ (\ x ->+ MatchedPlayerSession' <$>+ (x .:? "PlayerSessionId") <*> (x .:? "PlayerId"))++instance Hashable MatchedPlayerSession where++instance NFData MatchedPlayerSession where++-- | Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.+--+--+--+-- /See:/ 'matchmakingConfiguration' smart constructor.+data MatchmakingConfiguration = MatchmakingConfiguration'+ { _mcCreationTime :: !(Maybe POSIX)+ , _mcGameProperties :: !(Maybe [GameProperty])+ , _mcRuleSetName :: !(Maybe Text)+ , _mcAcceptanceTimeoutSeconds :: !(Maybe Nat)+ , _mcRequestTimeoutSeconds :: !(Maybe Nat)+ , _mcNotificationTarget :: !(Maybe Text)+ , _mcGameSessionQueueARNs :: !(Maybe [Text])+ , _mcName :: !(Maybe Text)+ , _mcCustomEventData :: !(Maybe Text)+ , _mcAcceptanceRequired :: !(Maybe Bool)+ , _mcGameSessionData :: !(Maybe Text)+ , _mcDescription :: !(Maybe Text)+ , _mcAdditionalPlayerCount :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'MatchmakingConfiguration' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'mcCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'mcGameProperties' - Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+--+-- * 'mcRuleSetName' - Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.+--+-- * 'mcAcceptanceTimeoutSeconds' - Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.+--+-- * 'mcRequestTimeoutSeconds' - Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.+--+-- * 'mcNotificationTarget' - SNS topic ARN that is set up to receive matchmaking notifications.+--+-- * 'mcGameSessionQueueARNs' - Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session queue and uniquely identifies it. Format is @arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912@ . These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.+--+-- * 'mcName' - Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.+--+-- * 'mcCustomEventData' - Information to attached to all events related to the matchmaking configuration.+--+-- * 'mcAcceptanceRequired' - Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.+--+-- * 'mcGameSessionData' - Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+--+-- * 'mcDescription' - Descriptive label that is associated with matchmaking configuration.+--+-- * 'mcAdditionalPlayerCount' - Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.+matchmakingConfiguration+ :: MatchmakingConfiguration+matchmakingConfiguration =+ MatchmakingConfiguration'+ { _mcCreationTime = Nothing+ , _mcGameProperties = Nothing+ , _mcRuleSetName = Nothing+ , _mcAcceptanceTimeoutSeconds = Nothing+ , _mcRequestTimeoutSeconds = Nothing+ , _mcNotificationTarget = Nothing+ , _mcGameSessionQueueARNs = Nothing+ , _mcName = Nothing+ , _mcCustomEventData = Nothing+ , _mcAcceptanceRequired = Nothing+ , _mcGameSessionData = Nothing+ , _mcDescription = Nothing+ , _mcAdditionalPlayerCount = Nothing+ }+++-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+mcCreationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime)+mcCreationTime = lens _mcCreationTime (\ s a -> s{_mcCreationTime = a}) . mapping _Time;++-- | Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+mcGameProperties :: Lens' MatchmakingConfiguration [GameProperty]+mcGameProperties = lens _mcGameProperties (\ s a -> s{_mcGameProperties = a}) . _Default . _Coerce;++-- | Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.+mcRuleSetName :: Lens' MatchmakingConfiguration (Maybe Text)+mcRuleSetName = lens _mcRuleSetName (\ s a -> s{_mcRuleSetName = a});++-- | Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.+mcAcceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)+mcAcceptanceTimeoutSeconds = lens _mcAcceptanceTimeoutSeconds (\ s a -> s{_mcAcceptanceTimeoutSeconds = a}) . mapping _Nat;++-- | Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.+mcRequestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)+mcRequestTimeoutSeconds = lens _mcRequestTimeoutSeconds (\ s a -> s{_mcRequestTimeoutSeconds = a}) . mapping _Nat;++-- | SNS topic ARN that is set up to receive matchmaking notifications.+mcNotificationTarget :: Lens' MatchmakingConfiguration (Maybe Text)+mcNotificationTarget = lens _mcNotificationTarget (\ s a -> s{_mcNotificationTarget = a});++-- | Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session queue and uniquely identifies it. Format is @arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912@ . These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.+mcGameSessionQueueARNs :: Lens' MatchmakingConfiguration [Text]+mcGameSessionQueueARNs = lens _mcGameSessionQueueARNs (\ s a -> s{_mcGameSessionQueueARNs = a}) . _Default . _Coerce;++-- | Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.+mcName :: Lens' MatchmakingConfiguration (Maybe Text)+mcName = lens _mcName (\ s a -> s{_mcName = a});++-- | Information to attached to all events related to the matchmaking configuration.+mcCustomEventData :: Lens' MatchmakingConfiguration (Maybe Text)+mcCustomEventData = lens _mcCustomEventData (\ s a -> s{_mcCustomEventData = a});++-- | Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.+mcAcceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool)+mcAcceptanceRequired = lens _mcAcceptanceRequired (\ s a -> s{_mcAcceptanceRequired = a});++-- | Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+mcGameSessionData :: Lens' MatchmakingConfiguration (Maybe Text)+mcGameSessionData = lens _mcGameSessionData (\ s a -> s{_mcGameSessionData = a});++-- | Descriptive label that is associated with matchmaking configuration.+mcDescription :: Lens' MatchmakingConfiguration (Maybe Text)+mcDescription = lens _mcDescription (\ s a -> s{_mcDescription = a});++-- | Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.+mcAdditionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural)+mcAdditionalPlayerCount = lens _mcAdditionalPlayerCount (\ s a -> s{_mcAdditionalPlayerCount = a}) . mapping _Nat;++instance FromJSON MatchmakingConfiguration where+ parseJSON+ = withObject "MatchmakingConfiguration"+ (\ x ->+ MatchmakingConfiguration' <$>+ (x .:? "CreationTime") <*>+ (x .:? "GameProperties" .!= mempty)+ <*> (x .:? "RuleSetName")+ <*> (x .:? "AcceptanceTimeoutSeconds")+ <*> (x .:? "RequestTimeoutSeconds")+ <*> (x .:? "NotificationTarget")+ <*> (x .:? "GameSessionQueueArns" .!= mempty)+ <*> (x .:? "Name")+ <*> (x .:? "CustomEventData")+ <*> (x .:? "AcceptanceRequired")+ <*> (x .:? "GameSessionData")+ <*> (x .:? "Description")+ <*> (x .:? "AdditionalPlayerCount"))++instance Hashable MatchmakingConfiguration where++instance NFData MatchmakingConfiguration where++-- | Set of rule statements, used with FlexMatch, that determine how to build a certain kind of player match. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in 'MatchmakingConfiguration' objects.+--+--+-- A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see <http://docs.aws.amazon.com/gamelift/latest/developerguide/match-rules.html Create Matchmaking Rules for Your Game> .+--+-- * Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. For example, a rule set might describe a 4x4 match that requires all eight slots to be filled.+--+-- * Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute values. For example, an attribute might specify a player's skill or level.+--+-- * Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule might specify minimum requirements for individual players--such as each player must meet a certain skill level, or may describe an entire group--such as all teams must be evenly matched or have at least one player in a certain role.+--+-- * Expansions -- Optional. Expansions allow you to relax the rules after a period of time if no acceptable matches are found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill variance between players after 30 seconds.+--+--+--+--+-- /See:/ 'matchmakingRuleSet' smart constructor.+data MatchmakingRuleSet = MatchmakingRuleSet'+ { _mrsCreationTime :: !(Maybe POSIX)+ , _mrsRuleSetName :: !(Maybe Text)+ , _mrsRuleSetBody :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'MatchmakingRuleSet' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'mrsCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'mrsRuleSetName' - Unique identifier for a matchmaking rule set+--+-- * 'mrsRuleSetBody' - Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)+matchmakingRuleSet+ :: Text -- ^ 'mrsRuleSetBody'+ -> MatchmakingRuleSet+matchmakingRuleSet pRuleSetBody_ =+ MatchmakingRuleSet'+ { _mrsCreationTime = Nothing+ , _mrsRuleSetName = Nothing+ , _mrsRuleSetBody = pRuleSetBody_+ }+++-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+mrsCreationTime :: Lens' MatchmakingRuleSet (Maybe UTCTime)+mrsCreationTime = lens _mrsCreationTime (\ s a -> s{_mrsCreationTime = a}) . mapping _Time;++-- | Unique identifier for a matchmaking rule set+mrsRuleSetName :: Lens' MatchmakingRuleSet (Maybe Text)+mrsRuleSetName = lens _mrsRuleSetName (\ s a -> s{_mrsRuleSetName = a});++-- | Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 are not allowed in JSON, but most elements support a description field.)+mrsRuleSetBody :: Lens' MatchmakingRuleSet Text+mrsRuleSetBody = lens _mrsRuleSetBody (\ s a -> s{_mrsRuleSetBody = a});++instance FromJSON MatchmakingRuleSet where+ parseJSON+ = withObject "MatchmakingRuleSet"+ (\ x ->+ MatchmakingRuleSet' <$>+ (x .:? "CreationTime") <*> (x .:? "RuleSetName") <*>+ (x .: "RuleSetBody"))++instance Hashable MatchmakingRuleSet where++instance NFData MatchmakingRuleSet where++-- | Ticket generated to track the progress of a matchmaking request. Each ticket is uniquely identified by a ticket ID, supplied by the requester, when creating a matchmaking request with 'StartMatchmaking' . Tickets can be retrieved by calling 'DescribeMatchmaking' with the ticket ID.+--+--+--+-- /See:/ 'matchmakingTicket' smart constructor.+data MatchmakingTicket = MatchmakingTicket'+ { _mtStatus :: !(Maybe MatchmakingConfigurationStatus)+ , _mtConfigurationName :: !(Maybe Text)+ , _mtStartTime :: !(Maybe POSIX)+ , _mtGameSessionConnectionInfo :: !(Maybe GameSessionConnectionInfo)+ , _mtTicketId :: !(Maybe Text)+ , _mtEstimatedWaitTime :: !(Maybe Nat)+ , _mtStatusMessage :: !(Maybe Text)+ , _mtEndTime :: !(Maybe POSIX)+ , _mtStatusReason :: !(Maybe Text)+ , _mtPlayers :: !(Maybe [Player])+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'MatchmakingTicket' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'mtStatus' - Current status of the matchmaking request. * __QUEUED__ -- The matchmaking request has been received and is currently waiting to be processed. * __SEARCHING__ -- The matchmaking request is currently being processed. * __REQUIRES_ACCEPTANCE__ -- A match has been proposed and the players must accept the match (see 'AcceptMatch' ). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement. * __PLACING__ -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match. * __COMPLETED__ -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players. * __FAILED__ -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in @FAILED@ status; new matchmaking requests can be submitted for these players. * __CANCELLED__ -- The matchmaking request was canceled with a call to 'StopMatchmaking' . * __TIMED_OUT__ -- The matchmaking request was not completed within the duration specified in the matchmaking configuration. Matchmaking requests that time out can be resubmitted.+--+-- * 'mtConfigurationName' - Name of the 'MatchmakingConfiguration' that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.+--+-- * 'mtStartTime' - Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'mtGameSessionConnectionInfo' - Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.+--+-- * 'mtTicketId' - Unique identifier for a matchmaking ticket.+--+-- * 'mtEstimatedWaitTime' - Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.+--+-- * 'mtStatusMessage' - Additional information about the current status.+--+-- * 'mtEndTime' - Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'mtStatusReason' - Code to explain the current status. For example, a status reason may indicate when a ticket has returned to @SEARCHING@ status after a proposed match fails to receive player acceptances.+--+-- * 'mtPlayers' - A set of @Player@ objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status @COMPLETED@ , the @Player@ objects include the team the players were assigned to in the resulting match.+matchmakingTicket+ :: MatchmakingTicket+matchmakingTicket =+ MatchmakingTicket'+ { _mtStatus = Nothing+ , _mtConfigurationName = Nothing+ , _mtStartTime = Nothing+ , _mtGameSessionConnectionInfo = Nothing+ , _mtTicketId = Nothing+ , _mtEstimatedWaitTime = Nothing+ , _mtStatusMessage = Nothing+ , _mtEndTime = Nothing+ , _mtStatusReason = Nothing+ , _mtPlayers = Nothing+ }+++-- | Current status of the matchmaking request. * __QUEUED__ -- The matchmaking request has been received and is currently waiting to be processed. * __SEARCHING__ -- The matchmaking request is currently being processed. * __REQUIRES_ACCEPTANCE__ -- A match has been proposed and the players must accept the match (see 'AcceptMatch' ). This status is used only with requests that use a matchmaking configuration with a player acceptance requirement. * __PLACING__ -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match. * __COMPLETED__ -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players. * __FAILED__ -- The matchmaking request was not completed. Tickets with players who fail to accept a proposed match are placed in @FAILED@ status; new matchmaking requests can be submitted for these players. * __CANCELLED__ -- The matchmaking request was canceled with a call to 'StopMatchmaking' . * __TIMED_OUT__ -- The matchmaking request was not completed within the duration specified in the matchmaking configuration. Matchmaking requests that time out can be resubmitted.+mtStatus :: Lens' MatchmakingTicket (Maybe MatchmakingConfigurationStatus)+mtStatus = lens _mtStatus (\ s a -> s{_mtStatus = a});++-- | Name of the 'MatchmakingConfiguration' that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.+mtConfigurationName :: Lens' MatchmakingTicket (Maybe Text)+mtConfigurationName = lens _mtConfigurationName (\ s a -> s{_mtConfigurationName = a});++-- | Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+mtStartTime :: Lens' MatchmakingTicket (Maybe UTCTime)+mtStartTime = lens _mtStartTime (\ s a -> s{_mtStartTime = a}) . mapping _Time;++-- | Identifier and connection information of the game session created for the match. This information is added to the ticket only after the matchmaking request has been successfully completed.+mtGameSessionConnectionInfo :: Lens' MatchmakingTicket (Maybe GameSessionConnectionInfo)+mtGameSessionConnectionInfo = lens _mtGameSessionConnectionInfo (\ s a -> s{_mtGameSessionConnectionInfo = a});++-- | Unique identifier for a matchmaking ticket.+mtTicketId :: Lens' MatchmakingTicket (Maybe Text)+mtTicketId = lens _mtTicketId (\ s a -> s{_mtTicketId = a});++-- | Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.+mtEstimatedWaitTime :: Lens' MatchmakingTicket (Maybe Natural)+mtEstimatedWaitTime = lens _mtEstimatedWaitTime (\ s a -> s{_mtEstimatedWaitTime = a}) . mapping _Nat;++-- | Additional information about the current status.+mtStatusMessage :: Lens' MatchmakingTicket (Maybe Text)+mtStatusMessage = lens _mtStatusMessage (\ s a -> s{_mtStatusMessage = a});++-- | Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+mtEndTime :: Lens' MatchmakingTicket (Maybe UTCTime)+mtEndTime = lens _mtEndTime (\ s a -> s{_mtEndTime = a}) . mapping _Time;++-- | Code to explain the current status. For example, a status reason may indicate when a ticket has returned to @SEARCHING@ status after a proposed match fails to receive player acceptances.+mtStatusReason :: Lens' MatchmakingTicket (Maybe Text)+mtStatusReason = lens _mtStatusReason (\ s a -> s{_mtStatusReason = a});++-- | A set of @Player@ objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status @COMPLETED@ , the @Player@ objects include the team the players were assigned to in the resulting match.+mtPlayers :: Lens' MatchmakingTicket [Player]+mtPlayers = lens _mtPlayers (\ s a -> s{_mtPlayers = a}) . _Default . _Coerce;++instance FromJSON MatchmakingTicket where+ parseJSON+ = withObject "MatchmakingTicket"+ (\ x ->+ MatchmakingTicket' <$>+ (x .:? "Status") <*> (x .:? "ConfigurationName") <*>+ (x .:? "StartTime")+ <*> (x .:? "GameSessionConnectionInfo")+ <*> (x .:? "TicketId")+ <*> (x .:? "EstimatedWaitTime")+ <*> (x .:? "StatusMessage")+ <*> (x .:? "EndTime")+ <*> (x .:? "StatusReason")+ <*> (x .:? "Players" .!= mempty))++instance Hashable MatchmakingTicket where++instance NFData MatchmakingTicket where++-- | Information about a player session that was created as part of a 'StartGameSessionPlacement' request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call 'DescribePlayerSessions' with the player session ID.+--+--+-- Player-session-related operations include:+--+-- * 'CreatePlayerSession'+--+-- * 'CreatePlayerSessions'+--+-- * 'DescribePlayerSessions'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+--+--+-- /See:/ 'placedPlayerSession' smart constructor.+data PlacedPlayerSession = PlacedPlayerSession'+ { _ppsPlayerSessionId :: !(Maybe Text)+ , _ppsPlayerId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'PlacedPlayerSession' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'ppsPlayerSessionId' - Unique identifier for a player session.+--+-- * 'ppsPlayerId' - Unique identifier for a player that is associated with this player session.+placedPlayerSession+ :: PlacedPlayerSession+placedPlayerSession =+ PlacedPlayerSession' {_ppsPlayerSessionId = Nothing, _ppsPlayerId = Nothing}+++-- | Unique identifier for a player session.+ppsPlayerSessionId :: Lens' PlacedPlayerSession (Maybe Text)+ppsPlayerSessionId = lens _ppsPlayerSessionId (\ s a -> s{_ppsPlayerSessionId = a});++-- | Unique identifier for a player that is associated with this player session.+ppsPlayerId :: Lens' PlacedPlayerSession (Maybe Text)+ppsPlayerId = lens _ppsPlayerId (\ s a -> s{_ppsPlayerId = a});++instance FromJSON PlacedPlayerSession where+ parseJSON+ = withObject "PlacedPlayerSession"+ (\ x ->+ PlacedPlayerSession' <$>+ (x .:? "PlayerSessionId") <*> (x .:? "PlayerId"))++instance Hashable PlacedPlayerSession where++instance NFData PlacedPlayerSession where++-- | Represents a player in matchmaking. When starting a matchmaking request, a player has a player ID, attributes, and may have latency data. Team information is added after a match has been successfully completed.+--+--+--+-- /See:/ 'player' smart constructor.+data Player = Player'+ { _pPlayerAttributes :: !(Maybe (Map Text AttributeValue))+ , _pTeam :: !(Maybe Text)+ , _pPlayerId :: !(Maybe Text)+ , _pLatencyInMs :: !(Maybe (Map Text Nat))+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'Player' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'pPlayerAttributes' - Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need to match /playerAttributes/ names in the rule set being used. Example: @"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}@ .+--+-- * 'pTeam' - Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.+--+-- * 'pPlayerId' - Unique identifier for a player+--+-- * 'pLatencyInMs' - Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported. If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.+player+ :: Player+player =+ Player'+ { _pPlayerAttributes = Nothing+ , _pTeam = Nothing+ , _pPlayerId = Nothing+ , _pLatencyInMs = Nothing+ }+++-- | Collection of name:value pairs containing player information for use in matchmaking. Player attribute names need to match /playerAttributes/ names in the rule set being used. Example: @"PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}@ .+pPlayerAttributes :: Lens' Player (HashMap Text AttributeValue)+pPlayerAttributes = lens _pPlayerAttributes (\ s a -> s{_pPlayerAttributes = a}) . _Default . _Map;++-- | Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.+pTeam :: Lens' Player (Maybe Text)+pTeam = lens _pTeam (\ s a -> s{_pTeam = a});++-- | Unique identifier for a player+pPlayerId :: Lens' Player (Maybe Text)+pPlayerId = lens _pPlayerId (\ s a -> s{_pPlayerId = a});++-- | Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS regions. If this property is present, FlexMatch considers placing the match only in regions for which latency is reported. If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no regions are available to the player and the ticket is not matchable.+pLatencyInMs :: Lens' Player (HashMap Text Natural)+pLatencyInMs = lens _pLatencyInMs (\ s a -> s{_pLatencyInMs = a}) . _Default . _Map;++instance FromJSON Player where+ parseJSON+ = withObject "Player"+ (\ x ->+ Player' <$>+ (x .:? "PlayerAttributes" .!= mempty) <*>+ (x .:? "Team")+ <*> (x .:? "PlayerId")+ <*> (x .:? "LatencyInMs" .!= mempty))++instance Hashable Player where++instance NFData Player where++instance ToJSON Player where+ toJSON Player'{..}+ = object+ (catMaybes+ [("PlayerAttributes" .=) <$> _pPlayerAttributes,+ ("Team" .=) <$> _pTeam,+ ("PlayerId" .=) <$> _pPlayerId,+ ("LatencyInMs" .=) <$> _pLatencyInMs])++-- | Regional latency information for a player, used when requesting a new game session with 'StartGameSessionPlacement' . This value indicates the amount of time lag that exists when the player is connected to a fleet in the specified region. The relative difference between a player's latency values for multiple regions are used to determine which fleets are best suited to place a new game session for the player.+--+--+--+-- /See:/ 'playerLatency' smart constructor.+data PlayerLatency = PlayerLatency'+ { _plLatencyInMilliseconds :: !(Maybe Double)+ , _plRegionIdentifier :: !(Maybe Text)+ , _plPlayerId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'PlayerLatency' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'plLatencyInMilliseconds' - Amount of time that represents the time lag experienced by the player when connected to the specified region.+--+-- * 'plRegionIdentifier' - Name of the region that is associated with the latency value.+--+-- * 'plPlayerId' - Unique identifier for a player associated with the latency data.+playerLatency+ :: PlayerLatency+playerLatency =+ PlayerLatency'+ { _plLatencyInMilliseconds = Nothing+ , _plRegionIdentifier = Nothing+ , _plPlayerId = Nothing+ }+++-- | Amount of time that represents the time lag experienced by the player when connected to the specified region.+plLatencyInMilliseconds :: Lens' PlayerLatency (Maybe Double)+plLatencyInMilliseconds = lens _plLatencyInMilliseconds (\ s a -> s{_plLatencyInMilliseconds = a});++-- | Name of the region that is associated with the latency value.+plRegionIdentifier :: Lens' PlayerLatency (Maybe Text)+plRegionIdentifier = lens _plRegionIdentifier (\ s a -> s{_plRegionIdentifier = a});++-- | Unique identifier for a player associated with the latency data.+plPlayerId :: Lens' PlayerLatency (Maybe Text)+plPlayerId = lens _plPlayerId (\ s a -> s{_plPlayerId = a});++instance FromJSON PlayerLatency where+ parseJSON+ = withObject "PlayerLatency"+ (\ x ->+ PlayerLatency' <$>+ (x .:? "LatencyInMilliseconds") <*>+ (x .:? "RegionIdentifier")+ <*> (x .:? "PlayerId"))++instance Hashable PlayerLatency where++instance NFData PlayerLatency where++instance ToJSON PlayerLatency where+ toJSON PlayerLatency'{..}+ = object+ (catMaybes+ [("LatencyInMilliseconds" .=) <$>+ _plLatencyInMilliseconds,+ ("RegionIdentifier" .=) <$> _plRegionIdentifier,+ ("PlayerId" .=) <$> _plPlayerId])++-- | Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed at any destination in a region where a player is reporting latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.+--+--+-- Queue-related operations include:+--+-- * 'CreateGameSessionQueue'+--+-- * 'DescribeGameSessionQueues'+--+-- * 'UpdateGameSessionQueue'+--+-- * 'DeleteGameSessionQueue'+--+--+--+--+-- /See:/ 'playerLatencyPolicy' smart constructor.+data PlayerLatencyPolicy = PlayerLatencyPolicy'+ { _plpPolicyDurationSeconds :: !(Maybe Nat)+ , _plpMaximumIndividualPlayerLatencyMilliseconds :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'PlayerLatencyPolicy' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'plpPolicyDurationSeconds' - The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.+--+-- * 'plpMaximumIndividualPlayerLatencyMilliseconds' - The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.+playerLatencyPolicy+ :: PlayerLatencyPolicy+playerLatencyPolicy =+ PlayerLatencyPolicy'+ { _plpPolicyDurationSeconds = Nothing+ , _plpMaximumIndividualPlayerLatencyMilliseconds = Nothing+ }+++-- | The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.+plpPolicyDurationSeconds :: Lens' PlayerLatencyPolicy (Maybe Natural)+plpPolicyDurationSeconds = lens _plpPolicyDurationSeconds (\ s a -> s{_plpPolicyDurationSeconds = a}) . mapping _Nat;++-- | The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.+plpMaximumIndividualPlayerLatencyMilliseconds :: Lens' PlayerLatencyPolicy (Maybe Natural)+plpMaximumIndividualPlayerLatencyMilliseconds = lens _plpMaximumIndividualPlayerLatencyMilliseconds (\ s a -> s{_plpMaximumIndividualPlayerLatencyMilliseconds = a}) . mapping _Nat;++instance FromJSON PlayerLatencyPolicy where+ parseJSON+ = withObject "PlayerLatencyPolicy"+ (\ x ->+ PlayerLatencyPolicy' <$>+ (x .:? "PolicyDurationSeconds") <*>+ (x .:? "MaximumIndividualPlayerLatencyMilliseconds"))++instance Hashable PlayerLatencyPolicy where++instance NFData PlayerLatencyPolicy where++instance ToJSON PlayerLatencyPolicy where+ toJSON PlayerLatencyPolicy'{..}+ = object+ (catMaybes+ [("PolicyDurationSeconds" .=) <$>+ _plpPolicyDurationSeconds,+ ("MaximumIndividualPlayerLatencyMilliseconds" .=) <$>+ _plpMaximumIndividualPlayerLatencyMilliseconds])++-- | Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status @RESERVED@ ) or actual player activity in a game session (status @ACTIVE@ ). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.+--+--+-- When a player disconnects, the player session status changes to @COMPLETED@ . Once the session ends, the player session object is retained for 30 days and then removed.+--+-- Player-session-related operations include:+--+-- * 'CreatePlayerSession'+--+-- * 'CreatePlayerSessions'+--+-- * 'DescribePlayerSessions'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+--+--+-- /See:/ 'playerSession' smart constructor.+data PlayerSession = PlayerSession'+ { _psCreationTime :: !(Maybe POSIX)+ , _psStatus :: !(Maybe PlayerSessionStatus)+ , _psIPAddress :: !(Maybe Text)+ , _psGameSessionId :: !(Maybe Text)+ , _psTerminationTime :: !(Maybe POSIX)+ , _psPlayerSessionId :: !(Maybe Text)+ , _psFleetId :: !(Maybe Text)+ , _psPlayerData :: !(Maybe Text)+ , _psPlayerId :: !(Maybe Text)+ , _psPort :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'PlayerSession' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'psCreationTime' - Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'psStatus' - Current status of the player session. Possible player session statuses include the following: * __RESERVED__ -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. * __ACTIVE__ -- The player has been validated by the server process and is currently connected. * __COMPLETED__ -- The player connection has been dropped. * __TIMEDOUT__ -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).+--+-- * 'psIPAddress' - IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+--+-- * 'psGameSessionId' - Unique identifier for the game session that the player session is connected to.+--+-- * 'psTerminationTime' - Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'psPlayerSessionId' - Unique identifier for a player session.+--+-- * 'psFleetId' - Unique identifier for a fleet that the player's game session is running on.+--+-- * 'psPlayerData' - Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.+--+-- * 'psPlayerId' - Unique identifier for a player that is associated with this player session.+--+-- * 'psPort' - Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.+playerSession+ :: PlayerSession+playerSession =+ PlayerSession'+ { _psCreationTime = Nothing+ , _psStatus = Nothing+ , _psIPAddress = Nothing+ , _psGameSessionId = Nothing+ , _psTerminationTime = Nothing+ , _psPlayerSessionId = Nothing+ , _psFleetId = Nothing+ , _psPlayerData = Nothing+ , _psPlayerId = Nothing+ , _psPort = Nothing+ }+++-- | Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "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 timeout limit (60 seconds).+psStatus :: Lens' PlayerSession (Maybe PlayerSessionStatus)+psStatus = lens _psStatus (\ s a -> s{_psStatus = a});++-- | IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.+psIPAddress :: Lens' PlayerSession (Maybe Text)+psIPAddress = lens _psIPAddress (\ s a -> s{_psIPAddress = a});++-- | 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 (for example "1469498468.057").+psTerminationTime :: Lens' PlayerSession (Maybe UTCTime)+psTerminationTime = lens _psTerminationTime (\ s a -> s{_psTerminationTime = a}) . mapping _Time;++-- | Unique identifier for a player session.+psPlayerSessionId :: Lens' PlayerSession (Maybe Text)+psPlayerSessionId = lens _psPlayerSessionId (\ s a -> s{_psPlayerSessionId = a});++-- | Unique identifier for a fleet that the player's game session is running on.+psFleetId :: Lens' PlayerSession (Maybe Text)+psFleetId = lens _psFleetId (\ s a -> s{_psFleetId = a});++-- | Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.+psPlayerData :: Lens' PlayerSession (Maybe Text)+psPlayerData = lens _psPlayerData (\ s a -> s{_psPlayerData = a});++-- | Unique identifier for a player that is associated with this player session.+psPlayerId :: Lens' PlayerSession (Maybe Text)+psPlayerId = lens _psPlayerId (\ s a -> s{_psPlayerId = a});++-- | Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.+psPort :: Lens' PlayerSession (Maybe Natural)+psPort = lens _psPort (\ s a -> s{_psPort = a}) . mapping _Nat;++instance FromJSON PlayerSession where+ parseJSON+ = withObject "PlayerSession"+ (\ x ->+ PlayerSession' <$>+ (x .:? "CreationTime") <*> (x .:? "Status") <*>+ (x .:? "IpAddress")+ <*> (x .:? "GameSessionId")+ <*> (x .:? "TerminationTime")+ <*> (x .:? "PlayerSessionId")+ <*> (x .:? "FleetId")+ <*> (x .:? "PlayerData")+ <*> (x .:? "PlayerId")+ <*> (x .:? "Port"))++instance Hashable PlayerSession where++instance NFData PlayerSession where++-- | Policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".+--+--+-- The policy is evaluated when a player tries to create a new game session. For example, with a policy of 10 new game sessions and a time period of 60 minutes, on receiving a @CreateGameSession@ request, Amazon GameLift checks that the player (identified by @CreatorId@ ) has created fewer than 10 game sessions in the past 60 minutes.+--+--+-- /See:/ 'resourceCreationLimitPolicy' smart constructor.+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 where++instance NFData ResourceCreationLimitPolicy where++instance ToJSON ResourceCreationLimitPolicy where+ toJSON ResourceCreationLimitPolicy'{..}+ = object+ (catMaybes+ [("NewGameSessionsPerCreator" .=) <$>+ _rclpNewGameSessionsPerCreator,+ ("PolicyPeriodInMinutes" .=) <$>+ _rclpPolicyPeriodInMinutes])++-- | Routing configuration for a fleet alias.+--+--+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+--+--+-- /See:/ 'routingStrategy' smart constructor.+data RoutingStrategy = RoutingStrategy'+ { _rsType :: !(Maybe RoutingStrategyType)+ , _rsMessage :: !(Maybe Text)+ , _rsFleetId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'RoutingStrategy' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'rsType' - Type of routing strategy. Possible routing types include the following: * __SIMPLE__ -- The alias resolves to one specific fleet. Use this type when routing to active fleets. * __TERMINAL__ -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the 'RoutingStrategy' message embedded.+--+-- * 'rsMessage' - Message text to be used with a terminal routing strategy.+--+-- * 'rsFleetId' - Unique identifier for a fleet that the alias points to.+routingStrategy+ :: RoutingStrategy+routingStrategy =+ RoutingStrategy'+ {_rsType = Nothing, _rsMessage = Nothing, _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.+rsType :: Lens' RoutingStrategy (Maybe RoutingStrategyType)+rsType = lens _rsType (\ s a -> s{_rsType = a});++-- | Message text to be used with a terminal routing strategy.+rsMessage :: Lens' RoutingStrategy (Maybe Text)+rsMessage = lens _rsMessage (\ s a -> s{_rsMessage = a});++-- | Unique identifier for a fleet that the alias points to.+rsFleetId :: Lens' RoutingStrategy (Maybe Text)+rsFleetId = lens _rsFleetId (\ s a -> s{_rsFleetId = a});++instance FromJSON RoutingStrategy where+ parseJSON+ = withObject "RoutingStrategy"+ (\ x ->+ RoutingStrategy' <$>+ (x .:? "Type") <*> (x .:? "Message") <*>+ (x .:? "FleetId"))++instance Hashable RoutingStrategy where++instance NFData RoutingStrategy where++instance ToJSON RoutingStrategy where+ toJSON RoutingStrategy'{..}+ = object+ (catMaybes+ [("Type" .=) <$> _rsType,+ ("Message" .=) <$> _rsMessage,+ ("FleetId" .=) <$> _rsFleetId])++-- | A collection of server process configurations that describe what processes to run on each instance in a fleet. All fleets must have a run-time configuration. Each instance in the fleet launches the server processes specified in the run-time configuration and launches new ones as existing processes end. Each instance regularly checks for an updated run-time configuration and follows the new instructions.+--+--+-- The run-time configuration enables the instances in a fleet to run multiple processes simultaneously. Potential scenarios are as follows: (1) Run multiple processes of a single game server executable to maximize usage of your hosting resources. (2) Run one or more processes of different build executables, such as your game server executable and a related program, or two or more different versions of a game server. (3) Run multiple processes of a single game server but with different launch parameters, for example to run one process on each instance in debug mode.+--+-- A Amazon GameLift instance is limited to 50 processes running simultaneously. A run-time configuration must specify fewer than this limit. To calculate the total number of processes specified in a run-time configuration, add the values of the @ConcurrentExecutions@ parameter for each @'ServerProcess' @ object in the run-time configuration.+--+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+--+--+-- /See:/ 'runtimeConfiguration' smart constructor.+data RuntimeConfiguration = RuntimeConfiguration'+ { _rcGameSessionActivationTimeoutSeconds :: !(Maybe Nat)+ , _rcServerProcesses :: !(Maybe (List1 ServerProcess))+ , _rcMaxConcurrentGameSessionActivations :: !(Maybe Nat)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'RuntimeConfiguration' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'rcGameSessionActivationTimeoutSeconds' - Maximum amount of time (in seconds) that a game session can remain in status @ACTIVATING@ . If the game session is not active before the timeout, activation is terminated and the game session status is changed to @TERMINATED@ .+--+-- * 'rcServerProcesses' - Collection of server process configurations that describe which server processes to run on each instance in a fleet.+--+-- * 'rcMaxConcurrentGameSessionActivations' - Maximum number of game sessions with status @ACTIVATING@ to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.+runtimeConfiguration+ :: RuntimeConfiguration+runtimeConfiguration =+ RuntimeConfiguration'+ { _rcGameSessionActivationTimeoutSeconds = Nothing+ , _rcServerProcesses = Nothing+ , _rcMaxConcurrentGameSessionActivations = Nothing+ }+++-- | Maximum amount of time (in seconds) that a game session can remain in status @ACTIVATING@ . If the game session is not active before the timeout, activation is terminated and the game session status is changed to @TERMINATED@ .+rcGameSessionActivationTimeoutSeconds :: Lens' RuntimeConfiguration (Maybe Natural)+rcGameSessionActivationTimeoutSeconds = lens _rcGameSessionActivationTimeoutSeconds (\ s a -> s{_rcGameSessionActivationTimeoutSeconds = a}) . mapping _Nat;++-- | Collection of server process configurations that describe which server processes to run on each instance in a fleet.+rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))+rcServerProcesses = lens _rcServerProcesses (\ s a -> s{_rcServerProcesses = a}) . mapping _List1;++-- | Maximum number of game sessions with status @ACTIVATING@ to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.+rcMaxConcurrentGameSessionActivations :: Lens' RuntimeConfiguration (Maybe Natural)+rcMaxConcurrentGameSessionActivations = lens _rcMaxConcurrentGameSessionActivations (\ s a -> s{_rcMaxConcurrentGameSessionActivations = a}) . mapping _Nat;++instance FromJSON RuntimeConfiguration where+ parseJSON+ = withObject "RuntimeConfiguration"+ (\ x ->+ RuntimeConfiguration' <$>+ (x .:? "GameSessionActivationTimeoutSeconds") <*>+ (x .:? "ServerProcesses")+ <*> (x .:? "MaxConcurrentGameSessionActivations"))++instance Hashable RuntimeConfiguration where++instance NFData RuntimeConfiguration where++instance ToJSON RuntimeConfiguration where+ toJSON RuntimeConfiguration'{..}+ = object+ (catMaybes+ [("GameSessionActivationTimeoutSeconds" .=) <$>+ _rcGameSessionActivationTimeoutSeconds,+ ("ServerProcesses" .=) <$> _rcServerProcesses,+ ("MaxConcurrentGameSessionActivations" .=) <$>+ _rcMaxConcurrentGameSessionActivations])++-- | Location in Amazon Simple Storage Service (Amazon S3) where build files can be stored for access by Amazon GameLift. This location is specified in a 'CreateBuild' request. For more details, see the <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build Create a Build with Files in Amazon S3> .+--+--+--+-- /See:/ 's3Location' smart constructor.+data S3Location = S3Location'+ { _slBucket :: !(Maybe Text)+ , _slKey :: !(Maybe Text)+ , _slRoleARN :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'S3Location' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'slBucket' - Amazon S3 bucket identifier. This is the name of your S3 bucket.+--+-- * 'slKey' - Name of the zip file containing your build files.+--+-- * 'slRoleARN' - Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) for the access role that allows Amazon GameLift to access your S3 bucket.+s3Location+ :: S3Location+s3Location =+ S3Location' {_slBucket = Nothing, _slKey = Nothing, _slRoleARN = Nothing}+++-- | Amazon S3 bucket identifier. This is the name of your S3 bucket.+slBucket :: Lens' S3Location (Maybe Text)+slBucket = lens _slBucket (\ s a -> s{_slBucket = a});++-- | Name of the zip file containing your build files.+slKey :: Lens' S3Location (Maybe Text)+slKey = lens _slKey (\ s a -> s{_slKey = a});++-- | Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) for the access role that allows Amazon GameLift to access your S3 bucket.+slRoleARN :: Lens' S3Location (Maybe Text)+slRoleARN = lens _slRoleARN (\ s a -> s{_slRoleARN = a});++instance FromJSON S3Location where+ parseJSON+ = withObject "S3Location"+ (\ x ->+ S3Location' <$>+ (x .:? "Bucket") <*> (x .:? "Key") <*>+ (x .:? "RoleArn"))++instance Hashable S3Location where++instance NFData S3Location where++instance ToJSON S3Location where+ toJSON S3Location'{..}+ = object+ (catMaybes+ [("Bucket" .=) <$> _slBucket, ("Key" .=) <$> _slKey,+ ("RoleArn" .=) <$> _slRoleARN])++-- | Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.+--+--+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+--+--+-- /See:/ 'scalingPolicy' smart constructor.+data ScalingPolicy = ScalingPolicy'+ { _spStatus :: !(Maybe ScalingStatusType)+ , _spScalingAdjustmentType :: !(Maybe ScalingAdjustmentType)+ , _spEvaluationPeriods :: !(Maybe Nat)+ , _spMetricName :: !(Maybe MetricName)+ , _spComparisonOperator :: !(Maybe ComparisonOperatorType)+ , _spName :: !(Maybe Text)+ , _spThreshold :: !(Maybe Double)+ , _spScalingAdjustment :: !(Maybe Int)+ , _spFleetId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'ScalingPolicy' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'spStatus' - Current status of the scaling policy. The scaling policy 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' - Type of adjustment to make to a fleet's instance count (see 'FleetCapacity' ): * __ChangeInCapacity__ -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down. * __ExactCapacity__ -- set the instance count to the scaling adjustment value. * __PercentChangeInCapacity__ -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.+--+-- * 'spEvaluationPeriods' - Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.+--+-- * 'spMetricName' - 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 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' - Comparison operator to use when measuring a metric against the threshold value.+--+-- * 'spName' - Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.+--+-- * 'spThreshold' - Metric value used to trigger a scaling event.+--+-- * 'spScalingAdjustment' - Amount of adjustment to make, based on the scaling adjustment type.+--+-- * 'spFleetId' - Unique identifier for a fleet that is associated with this scaling policy.+scalingPolicy+ :: ScalingPolicy+scalingPolicy =+ ScalingPolicy'+ { _spStatus = Nothing+ , _spScalingAdjustmentType = Nothing+ , _spEvaluationPeriods = Nothing+ , _spMetricName = Nothing+ , _spComparisonOperator = Nothing+ , _spName = Nothing+ , _spThreshold = Nothing+ , _spScalingAdjustment = Nothing+ , _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.+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.+spScalingAdjustmentType :: Lens' ScalingPolicy (Maybe ScalingAdjustmentType)+spScalingAdjustmentType = lens _spScalingAdjustmentType (\ s a -> s{_spScalingAdjustmentType = a});++-- | Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.+spEvaluationPeriods :: Lens' ScalingPolicy (Maybe Natural)+spEvaluationPeriods = lens _spEvaluationPeriods (\ s a -> s{_spEvaluationPeriods = a}) . mapping _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 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});++-- | Comparison operator to use when measuring a metric against the threshold value.+spComparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType)+spComparisonOperator = lens _spComparisonOperator (\ s a -> s{_spComparisonOperator = a});++-- | Descriptive label that is associated with a scaling policy. Policy names do not need to be unique.+spName :: Lens' ScalingPolicy (Maybe Text)+spName = lens _spName (\ s a -> s{_spName = a});++-- | Metric value used to trigger a scaling event.+spThreshold :: Lens' ScalingPolicy (Maybe Double)+spThreshold = lens _spThreshold (\ s a -> s{_spThreshold = a});++-- | Amount of adjustment to make, based on the scaling adjustment type.+spScalingAdjustment :: Lens' ScalingPolicy (Maybe Int)+spScalingAdjustment = lens _spScalingAdjustment (\ s a -> s{_spScalingAdjustment = a});++-- | Unique identifier for a fleet that is associated with this scaling policy.+spFleetId :: Lens' ScalingPolicy (Maybe Text)+spFleetId = lens _spFleetId (\ s a -> s{_spFleetId = a});++instance FromJSON ScalingPolicy where+ parseJSON+ = withObject "ScalingPolicy"+ (\ x ->+ ScalingPolicy' <$>+ (x .:? "Status") <*> (x .:? "ScalingAdjustmentType")+ <*> (x .:? "EvaluationPeriods")+ <*> (x .:? "MetricName")+ <*> (x .:? "ComparisonOperator")+ <*> (x .:? "Name")+ <*> (x .:? "Threshold")+ <*> (x .:? "ScalingAdjustment")+ <*> (x .:? "FleetId"))++instance Hashable ScalingPolicy where++instance NFData ScalingPolicy where++-- | A set of instructions for launching server processes on each instance in a fleet. Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's @'RuntimeConfiguration' @ .+--+--+--+-- /See:/ 'serverProcess' smart constructor.+data ServerProcess = ServerProcess'+ { _spParameters :: !(Maybe Text)+ , _spLaunchPath :: !Text+ , _spConcurrentExecutions :: !Nat+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'ServerProcess' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'spParameters' - Optional list of parameters to pass to the server executable on launch.+--+-- * 'spLaunchPath' - Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances @C:\game@ , and for Linux instances @/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' - Number of server processes using this configuration to run concurrently on an instance.+serverProcess+ :: Text -- ^ 'spLaunchPath'+ -> Natural -- ^ 'spConcurrentExecutions'+ -> ServerProcess+serverProcess pLaunchPath_ pConcurrentExecutions_ =+ ServerProcess'+ { _spParameters = Nothing+ , _spLaunchPath = pLaunchPath_+ , _spConcurrentExecutions = _Nat # pConcurrentExecutions_+ }+++-- | Optional list of parameters to pass to the server executable on launch.+spParameters :: Lens' ServerProcess (Maybe Text)+spParameters = lens _spParameters (\ s a -> s{_spParameters = a});++-- | Location 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});++-- | Number of server processes using this configuration to run concurrently on an instance.+spConcurrentExecutions :: Lens' ServerProcess Natural+spConcurrentExecutions = lens _spConcurrentExecutions (\ s a -> s{_spConcurrentExecutions = a}) . _Nat;++instance FromJSON ServerProcess where+ parseJSON+ = withObject "ServerProcess"+ (\ x ->+ ServerProcess' <$>+ (x .:? "Parameters") <*> (x .: "LaunchPath") <*>+ (x .: "ConcurrentExecutions"))++instance Hashable ServerProcess where++instance NFData ServerProcess where++instance ToJSON ServerProcess where+ toJSON ServerProcess'{..}+ = object+ (catMaybes+ [("Parameters" .=) <$> _spParameters,+ Just ("LaunchPath" .= _spLaunchPath),+ Just+ ("ConcurrentExecutions" .= _spConcurrentExecutions)])++-- | Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.+--+--+-- VPC peering connection operations include:+--+-- * 'CreateVpcPeeringAuthorization'+--+-- * 'DescribeVpcPeeringAuthorizations'+--+-- * 'DeleteVpcPeeringAuthorization'+--+-- * 'CreateVpcPeeringConnection'+--+-- * 'DescribeVpcPeeringConnections'+--+-- * 'DeleteVpcPeeringConnection'+--+--+--+--+-- /See:/ 'vpcPeeringAuthorization' smart constructor.+data VPCPeeringAuthorization = VPCPeeringAuthorization'+ { _vpaCreationTime :: !(Maybe POSIX)+ , _vpaPeerVPCId :: !(Maybe Text)+ , _vpaPeerVPCAWSAccountId :: !(Maybe Text)+ , _vpaGameLiftAWSAccountId :: !(Maybe Text)+ , _vpaExpirationTime :: !(Maybe POSIX)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'VPCPeeringAuthorization' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'vpaCreationTime' - Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+--+-- * 'vpaPeerVPCId' - Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+--+-- * 'vpaPeerVPCAWSAccountId' -+--+-- * 'vpaGameLiftAWSAccountId' - Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.+--+-- * 'vpaExpirationTime' - Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+vpcPeeringAuthorization+ :: VPCPeeringAuthorization+vpcPeeringAuthorization =+ VPCPeeringAuthorization'+ { _vpaCreationTime = Nothing+ , _vpaPeerVPCId = Nothing+ , _vpaPeerVPCAWSAccountId = Nothing+ , _vpaGameLiftAWSAccountId = Nothing+ , _vpaExpirationTime = Nothing+ }+++-- | Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+vpaCreationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime)+vpaCreationTime = lens _vpaCreationTime (\ s a -> s{_vpaCreationTime = a}) . mapping _Time;++-- | Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+vpaPeerVPCId :: Lens' VPCPeeringAuthorization (Maybe Text)+vpaPeerVPCId = lens _vpaPeerVPCId (\ s a -> s{_vpaPeerVPCId = a});++-- |+vpaPeerVPCAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text)+vpaPeerVPCAWSAccountId = lens _vpaPeerVPCAWSAccountId (\ s a -> s{_vpaPeerVPCAWSAccountId = a});++-- | Unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.+vpaGameLiftAWSAccountId :: Lens' VPCPeeringAuthorization (Maybe Text)+vpaGameLiftAWSAccountId = lens _vpaGameLiftAWSAccountId (\ s a -> s{_vpaGameLiftAWSAccountId = a});++-- | Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").+vpaExpirationTime :: Lens' VPCPeeringAuthorization (Maybe UTCTime)+vpaExpirationTime = lens _vpaExpirationTime (\ s a -> s{_vpaExpirationTime = a}) . mapping _Time;++instance FromJSON VPCPeeringAuthorization where+ parseJSON+ = withObject "VPCPeeringAuthorization"+ (\ x ->+ VPCPeeringAuthorization' <$>+ (x .:? "CreationTime") <*> (x .:? "PeerVpcId") <*>+ (x .:? "PeerVpcAwsAccountId")+ <*> (x .:? "GameLiftAwsAccountId")+ <*> (x .:? "ExpirationTime"))++instance Hashable VPCPeeringAuthorization where++instance NFData VPCPeeringAuthorization where++-- | Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.+--+--+-- VPC peering connection operations include:+--+-- * 'CreateVpcPeeringAuthorization'+--+-- * 'DescribeVpcPeeringAuthorizations'+--+-- * 'DeleteVpcPeeringAuthorization'+--+-- * 'CreateVpcPeeringConnection'+--+-- * 'DescribeVpcPeeringConnections'+--+-- * 'DeleteVpcPeeringConnection'+--+--+--+--+-- /See:/ 'vpcPeeringConnection' smart constructor.+data VPCPeeringConnection = VPCPeeringConnection'+ { _vpcVPCPeeringConnectionId :: !(Maybe Text)+ , _vpcStatus :: !(Maybe VPCPeeringConnectionStatus)+ , _vpcPeerVPCId :: !(Maybe Text)+ , _vpcIPV4CidrBlock :: !(Maybe Text)+ , _vpcGameLiftVPCId :: !(Maybe Text)+ , _vpcFleetId :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'VPCPeeringConnection' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'vpcVPCPeeringConnectionId' - Unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with 'DeleteVpcPeeringConnection' .+--+-- * 'vpcStatus' - Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.+--+-- * 'vpcPeerVPCId' - Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+--+-- * 'vpcIPV4CidrBlock' - CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.+--+-- * 'vpcGameLiftVPCId' - Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.+--+-- * 'vpcFleetId' - Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.+vpcPeeringConnection+ :: VPCPeeringConnection+vpcPeeringConnection =+ VPCPeeringConnection'+ { _vpcVPCPeeringConnectionId = Nothing+ , _vpcStatus = Nothing+ , _vpcPeerVPCId = Nothing+ , _vpcIPV4CidrBlock = Nothing+ , _vpcGameLiftVPCId = Nothing+ , _vpcFleetId = Nothing+ }+++-- | Unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with 'DeleteVpcPeeringConnection' .+vpcVPCPeeringConnectionId :: Lens' VPCPeeringConnection (Maybe Text)+vpcVPCPeeringConnectionId = lens _vpcVPCPeeringConnectionId (\ s a -> s{_vpcVPCPeeringConnectionId = a});++-- | Object that contains status information about the connection. Status indicates if a connection is pending, successful, or failed.+vpcStatus :: Lens' VPCPeeringConnection (Maybe VPCPeeringConnectionStatus)+vpcStatus = lens _vpcStatus (\ s a -> s{_vpcStatus = a});++-- | Unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same region where your fleet is deployed. To get VPC information, including IDs, use the Virtual Private Cloud service tools, including the VPC Dashboard in the AWS Management Console.+vpcPeerVPCId :: Lens' VPCPeeringConnection (Maybe Text)+vpcPeerVPCId = lens _vpcPeerVPCId (\ s a -> s{_vpcPeerVPCId = a});++-- | CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.+vpcIPV4CidrBlock :: Lens' VPCPeeringConnection (Maybe Text)+vpcIPV4CidrBlock = lens _vpcIPV4CidrBlock (\ s a -> s{_vpcIPV4CidrBlock = a});++-- | Unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.+vpcGameLiftVPCId :: Lens' VPCPeeringConnection (Maybe Text)+vpcGameLiftVPCId = lens _vpcGameLiftVPCId (\ s a -> s{_vpcGameLiftVPCId = a});++-- | Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.+vpcFleetId :: Lens' VPCPeeringConnection (Maybe Text)+vpcFleetId = lens _vpcFleetId (\ s a -> s{_vpcFleetId = a});++instance FromJSON VPCPeeringConnection where+ parseJSON+ = withObject "VPCPeeringConnection"+ (\ x ->+ VPCPeeringConnection' <$>+ (x .:? "VpcPeeringConnectionId") <*> (x .:? "Status")+ <*> (x .:? "PeerVpcId")+ <*> (x .:? "IpV4CidrBlock")+ <*> (x .:? "GameLiftVpcId")+ <*> (x .:? "FleetId"))++instance Hashable VPCPeeringConnection where++instance NFData VPCPeeringConnection where++-- | Represents status information for a VPC peering connection. Status is associated with a 'VpcPeeringConnection' object. Status codes and messages are provided from EC2 (<http://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html ).> Connection status information is also communicated as a fleet 'Event' .+--+--+--+-- /See:/ 'vpcPeeringConnectionStatus' smart constructor.+data VPCPeeringConnectionStatus = VPCPeeringConnectionStatus'+ { _vpcsCode :: !(Maybe Text)+ , _vpcsMessage :: !(Maybe Text)+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'VPCPeeringConnectionStatus' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'vpcsCode' - Code indicating the status of a VPC peering connection.+--+-- * 'vpcsMessage' - Additional messaging associated with the connection status.+vpcPeeringConnectionStatus+ :: VPCPeeringConnectionStatus+vpcPeeringConnectionStatus =+ VPCPeeringConnectionStatus' {_vpcsCode = Nothing, _vpcsMessage = Nothing}+++-- | Code indicating the status of a VPC peering connection.+vpcsCode :: Lens' VPCPeeringConnectionStatus (Maybe Text)+vpcsCode = lens _vpcsCode (\ s a -> s{_vpcsCode = a});++-- | Additional messaging associated with the connection status.+vpcsMessage :: Lens' VPCPeeringConnectionStatus (Maybe Text)+vpcsMessage = lens _vpcsMessage (\ s a -> s{_vpcsMessage = a});++instance FromJSON VPCPeeringConnectionStatus where+ parseJSON+ = withObject "VPCPeeringConnectionStatus"+ (\ x ->+ VPCPeeringConnectionStatus' <$>+ (x .:? "Code") <*> (x .:? "Message"))++instance Hashable VPCPeeringConnectionStatus where++instance NFData VPCPeeringConnectionStatus where
gen/Network/AWS/GameLift/Types/Sum.hs view
@@ -9,22 +9,50 @@ -- | -- Module : Network.AWS.GameLift.Types.Sum--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) -- module Network.AWS.GameLift.Types.Sum where -import Network.AWS.Prelude+import Network.AWS.Prelude +data AcceptanceType+ = Accept+ | Reject+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic)+++instance FromText AcceptanceType where+ parser = takeLowerText >>= \case+ "accept" -> pure Accept+ "reject" -> pure Reject+ e -> fromTextError $ "Failure parsing AcceptanceType from value: '" <> e+ <> "'. Accepted values: accept, reject"++instance ToText AcceptanceType where+ toText = \case+ Accept -> "ACCEPT"+ Reject -> "REJECT"++instance Hashable AcceptanceType+instance NFData AcceptanceType+instance ToByteString AcceptanceType+instance ToQuery AcceptanceType+instance ToHeader AcceptanceType++instance ToJSON AcceptanceType where+ toJSON = toJSONText+ data BuildStatus- = Failed- | Initialized- | Ready- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = Failed+ | Initialized+ | Ready+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText BuildStatus where parser = takeLowerText >>= \case "failed" -> pure Failed@@ -52,12 +80,13 @@ parseJSON = parseJSONText "BuildStatus" data ComparisonOperatorType- = GreaterThanOrEqualToThreshold- | GreaterThanThreshold- | LessThanOrEqualToThreshold- | LessThanThreshold- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = GreaterThanOrEqualToThreshold+ | GreaterThanThreshold+ | LessThanOrEqualToThreshold+ | LessThanThreshold+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText ComparisonOperatorType where parser = takeLowerText >>= \case "greaterthanorequaltothreshold" -> pure GreaterThanOrEqualToThreshold@@ -87,36 +116,43 @@ parseJSON = parseJSONText "ComparisonOperatorType" data EC2InstanceType- = C3_2XLarge- | C3_4XLarge- | C3_8XLarge- | C3_Large- | C3_XLarge- | C4_2XLarge- | C4_4XLarge- | C4_8XLarge- | C4_Large- | C4_XLarge- | M3_2XLarge- | M3_Large- | M3_Medium- | M3_XLarge- | M4_10XLarge- | M4_2XLarge- | M4_4XLarge- | M4_Large- | M4_XLarge- | R3_2XLarge- | R3_4XLarge- | R3_8XLarge- | R3_Large- | R3_XLarge- | T2_Large- | T2_Medium- | T2_Micro- | T2_Small- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = C3_2XLarge+ | C3_4XLarge+ | C3_8XLarge+ | C3_Large+ | C3_XLarge+ | C4_2XLarge+ | C4_4XLarge+ | C4_8XLarge+ | C4_Large+ | C4_XLarge+ | M3_2XLarge+ | M3_Large+ | M3_Medium+ | M3_XLarge+ | M4_10XLarge+ | M4_2XLarge+ | M4_4XLarge+ | M4_Large+ | M4_XLarge+ | R3_2XLarge+ | R3_4XLarge+ | R3_8XLarge+ | R3_Large+ | R3_XLarge+ | R4_16XLarge+ | R4_2XLarge+ | R4_4XLarge+ | R4_8XLarge+ | R4_Large+ | R4_XLarge+ | T2_Large+ | T2_Medium+ | T2_Micro+ | T2_Small+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText EC2InstanceType where parser = takeLowerText >>= \case "c3.2xlarge" -> pure C3_2XLarge@@ -143,12 +179,18 @@ "r3.8xlarge" -> pure R3_8XLarge "r3.large" -> pure R3_Large "r3.xlarge" -> pure R3_XLarge+ "r4.16xlarge" -> pure R4_16XLarge+ "r4.2xlarge" -> pure R4_2XLarge+ "r4.4xlarge" -> pure R4_4XLarge+ "r4.8xlarge" -> pure R4_8XLarge+ "r4.large" -> pure R4_Large+ "r4.xlarge" -> pure R4_XLarge "t2.large" -> pure T2_Large "t2.medium" -> pure T2_Medium "t2.micro" -> pure T2_Micro "t2.small" -> pure T2_Small e -> fromTextError $ "Failure parsing EC2InstanceType from value: '" <> e- <> "'. Accepted values: c3.2xlarge, c3.4xlarge, c3.8xlarge, c3.large, c3.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c4.large, c4.xlarge, m3.2xlarge, m3.large, m3.medium, m3.xlarge, m4.10xlarge, m4.2xlarge, m4.4xlarge, m4.large, m4.xlarge, r3.2xlarge, r3.4xlarge, r3.8xlarge, r3.large, r3.xlarge, t2.large, t2.medium, t2.micro, t2.small"+ <> "'. Accepted values: c3.2xlarge, c3.4xlarge, c3.8xlarge, c3.large, c3.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c4.large, c4.xlarge, m3.2xlarge, m3.large, m3.medium, m3.xlarge, m4.10xlarge, m4.2xlarge, m4.4xlarge, m4.large, m4.xlarge, r3.2xlarge, r3.4xlarge, r3.8xlarge, r3.large, r3.xlarge, r4.16xlarge, r4.2xlarge, r4.4xlarge, r4.8xlarge, r4.large, r4.xlarge, t2.large, t2.medium, t2.micro, t2.small" instance ToText EC2InstanceType where toText = \case@@ -176,6 +218,12 @@ R3_8XLarge -> "r3.8xlarge" R3_Large -> "r3.large" R3_XLarge -> "r3.xlarge"+ R4_16XLarge -> "r4.16xlarge"+ R4_2XLarge -> "r4.2xlarge"+ R4_4XLarge -> "r4.4xlarge"+ R4_8XLarge -> "r4.8xlarge"+ R4_Large -> "r4.large"+ R4_XLarge -> "r4.xlarge" T2_Large -> "t2.large" T2_Medium -> "t2.medium" T2_Micro -> "t2.micro"@@ -194,39 +242,50 @@ parseJSON = parseJSONText "EC2InstanceType" data EventCode- = FleetActivationFailed- | FleetActivationFailedNoInstances- | FleetBinaryDownloadFailed- | FleetCreated- | FleetDeleted- | FleetInitializationFailed- | FleetNewGameSessionProtectionPolicyUpdated- | FleetScalingEvent- | FleetStateActivating- | FleetStateActive- | FleetStateBuilding- | FleetStateDownloading- | FleetStateError- | FleetStateValidating- | FleetValidationExecutableRuntimeFailure- | FleetValidationLaunchPathNotFound- | FleetValidationTimedOut- | GenericEvent- | ServerProcessCrashed- | ServerProcessForceTerminated- | ServerProcessInvalidPath- | ServerProcessProcessExitTimeout- | ServerProcessProcessReadyTimeout- | ServerProcessSDKInitializationTimeout- | ServerProcessTerminatedUnhealthy- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = FleetActivationFailed+ | FleetActivationFailedNoInstances+ | FleetBinaryDownloadFailed+ | FleetCreated+ | FleetCreationExtractingBuild+ | FleetCreationRunningInstaller+ | FleetCreationValidatingRuntimeConfig+ | FleetDeleted+ | FleetInitializationFailed+ | FleetNewGameSessionProtectionPolicyUpdated+ | FleetScalingEvent+ | FleetStateActivating+ | FleetStateActive+ | FleetStateBuilding+ | FleetStateDownloading+ | FleetStateError+ | FleetStateValidating+ | FleetVPCPeeringDeleted+ | FleetVPCPeeringFailed+ | FleetVPCPeeringSucceeded+ | FleetValidationExecutableRuntimeFailure+ | FleetValidationLaunchPathNotFound+ | FleetValidationTimedOut+ | GameSessionActivationTimeout+ | GenericEvent+ | ServerProcessCrashed+ | ServerProcessForceTerminated+ | ServerProcessInvalidPath+ | ServerProcessProcessExitTimeout+ | ServerProcessProcessReadyTimeout+ | ServerProcessSDKInitializationTimeout+ | ServerProcessTerminatedUnhealthy+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText EventCode where parser = takeLowerText >>= \case "fleet_activation_failed" -> pure FleetActivationFailed "fleet_activation_failed_no_instances" -> pure FleetActivationFailedNoInstances "fleet_binary_download_failed" -> pure FleetBinaryDownloadFailed "fleet_created" -> pure FleetCreated+ "fleet_creation_extracting_build" -> pure FleetCreationExtractingBuild+ "fleet_creation_running_installer" -> pure FleetCreationRunningInstaller+ "fleet_creation_validating_runtime_config" -> pure FleetCreationValidatingRuntimeConfig "fleet_deleted" -> pure FleetDeleted "fleet_initialization_failed" -> pure FleetInitializationFailed "fleet_new_game_session_protection_policy_updated" -> pure FleetNewGameSessionProtectionPolicyUpdated@@ -237,9 +296,13 @@ "fleet_state_downloading" -> pure FleetStateDownloading "fleet_state_error" -> pure FleetStateError "fleet_state_validating" -> pure FleetStateValidating+ "fleet_vpc_peering_deleted" -> pure FleetVPCPeeringDeleted+ "fleet_vpc_peering_failed" -> pure FleetVPCPeeringFailed+ "fleet_vpc_peering_succeeded" -> pure FleetVPCPeeringSucceeded "fleet_validation_executable_runtime_failure" -> pure FleetValidationExecutableRuntimeFailure "fleet_validation_launch_path_not_found" -> pure FleetValidationLaunchPathNotFound "fleet_validation_timed_out" -> pure FleetValidationTimedOut+ "game_session_activation_timeout" -> pure GameSessionActivationTimeout "generic_event" -> pure GenericEvent "server_process_crashed" -> pure ServerProcessCrashed "server_process_force_terminated" -> pure ServerProcessForceTerminated@@ -249,7 +312,7 @@ "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, 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"+ <> "'. Accepted values: fleet_activation_failed, fleet_activation_failed_no_instances, fleet_binary_download_failed, fleet_created, fleet_creation_extracting_build, fleet_creation_running_installer, fleet_creation_validating_runtime_config, 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_vpc_peering_deleted, fleet_vpc_peering_failed, fleet_vpc_peering_succeeded, fleet_validation_executable_runtime_failure, fleet_validation_launch_path_not_found, fleet_validation_timed_out, game_session_activation_timeout, 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 +320,9 @@ FleetActivationFailedNoInstances -> "FLEET_ACTIVATION_FAILED_NO_INSTANCES" FleetBinaryDownloadFailed -> "FLEET_BINARY_DOWNLOAD_FAILED" FleetCreated -> "FLEET_CREATED"+ FleetCreationExtractingBuild -> "FLEET_CREATION_EXTRACTING_BUILD"+ FleetCreationRunningInstaller -> "FLEET_CREATION_RUNNING_INSTALLER"+ FleetCreationValidatingRuntimeConfig -> "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG" FleetDeleted -> "FLEET_DELETED" FleetInitializationFailed -> "FLEET_INITIALIZATION_FAILED" FleetNewGameSessionProtectionPolicyUpdated -> "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"@@ -267,9 +333,13 @@ FleetStateDownloading -> "FLEET_STATE_DOWNLOADING" FleetStateError -> "FLEET_STATE_ERROR" FleetStateValidating -> "FLEET_STATE_VALIDATING"+ FleetVPCPeeringDeleted -> "FLEET_VPC_PEERING_DELETED"+ FleetVPCPeeringFailed -> "FLEET_VPC_PEERING_FAILED"+ FleetVPCPeeringSucceeded -> "FLEET_VPC_PEERING_SUCCEEDED" FleetValidationExecutableRuntimeFailure -> "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" FleetValidationLaunchPathNotFound -> "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" FleetValidationTimedOut -> "FLEET_VALIDATION_TIMED_OUT"+ GameSessionActivationTimeout -> "GAME_SESSION_ACTIVATION_TIMEOUT" GenericEvent -> "GENERIC_EVENT" ServerProcessCrashed -> "SERVER_PROCESS_CRASHED" ServerProcessForceTerminated -> "SERVER_PROCESS_FORCE_TERMINATED"@@ -289,17 +359,18 @@ parseJSON = parseJSONText "EventCode" data FleetStatus- = FSActivating- | FSActive- | FSBuilding- | FSDeleting- | FSDownloading- | FSError'- | FSNew- | FSTerminated- | FSValidating- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = FSActivating+ | FSActive+ | FSBuilding+ | FSDeleting+ | FSDownloading+ | FSError'+ | FSNew+ | FSTerminated+ | FSValidating+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText FleetStatus where parser = takeLowerText >>= \case "activating" -> pure FSActivating@@ -335,14 +406,48 @@ instance FromJSON FleetStatus where parseJSON = parseJSONText "FleetStatus" +data GameSessionPlacementState+ = Cancelled+ | Fulfilled+ | Pending+ | TimedOut+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic)+++instance FromText GameSessionPlacementState where+ parser = takeLowerText >>= \case+ "cancelled" -> pure Cancelled+ "fulfilled" -> pure Fulfilled+ "pending" -> pure Pending+ "timed_out" -> pure TimedOut+ e -> fromTextError $ "Failure parsing GameSessionPlacementState from value: '" <> e+ <> "'. Accepted values: cancelled, fulfilled, pending, timed_out"++instance ToText GameSessionPlacementState where+ toText = \case+ Cancelled -> "CANCELLED"+ Fulfilled -> "FULFILLED"+ Pending -> "PENDING"+ TimedOut -> "TIMED_OUT"++instance Hashable GameSessionPlacementState+instance NFData GameSessionPlacementState+instance ToByteString GameSessionPlacementState+instance ToQuery GameSessionPlacementState+instance ToHeader GameSessionPlacementState++instance FromJSON GameSessionPlacementState where+ parseJSON = parseJSONText "GameSessionPlacementState"+ data GameSessionStatus- = GSSActivating- | GSSActive- | GSSError'- | GSSTerminated- | GSSTerminating- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = GSSActivating+ | GSSActive+ | GSSError'+ | GSSTerminated+ | GSSTerminating+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText GameSessionStatus where parser = takeLowerText >>= \case "activating" -> pure GSSActivating@@ -371,10 +476,11 @@ parseJSON = parseJSONText "GameSessionStatus" data IPProtocol- = TCP- | Udp- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = TCP+ | Udp+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText IPProtocol where parser = takeLowerText >>= \case "tcp" -> pure TCP@@ -400,11 +506,12 @@ parseJSON = parseJSONText "IPProtocol" data InstanceStatus- = ISActive- | ISPending- | ISTerminating- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = ISActive+ | ISPending+ | ISTerminating+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText InstanceStatus where parser = takeLowerText >>= \case "active" -> pure ISActive@@ -428,34 +535,95 @@ instance FromJSON InstanceStatus where parseJSON = parseJSONText "InstanceStatus" +data MatchmakingConfigurationStatus+ = MCSCancelled+ | MCSCompleted+ | MCSFailed+ | MCSPlacing+ | MCSQueued+ | MCSRequiresAcceptance+ | MCSSearching+ | MCSTimedOut+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic)+++instance FromText MatchmakingConfigurationStatus where+ parser = takeLowerText >>= \case+ "cancelled" -> pure MCSCancelled+ "completed" -> pure MCSCompleted+ "failed" -> pure MCSFailed+ "placing" -> pure MCSPlacing+ "queued" -> pure MCSQueued+ "requires_acceptance" -> pure MCSRequiresAcceptance+ "searching" -> pure MCSSearching+ "timed_out" -> pure MCSTimedOut+ e -> fromTextError $ "Failure parsing MatchmakingConfigurationStatus from value: '" <> e+ <> "'. Accepted values: cancelled, completed, failed, placing, queued, requires_acceptance, searching, timed_out"++instance ToText MatchmakingConfigurationStatus where+ toText = \case+ MCSCancelled -> "CANCELLED"+ MCSCompleted -> "COMPLETED"+ MCSFailed -> "FAILED"+ MCSPlacing -> "PLACING"+ MCSQueued -> "QUEUED"+ MCSRequiresAcceptance -> "REQUIRES_ACCEPTANCE"+ MCSSearching -> "SEARCHING"+ MCSTimedOut -> "TIMED_OUT"++instance Hashable MatchmakingConfigurationStatus+instance NFData MatchmakingConfigurationStatus+instance ToByteString MatchmakingConfigurationStatus+instance ToQuery MatchmakingConfigurationStatus+instance ToHeader MatchmakingConfigurationStatus++instance FromJSON MatchmakingConfigurationStatus where+ parseJSON = parseJSONText "MatchmakingConfigurationStatus"+ data MetricName- = ActivatingGameSessions- | ActiveGameSessions- | ActiveInstances- | AvailablePlayerSessions- | CurrentPlayerSessions- | IdleInstances- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = ActivatingGameSessions+ | ActiveGameSessions+ | ActiveInstances+ | AvailableGameSessions+ | AvailablePlayerSessions+ | CurrentPlayerSessions+ | IdleInstances+ | PercentAvailableGameSessions+ | PercentIdleInstances+ | QueueDepth+ | WaitTime+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText MetricName where parser = takeLowerText >>= \case "activatinggamesessions" -> pure ActivatingGameSessions "activegamesessions" -> pure ActiveGameSessions "activeinstances" -> pure ActiveInstances+ "availablegamesessions" -> pure AvailableGameSessions "availableplayersessions" -> pure AvailablePlayerSessions "currentplayersessions" -> pure CurrentPlayerSessions "idleinstances" -> pure IdleInstances+ "percentavailablegamesessions" -> pure PercentAvailableGameSessions+ "percentidleinstances" -> pure PercentIdleInstances+ "queuedepth" -> pure QueueDepth+ "waittime" -> pure WaitTime e -> fromTextError $ "Failure parsing MetricName from value: '" <> e- <> "'. Accepted values: activatinggamesessions, activegamesessions, activeinstances, availableplayersessions, currentplayersessions, idleinstances"+ <> "'. Accepted values: activatinggamesessions, activegamesessions, activeinstances, availablegamesessions, availableplayersessions, currentplayersessions, idleinstances, percentavailablegamesessions, percentidleinstances, queuedepth, waittime" instance ToText MetricName where toText = \case ActivatingGameSessions -> "ActivatingGameSessions" ActiveGameSessions -> "ActiveGameSessions" ActiveInstances -> "ActiveInstances"+ AvailableGameSessions -> "AvailableGameSessions" AvailablePlayerSessions -> "AvailablePlayerSessions" CurrentPlayerSessions -> "CurrentPlayerSessions" IdleInstances -> "IdleInstances"+ PercentAvailableGameSessions -> "PercentAvailableGameSessions"+ PercentIdleInstances -> "PercentIdleInstances"+ QueueDepth -> "QueueDepth"+ WaitTime -> "WaitTime" instance Hashable MetricName instance NFData MetricName@@ -470,10 +638,11 @@ parseJSON = parseJSONText "MetricName" data OperatingSystem- = AmazonLinux- | Windows2012- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = AmazonLinux+ | Windows2012+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText OperatingSystem where parser = takeLowerText >>= \case "amazon_linux" -> pure AmazonLinux@@ -499,10 +668,11 @@ parseJSON = parseJSONText "OperatingSystem" data PlayerSessionCreationPolicy- = AcceptAll- | DenyAll- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = AcceptAll+ | DenyAll+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText PlayerSessionCreationPolicy where parser = takeLowerText >>= \case "accept_all" -> pure AcceptAll@@ -528,12 +698,13 @@ parseJSON = parseJSONText "PlayerSessionCreationPolicy" data PlayerSessionStatus- = PSSActive- | PSSCompleted- | PSSReserved- | PSSTimedout- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = PSSActive+ | PSSCompleted+ | PSSReserved+ | PSSTimedout+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText PlayerSessionStatus where parser = takeLowerText >>= \case "active" -> pure PSSActive@@ -560,10 +731,11 @@ parseJSON = parseJSONText "PlayerSessionStatus" data ProtectionPolicy- = FullProtection- | NoProtection- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = FullProtection+ | NoProtection+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText ProtectionPolicy where parser = takeLowerText >>= \case "fullprotection" -> pure FullProtection@@ -589,10 +761,11 @@ parseJSON = parseJSONText "ProtectionPolicy" data RoutingStrategyType- = Simple- | Terminal- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = Simple+ | Terminal+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText RoutingStrategyType where parser = takeLowerText >>= \case "simple" -> pure Simple@@ -618,11 +791,12 @@ parseJSON = parseJSONText "RoutingStrategyType" data ScalingAdjustmentType- = ChangeInCapacity- | ExactCapacity- | PercentChangeInCapacity- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = ChangeInCapacity+ | ExactCapacity+ | PercentChangeInCapacity+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic) + instance FromText ScalingAdjustmentType where parser = takeLowerText >>= \case "changeincapacity" -> pure ChangeInCapacity@@ -650,14 +824,15 @@ parseJSON = parseJSONText "ScalingAdjustmentType" data ScalingStatusType- = Active- | DeleteRequested- | Deleted- | Deleting- | Error'- | UpdateRequested- | Updating- deriving (Eq,Ord,Read,Show,Enum,Bounded,Data,Typeable,Generic)+ = Active+ | DeleteRequested+ | Deleted+ | Deleting+ | Error'+ | UpdateRequested+ | Updating+ deriving (Eq, Ord, Read, Show, Enum, Bounded, Data, Typeable, Generic)+ instance FromText ScalingStatusType where parser = takeLowerText >>= \case
gen/Network/AWS/GameLift/UpdateAlias.hs view
@@ -12,15 +12,31 @@ -- | -- Module : Network.AWS.GameLift.UpdateAlias--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- 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. -- --+-- Alias-related operations include:+--+-- * 'CreateAlias'+--+-- * 'ListAliases'+--+-- * 'DescribeAlias'+--+-- * 'UpdateAlias'+--+-- * 'DeleteAlias'+--+-- * 'ResolveAlias'+--+--+-- module Network.AWS.GameLift.UpdateAlias ( -- * Creating a Request@@ -40,12 +56,12 @@ , uarsResponseStatus ) 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+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. --@@ -53,19 +69,20 @@ -- -- /See:/ 'updateAlias' smart constructor. data UpdateAlias = UpdateAlias'- { _uaRoutingStrategy :: !(Maybe RoutingStrategy)- , _uaName :: !(Maybe Text)- , _uaDescription :: !(Maybe Text)- , _uaAliasId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _uaRoutingStrategy :: !(Maybe RoutingStrategy)+ , _uaName :: !(Maybe Text)+ , _uaDescription :: !(Maybe Text)+ , _uaAliasId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateAlias' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'uaRoutingStrategy' - Object specifying the fleet and routing type to use for the alias.+-- * 'uaRoutingStrategy' - Object that specifies the fleet and routing type to use for the alias. ----- * 'uaName' - Descriptive label associated with an alias. Alias names do not need to be unique.+-- * 'uaName' - Descriptive label that is associated with an alias. Alias names do not need to be unique. -- -- * 'uaDescription' - Human-readable description of an alias. --@@ -74,18 +91,19 @@ :: Text -- ^ 'uaAliasId' -> UpdateAlias updateAlias pAliasId_ =- UpdateAlias'- { _uaRoutingStrategy = Nothing- , _uaName = Nothing- , _uaDescription = Nothing- , _uaAliasId = pAliasId_- }+ UpdateAlias'+ { _uaRoutingStrategy = Nothing+ , _uaName = Nothing+ , _uaDescription = Nothing+ , _uaAliasId = pAliasId_+ } --- | Object specifying the fleet and routing type to use for the alias.++-- | Object that specifies the fleet and routing type to use for the alias. uaRoutingStrategy :: Lens' UpdateAlias (Maybe RoutingStrategy) uaRoutingStrategy = lens _uaRoutingStrategy (\ s a -> s{_uaRoutingStrategy = a}); --- | Descriptive label associated with an alias. Alias names do not need to be unique.+-- | Descriptive label that is associated with an alias. Alias names do not need to be unique. uaName :: Lens' UpdateAlias (Maybe Text) uaName = lens _uaName (\ s a -> s{_uaName = a}); @@ -106,9 +124,9 @@ UpdateAliasResponse' <$> (x .?> "Alias") <*> (pure (fromEnum s))) -instance Hashable UpdateAlias+instance Hashable UpdateAlias where -instance NFData UpdateAlias+instance NFData UpdateAlias where instance ToHeaders UpdateAlias where toHeaders@@ -140,27 +158,27 @@ -- -- /See:/ 'updateAliasResponse' smart constructor. data UpdateAliasResponse = UpdateAliasResponse'- { _uarsAlias :: !(Maybe Alias)- , _uarsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _uarsAlias :: !(Maybe Alias)+ , _uarsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateAliasResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'uarsAlias' - Object containing the updated alias configuration.+-- * 'uarsAlias' - Object that contains the updated alias configuration. -- -- * 'uarsResponseStatus' - -- | The response status code. updateAliasResponse :: Int -- ^ 'uarsResponseStatus' -> UpdateAliasResponse updateAliasResponse pResponseStatus_ =- UpdateAliasResponse'- { _uarsAlias = Nothing- , _uarsResponseStatus = pResponseStatus_- }+ UpdateAliasResponse'+ {_uarsAlias = Nothing, _uarsResponseStatus = pResponseStatus_} --- | Object containing the updated alias configuration.++-- | Object that contains the updated alias configuration. uarsAlias :: Lens' UpdateAliasResponse (Maybe Alias) uarsAlias = lens _uarsAlias (\ s a -> s{_uarsAlias = a}); @@ -168,4 +186,4 @@ uarsResponseStatus :: Lens' UpdateAliasResponse Int uarsResponseStatus = lens _uarsResponseStatus (\ s a -> s{_uarsResponseStatus = a}); -instance NFData UpdateAliasResponse+instance NFData UpdateAliasResponse where
gen/Network/AWS/GameLift/UpdateBuild.hs view
@@ -12,15 +12,29 @@ -- | -- Module : Network.AWS.GameLift.UpdateBuild--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- 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. -- --+-- Build-related operations include:+--+-- * 'CreateBuild'+--+-- * 'ListBuilds'+--+-- * 'DescribeBuild'+--+-- * 'UpdateBuild'+--+-- * 'DeleteBuild'+--+--+-- module Network.AWS.GameLift.UpdateBuild ( -- * Creating a Request@@ -39,12 +53,12 @@ , ubrsResponseStatus ) 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+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. --@@ -52,39 +66,37 @@ -- -- /See:/ 'updateBuild' smart constructor. data UpdateBuild = UpdateBuild'- { _ubName :: !(Maybe Text)- , _ubVersion :: !(Maybe Text)- , _ubBuildId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ubName :: !(Maybe Text)+ , _ubVersion :: !(Maybe Text)+ , _ubBuildId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateBuild' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ubName' - Descriptive label associated with a build. Build names do not need to be unique.+-- * 'ubName' - Descriptive label that is associated with a build. Build names do not need to be unique. ----- * 'ubVersion' - Version associated with this build. Version strings do not need to be unique to a build.+-- * 'ubVersion' - Version that is associated with this build. Version strings do not need to be unique. ----- * 'ubBuildId' - Unique identifier of the build you want to update.+-- * 'ubBuildId' - Unique identifier for a build to update. updateBuild :: Text -- ^ 'ubBuildId' -> UpdateBuild updateBuild pBuildId_ =- UpdateBuild'- { _ubName = Nothing- , _ubVersion = Nothing- , _ubBuildId = pBuildId_- }+ UpdateBuild' {_ubName = Nothing, _ubVersion = Nothing, _ubBuildId = pBuildId_} --- | Descriptive label associated with a build. Build names do not need to be unique.++-- | Descriptive label that is associated with a build. Build names do not need to be unique. ubName :: Lens' UpdateBuild (Maybe Text) ubName = lens _ubName (\ s a -> s{_ubName = a}); --- | Version associated with this build. Version strings do not need to be unique to a build.+-- | Version that is associated with this build. Version strings do not need to be unique. ubVersion :: Lens' UpdateBuild (Maybe Text) ubVersion = lens _ubVersion (\ s a -> s{_ubVersion = a}); --- | Unique identifier of the build you want to update.+-- | Unique identifier for a build to update. ubBuildId :: Lens' UpdateBuild Text ubBuildId = lens _ubBuildId (\ s a -> s{_ubBuildId = a}); @@ -97,9 +109,9 @@ UpdateBuildResponse' <$> (x .?> "Build") <*> (pure (fromEnum s))) -instance Hashable UpdateBuild+instance Hashable UpdateBuild where -instance NFData UpdateBuild+instance NFData UpdateBuild where instance ToHeaders UpdateBuild where toHeaders@@ -130,27 +142,27 @@ -- -- /See:/ 'updateBuildResponse' smart constructor. data UpdateBuildResponse = UpdateBuildResponse'- { _ubrsBuild :: !(Maybe Build)- , _ubrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ubrsBuild :: !(Maybe Build)+ , _ubrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateBuildResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ubrsBuild' - Object containing the updated build record.+-- * 'ubrsBuild' - Object that contains the updated build record. -- -- * 'ubrsResponseStatus' - -- | The response status code. updateBuildResponse :: Int -- ^ 'ubrsResponseStatus' -> UpdateBuildResponse updateBuildResponse pResponseStatus_ =- UpdateBuildResponse'- { _ubrsBuild = Nothing- , _ubrsResponseStatus = pResponseStatus_- }+ UpdateBuildResponse'+ {_ubrsBuild = Nothing, _ubrsResponseStatus = pResponseStatus_} --- | Object containing the updated build record.++-- | Object that contains the updated build record. ubrsBuild :: Lens' UpdateBuildResponse (Maybe Build) ubrsBuild = lens _ubrsBuild (\ s a -> s{_ubrsBuild = a}); @@ -158,4 +170,4 @@ ubrsResponseStatus :: Lens' UpdateBuildResponse Int ubrsResponseStatus = lens _ubrsResponseStatus (\ s a -> s{_ubrsResponseStatus = a}); -instance NFData UpdateBuildResponse+instance NFData UpdateBuildResponse where
gen/Network/AWS/GameLift/UpdateFleetAttributes.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.UpdateFleetAttributes--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- 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.+-- Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned. -- --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.UpdateFleetAttributes ( -- * Creating a Request@@ -29,6 +81,7 @@ -- * Request Lenses , ufaNewGameSessionProtectionPolicy , ufaName+ , ufaMetricGroups , ufaDescription , ufaResourceCreationLimitPolicy , ufaFleetId@@ -41,12 +94,12 @@ , ufarsResponseStatus ) 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+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. --@@ -54,46 +107,56 @@ -- -- /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)+ { _ufaNewGameSessionProtectionPolicy :: !(Maybe ProtectionPolicy)+ , _ufaName :: !(Maybe Text)+ , _ufaMetricGroups :: !(Maybe [Text])+ , _ufaDescription :: !(Maybe Text)+ , _ufaResourceCreationLimitPolicy :: !(Maybe ResourceCreationLimitPolicy)+ , _ufaFleetId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateFleetAttributes' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * '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.+-- * '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' - Descriptive label associated with a fleet. Fleet names do not need to be unique.+-- * 'ufaName' - Descriptive label that is associated with a fleet. Fleet names do not need to be unique. --+-- * 'ufaMetricGroups' - Names of metric groups to include this fleet in. Amazon CloudWatch uses a fleet metric group is to aggregate metrics from multiple fleets. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.+-- -- * 'ufaDescription' - Human-readable description of a fleet. -- -- * '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.+-- * 'ufaFleetId' - Unique identifier for a fleet to update attribute metadata for. updateFleetAttributes :: Text -- ^ 'ufaFleetId' -> UpdateFleetAttributes updateFleetAttributes pFleetId_ =- UpdateFleetAttributes'- { _ufaNewGameSessionProtectionPolicy = Nothing- , _ufaName = Nothing- , _ufaDescription = Nothing- , _ufaResourceCreationLimitPolicy = Nothing- , _ufaFleetId = pFleetId_- }+ UpdateFleetAttributes'+ { _ufaNewGameSessionProtectionPolicy = Nothing+ , _ufaName = Nothing+ , _ufaMetricGroups = 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}); --- | Descriptive label associated with a fleet. Fleet names do not need to be unique.+-- | Descriptive label that is associated with a fleet. Fleet names do not need to be unique. ufaName :: Lens' UpdateFleetAttributes (Maybe Text) ufaName = lens _ufaName (\ s a -> s{_ufaName = a}); +-- | Names of metric groups to include this fleet in. Amazon CloudWatch uses a fleet metric group is to aggregate metrics from multiple fleets. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.+ufaMetricGroups :: Lens' UpdateFleetAttributes [Text]+ufaMetricGroups = lens _ufaMetricGroups (\ s a -> s{_ufaMetricGroups = a}) . _Default . _Coerce;+ -- | Human-readable description of a fleet. ufaDescription :: Lens' UpdateFleetAttributes (Maybe Text) ufaDescription = lens _ufaDescription (\ s a -> s{_ufaDescription = a});@@ -102,7 +165,7 @@ 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.+-- | Unique identifier for a fleet to update attribute metadata for. ufaFleetId :: Lens' UpdateFleetAttributes Text ufaFleetId = lens _ufaFleetId (\ s a -> s{_ufaFleetId = a}); @@ -116,9 +179,9 @@ UpdateFleetAttributesResponse' <$> (x .?> "FleetId") <*> (pure (fromEnum s))) -instance Hashable UpdateFleetAttributes+instance Hashable UpdateFleetAttributes where -instance NFData UpdateFleetAttributes+instance NFData UpdateFleetAttributes where instance ToHeaders UpdateFleetAttributes where toHeaders@@ -136,6 +199,7 @@ [("NewGameSessionProtectionPolicy" .=) <$> _ufaNewGameSessionProtectionPolicy, ("Name" .=) <$> _ufaName,+ ("MetricGroups" .=) <$> _ufaMetricGroups, ("Description" .=) <$> _ufaDescription, ("ResourceCreationLimitPolicy" .=) <$> _ufaResourceCreationLimitPolicy,@@ -153,27 +217,27 @@ -- -- /See:/ 'updateFleetAttributesResponse' smart constructor. data UpdateFleetAttributesResponse = UpdateFleetAttributesResponse'- { _ufarsFleetId :: !(Maybe Text)- , _ufarsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ufarsFleetId :: !(Maybe Text)+ , _ufarsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateFleetAttributesResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ufarsFleetId' - Unique identifier for the updated fleet.+-- * 'ufarsFleetId' - Unique identifier for a fleet that was updated. -- -- * 'ufarsResponseStatus' - -- | The response status code. updateFleetAttributesResponse :: Int -- ^ 'ufarsResponseStatus' -> UpdateFleetAttributesResponse updateFleetAttributesResponse pResponseStatus_ =- UpdateFleetAttributesResponse'- { _ufarsFleetId = Nothing- , _ufarsResponseStatus = pResponseStatus_- }+ UpdateFleetAttributesResponse'+ {_ufarsFleetId = Nothing, _ufarsResponseStatus = pResponseStatus_} --- | Unique identifier for the updated fleet.++-- | Unique identifier for a fleet that was updated. ufarsFleetId :: Lens' UpdateFleetAttributesResponse (Maybe Text) ufarsFleetId = lens _ufarsFleetId (\ s a -> s{_ufarsFleetId = a}); @@ -181,4 +245,4 @@ ufarsResponseStatus :: Lens' UpdateFleetAttributesResponse Int ufarsResponseStatus = lens _ufarsResponseStatus (\ s a -> s{_ufarsResponseStatus = a}); -instance NFData UpdateFleetAttributesResponse+instance NFData UpdateFleetAttributesResponse where
gen/Network/AWS/GameLift/UpdateFleetCapacity.hs view
@@ -12,9 +12,9 @@ -- | -- Module : Network.AWS.GameLift.UpdateFleetCapacity--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) --@@ -25,6 +25,58 @@ -- -- 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. --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.UpdateFleetCapacity ( -- * Creating a Request@@ -44,12 +96,12 @@ , ufcrsResponseStatus ) 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+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. --@@ -57,12 +109,13 @@ -- -- /See:/ 'updateFleetCapacity' smart constructor. data UpdateFleetCapacity = UpdateFleetCapacity'- { _ufcMaxSize :: !(Maybe Nat)- , _ufcMinSize :: !(Maybe Nat)- , _ufcDesiredInstances :: !(Maybe Nat)- , _ufcFleetId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ufcMaxSize :: !(Maybe Nat)+ , _ufcMinSize :: !(Maybe Nat)+ , _ufcDesiredInstances :: !(Maybe Nat)+ , _ufcFleetId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateFleetCapacity' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -73,18 +126,19 @@ -- -- * 'ufcDesiredInstances' - Number of EC2 instances you want this fleet to host. ----- * 'ufcFleetId' - Unique identifier for the fleet you want to update capacity for.+-- * 'ufcFleetId' - Unique identifier for a fleet to update capacity for. updateFleetCapacity :: Text -- ^ 'ufcFleetId' -> UpdateFleetCapacity updateFleetCapacity pFleetId_ =- UpdateFleetCapacity'- { _ufcMaxSize = Nothing- , _ufcMinSize = Nothing- , _ufcDesiredInstances = Nothing- , _ufcFleetId = pFleetId_- }+ UpdateFleetCapacity'+ { _ufcMaxSize = Nothing+ , _ufcMinSize = Nothing+ , _ufcDesiredInstances = Nothing+ , _ufcFleetId = pFleetId_+ } + -- | 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;@@ -97,7 +151,7 @@ ufcDesiredInstances :: Lens' UpdateFleetCapacity (Maybe Natural) ufcDesiredInstances = lens _ufcDesiredInstances (\ s a -> s{_ufcDesiredInstances = a}) . mapping _Nat; --- | Unique identifier for the fleet you want to update capacity for.+-- | Unique identifier for a fleet to update capacity for. ufcFleetId :: Lens' UpdateFleetCapacity Text ufcFleetId = lens _ufcFleetId (\ s a -> s{_ufcFleetId = a}); @@ -111,9 +165,9 @@ UpdateFleetCapacityResponse' <$> (x .?> "FleetId") <*> (pure (fromEnum s))) -instance Hashable UpdateFleetCapacity+instance Hashable UpdateFleetCapacity where -instance NFData UpdateFleetCapacity+instance NFData UpdateFleetCapacity where instance ToHeaders UpdateFleetCapacity where toHeaders@@ -145,27 +199,27 @@ -- -- /See:/ 'updateFleetCapacityResponse' smart constructor. data UpdateFleetCapacityResponse = UpdateFleetCapacityResponse'- { _ufcrsFleetId :: !(Maybe Text)- , _ufcrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ufcrsFleetId :: !(Maybe Text)+ , _ufcrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateFleetCapacityResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ufcrsFleetId' - Unique identifier for the updated fleet.+-- * 'ufcrsFleetId' - Unique identifier for a fleet that was updated. -- -- * 'ufcrsResponseStatus' - -- | The response status code. updateFleetCapacityResponse :: Int -- ^ 'ufcrsResponseStatus' -> UpdateFleetCapacityResponse updateFleetCapacityResponse pResponseStatus_ =- UpdateFleetCapacityResponse'- { _ufcrsFleetId = Nothing- , _ufcrsResponseStatus = pResponseStatus_- }+ UpdateFleetCapacityResponse'+ {_ufcrsFleetId = Nothing, _ufcrsResponseStatus = pResponseStatus_} --- | Unique identifier for the updated fleet.++-- | Unique identifier for a fleet that was updated. ufcrsFleetId :: Lens' UpdateFleetCapacityResponse (Maybe Text) ufcrsFleetId = lens _ufcrsFleetId (\ s a -> s{_ufcrsFleetId = a}); @@ -173,4 +227,4 @@ ufcrsResponseStatus :: Lens' UpdateFleetCapacityResponse Int ufcrsResponseStatus = lens _ufcrsResponseStatus (\ s a -> s{_ufcrsResponseStatus = a}); -instance NFData UpdateFleetCapacityResponse+instance NFData UpdateFleetCapacityResponse where
gen/Network/AWS/GameLift/UpdateFleetPortSettings.hs view
@@ -12,15 +12,67 @@ -- | -- Module : Network.AWS.GameLift.UpdateFleetPortSettings--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. -- --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.UpdateFleetPortSettings ( -- * Creating a Request@@ -39,12 +91,12 @@ , ufpsrsResponseStatus ) 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+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. --@@ -52,11 +104,12 @@ -- -- /See:/ 'updateFleetPortSettings' smart constructor. data UpdateFleetPortSettings = UpdateFleetPortSettings'- { _ufpsInboundPermissionRevocations :: !(Maybe [IPPermission])- , _ufpsInboundPermissionAuthorizations :: !(Maybe [IPPermission])- , _ufpsFleetId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ufpsInboundPermissionRevocations :: !(Maybe [IPPermission])+ , _ufpsInboundPermissionAuthorizations :: !(Maybe [IPPermission])+ , _ufpsFleetId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateFleetPortSettings' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired:@@ -65,17 +118,18 @@ -- -- * 'ufpsInboundPermissionAuthorizations' - Collection of port settings to be added to the fleet record. ----- * 'ufpsFleetId' - Unique identifier for the fleet you want to update port settings for.+-- * 'ufpsFleetId' - Unique identifier for a fleet to update port settings for. updateFleetPortSettings :: Text -- ^ 'ufpsFleetId' -> UpdateFleetPortSettings updateFleetPortSettings pFleetId_ =- UpdateFleetPortSettings'- { _ufpsInboundPermissionRevocations = Nothing- , _ufpsInboundPermissionAuthorizations = Nothing- , _ufpsFleetId = pFleetId_- }+ UpdateFleetPortSettings'+ { _ufpsInboundPermissionRevocations = Nothing+ , _ufpsInboundPermissionAuthorizations = Nothing+ , _ufpsFleetId = pFleetId_+ } + -- | Collection of port settings to be removed from the fleet record. ufpsInboundPermissionRevocations :: Lens' UpdateFleetPortSettings [IPPermission] ufpsInboundPermissionRevocations = lens _ufpsInboundPermissionRevocations (\ s a -> s{_ufpsInboundPermissionRevocations = a}) . _Default . _Coerce;@@ -84,7 +138,7 @@ ufpsInboundPermissionAuthorizations :: Lens' UpdateFleetPortSettings [IPPermission] ufpsInboundPermissionAuthorizations = lens _ufpsInboundPermissionAuthorizations (\ s a -> s{_ufpsInboundPermissionAuthorizations = a}) . _Default . _Coerce; --- | Unique identifier for the fleet you want to update port settings for.+-- | Unique identifier for a fleet to update port settings for. ufpsFleetId :: Lens' UpdateFleetPortSettings Text ufpsFleetId = lens _ufpsFleetId (\ s a -> s{_ufpsFleetId = a}); @@ -98,9 +152,9 @@ UpdateFleetPortSettingsResponse' <$> (x .?> "FleetId") <*> (pure (fromEnum s))) -instance Hashable UpdateFleetPortSettings+instance Hashable UpdateFleetPortSettings where -instance NFData UpdateFleetPortSettings+instance NFData UpdateFleetPortSettings where instance ToHeaders UpdateFleetPortSettings where toHeaders@@ -133,27 +187,27 @@ -- -- /See:/ 'updateFleetPortSettingsResponse' smart constructor. data UpdateFleetPortSettingsResponse = UpdateFleetPortSettingsResponse'- { _ufpsrsFleetId :: !(Maybe Text)- , _ufpsrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ufpsrsFleetId :: !(Maybe Text)+ , _ufpsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateFleetPortSettingsResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ufpsrsFleetId' - Unique identifier for the updated fleet.+-- * 'ufpsrsFleetId' - Unique identifier for a fleet that was updated. -- -- * 'ufpsrsResponseStatus' - -- | The response status code. updateFleetPortSettingsResponse :: Int -- ^ 'ufpsrsResponseStatus' -> UpdateFleetPortSettingsResponse updateFleetPortSettingsResponse pResponseStatus_ =- UpdateFleetPortSettingsResponse'- { _ufpsrsFleetId = Nothing- , _ufpsrsResponseStatus = pResponseStatus_- }+ UpdateFleetPortSettingsResponse'+ {_ufpsrsFleetId = Nothing, _ufpsrsResponseStatus = pResponseStatus_} --- | Unique identifier for the updated fleet.++-- | Unique identifier for a fleet that was updated. ufpsrsFleetId :: Lens' UpdateFleetPortSettingsResponse (Maybe Text) ufpsrsFleetId = lens _ufpsrsFleetId (\ s a -> s{_ufpsrsFleetId = a}); @@ -161,4 +215,4 @@ ufpsrsResponseStatus :: Lens' UpdateFleetPortSettingsResponse Int ufpsrsResponseStatus = lens _ufpsrsResponseStatus (\ s a -> s{_ufpsrsResponseStatus = a}); -instance NFData UpdateFleetPortSettingsResponse+instance NFData UpdateFleetPortSettingsResponse where
gen/Network/AWS/GameLift/UpdateGameSession.hs view
@@ -12,15 +12,41 @@ -- | -- Module : Network.AWS.GameLift.UpdateGameSession--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- 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. -- --+-- Game-session-related operations include:+--+-- * 'CreateGameSession'+--+-- * 'DescribeGameSessions'+--+-- * 'DescribeGameSessionDetails'+--+-- * 'SearchGameSessions'+--+-- * 'UpdateGameSession'+--+-- * 'GetGameSessionLogUrl'+--+-- * Game session placements+--+-- * 'StartGameSessionPlacement'+--+-- * 'DescribeGameSessionPlacement'+--+-- * 'StopGameSessionPlacement'+--+--+--+--+-- module Network.AWS.GameLift.UpdateGameSession ( -- * Creating a Request@@ -41,12 +67,12 @@ , ugsrsResponseStatus ) 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+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. --@@ -54,39 +80,41 @@ -- -- /See:/ 'updateGameSession' smart constructor. data UpdateGameSession = UpdateGameSession'- { _ugsMaximumPlayerSessionCount :: !(Maybe Nat)- , _ugsPlayerSessionCreationPolicy :: !(Maybe PlayerSessionCreationPolicy)- , _ugsName :: !(Maybe Text)- , _ugsProtectionPolicy :: !(Maybe ProtectionPolicy)- , _ugsGameSessionId :: !Text- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ugsMaximumPlayerSessionCount :: !(Maybe Nat)+ , _ugsPlayerSessionCreationPolicy :: !(Maybe PlayerSessionCreationPolicy)+ , _ugsName :: !(Maybe Text)+ , _ugsProtectionPolicy :: !(Maybe ProtectionPolicy)+ , _ugsGameSessionId :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateGameSession' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ugsMaximumPlayerSessionCount' - Maximum number of players that can be simultaneously connected to the game session.+-- * 'ugsMaximumPlayerSessionCount' - Maximum number of players that can be connected simultaneously to the game session. -- -- * 'ugsPlayerSessionCreationPolicy' - Policy determining whether or not the game session accepts new players. ----- * 'ugsName' - Descriptive label associated with a game session. Session names do not need to be unique.+-- * 'ugsName' - Descriptive label that is associated with a game session. Session names do not need to be unique. ----- * '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.+-- * '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' - 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' - Unique identifier for the game session to update. updateGameSession :: Text -- ^ 'ugsGameSessionId' -> UpdateGameSession updateGameSession pGameSessionId_ =- UpdateGameSession'- { _ugsMaximumPlayerSessionCount = Nothing- , _ugsPlayerSessionCreationPolicy = Nothing- , _ugsName = Nothing- , _ugsProtectionPolicy = Nothing- , _ugsGameSessionId = pGameSessionId_- }+ UpdateGameSession'+ { _ugsMaximumPlayerSessionCount = Nothing+ , _ugsPlayerSessionCreationPolicy = Nothing+ , _ugsName = Nothing+ , _ugsProtectionPolicy = Nothing+ , _ugsGameSessionId = pGameSessionId_+ } --- | Maximum number of players that can be simultaneously connected to the game session.++-- | Maximum number of players that can be connected simultaneously to the game session. ugsMaximumPlayerSessionCount :: Lens' UpdateGameSession (Maybe Natural) ugsMaximumPlayerSessionCount = lens _ugsMaximumPlayerSessionCount (\ s a -> s{_ugsMaximumPlayerSessionCount = a}) . mapping _Nat; @@ -94,15 +122,15 @@ ugsPlayerSessionCreationPolicy :: Lens' UpdateGameSession (Maybe PlayerSessionCreationPolicy) ugsPlayerSessionCreationPolicy = lens _ugsPlayerSessionCreationPolicy (\ s a -> s{_ugsPlayerSessionCreationPolicy = a}); --- | Descriptive label associated with a game session. Session names do not need to be unique.+-- | Descriptive label that is associated with a game session. Session names do not need to be unique. ugsName :: Lens' UpdateGameSession (Maybe Text) ugsName = lens _ugsName (\ s a -> s{_ugsName = a}); --- | Game session protection policy to apply to this game session only. * __NoProtection__ – The game session can be terminated during a scale-down event. * __FullProtection__ – If the game session is in an @ACTIVE@ status, it cannot be terminated during a scale-down event.+-- | 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 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.+-- | Unique identifier for the game session to update. ugsGameSessionId :: Lens' UpdateGameSession Text ugsGameSessionId = lens _ugsGameSessionId (\ s a -> s{_ugsGameSessionId = a}); @@ -115,9 +143,9 @@ UpdateGameSessionResponse' <$> (x .?> "GameSession") <*> (pure (fromEnum s))) -instance Hashable UpdateGameSession+instance Hashable UpdateGameSession where -instance NFData UpdateGameSession+instance NFData UpdateGameSession where instance ToHeaders UpdateGameSession where toHeaders@@ -152,27 +180,27 @@ -- -- /See:/ 'updateGameSessionResponse' smart constructor. data UpdateGameSessionResponse = UpdateGameSessionResponse'- { _ugsrsGameSession :: !(Maybe GameSession)- , _ugsrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _ugsrsGameSession :: !(Maybe GameSession)+ , _ugsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateGameSessionResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'ugsrsGameSession' - Object containing the updated game session metadata.+-- * 'ugsrsGameSession' - Object that contains the updated game session metadata. -- -- * 'ugsrsResponseStatus' - -- | The response status code. updateGameSessionResponse :: Int -- ^ 'ugsrsResponseStatus' -> UpdateGameSessionResponse updateGameSessionResponse pResponseStatus_ =- UpdateGameSessionResponse'- { _ugsrsGameSession = Nothing- , _ugsrsResponseStatus = pResponseStatus_- }+ UpdateGameSessionResponse'+ {_ugsrsGameSession = Nothing, _ugsrsResponseStatus = pResponseStatus_} --- | Object containing the updated game session metadata.++-- | Object that contains the updated game session metadata. ugsrsGameSession :: Lens' UpdateGameSessionResponse (Maybe GameSession) ugsrsGameSession = lens _ugsrsGameSession (\ s a -> s{_ugsrsGameSession = a}); @@ -180,4 +208,4 @@ ugsrsResponseStatus :: Lens' UpdateGameSessionResponse Int ugsrsResponseStatus = lens _ugsrsResponseStatus (\ s a -> s{_ugsrsResponseStatus = a}); -instance NFData UpdateGameSessionResponse+instance NFData UpdateGameSessionResponse where
+ gen/Network/AWS/GameLift/UpdateGameSessionQueue.hs view
@@ -0,0 +1,187 @@+{-# 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.UpdateGameSessionQueue+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.+--+--+-- Queue-related operations include:+--+-- * 'CreateGameSessionQueue'+--+-- * 'DescribeGameSessionQueues'+--+-- * 'UpdateGameSessionQueue'+--+-- * 'DeleteGameSessionQueue'+--+--+--+module Network.AWS.GameLift.UpdateGameSessionQueue+ (+ -- * Creating a Request+ updateGameSessionQueue+ , UpdateGameSessionQueue+ -- * Request Lenses+ , ugsqPlayerLatencyPolicies+ , ugsqTimeoutInSeconds+ , ugsqDestinations+ , ugsqName++ -- * Destructuring the Response+ , updateGameSessionQueueResponse+ , UpdateGameSessionQueueResponse+ -- * Response Lenses+ , ugsqrsGameSessionQueue+ , ugsqrsResponseStatus+ ) 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:/ 'updateGameSessionQueue' smart constructor.+data UpdateGameSessionQueue = UpdateGameSessionQueue'+ { _ugsqPlayerLatencyPolicies :: !(Maybe [PlayerLatencyPolicy])+ , _ugsqTimeoutInSeconds :: !(Maybe Nat)+ , _ugsqDestinations :: !(Maybe [GameSessionQueueDestination])+ , _ugsqName :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'UpdateGameSessionQueue' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'ugsqPlayerLatencyPolicies' - Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.+--+-- * 'ugsqTimeoutInSeconds' - Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a @TIMED_OUT@ status.+--+-- * 'ugsqDestinations' - List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.+--+-- * 'ugsqName' - Descriptive label that is associated with game session queue. Queue names must be unique within each region.+updateGameSessionQueue+ :: Text -- ^ 'ugsqName'+ -> UpdateGameSessionQueue+updateGameSessionQueue pName_ =+ UpdateGameSessionQueue'+ { _ugsqPlayerLatencyPolicies = Nothing+ , _ugsqTimeoutInSeconds = Nothing+ , _ugsqDestinations = Nothing+ , _ugsqName = pName_+ }+++-- | Collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, it is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.+ugsqPlayerLatencyPolicies :: Lens' UpdateGameSessionQueue [PlayerLatencyPolicy]+ugsqPlayerLatencyPolicies = lens _ugsqPlayerLatencyPolicies (\ s a -> s{_ugsqPlayerLatencyPolicies = a}) . _Default . _Coerce;++-- | Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a @TIMED_OUT@ status.+ugsqTimeoutInSeconds :: Lens' UpdateGameSessionQueue (Maybe Natural)+ugsqTimeoutInSeconds = lens _ugsqTimeoutInSeconds (\ s a -> s{_ugsqTimeoutInSeconds = a}) . mapping _Nat;++-- | List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.+ugsqDestinations :: Lens' UpdateGameSessionQueue [GameSessionQueueDestination]+ugsqDestinations = lens _ugsqDestinations (\ s a -> s{_ugsqDestinations = a}) . _Default . _Coerce;++-- | Descriptive label that is associated with game session queue. Queue names must be unique within each region.+ugsqName :: Lens' UpdateGameSessionQueue Text+ugsqName = lens _ugsqName (\ s a -> s{_ugsqName = a});++instance AWSRequest UpdateGameSessionQueue where+ type Rs UpdateGameSessionQueue =+ UpdateGameSessionQueueResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ UpdateGameSessionQueueResponse' <$>+ (x .?> "GameSessionQueue") <*> (pure (fromEnum s)))++instance Hashable UpdateGameSessionQueue where++instance NFData UpdateGameSessionQueue where++instance ToHeaders UpdateGameSessionQueue where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.UpdateGameSessionQueue" :: ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON UpdateGameSessionQueue where+ toJSON UpdateGameSessionQueue'{..}+ = object+ (catMaybes+ [("PlayerLatencyPolicies" .=) <$>+ _ugsqPlayerLatencyPolicies,+ ("TimeoutInSeconds" .=) <$> _ugsqTimeoutInSeconds,+ ("Destinations" .=) <$> _ugsqDestinations,+ Just ("Name" .= _ugsqName)])++instance ToPath UpdateGameSessionQueue where+ toPath = const "/"++instance ToQuery UpdateGameSessionQueue where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'updateGameSessionQueueResponse' smart constructor.+data UpdateGameSessionQueueResponse = UpdateGameSessionQueueResponse'+ { _ugsqrsGameSessionQueue :: !(Maybe GameSessionQueue)+ , _ugsqrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'UpdateGameSessionQueueResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'ugsqrsGameSessionQueue' - Object that describes the newly updated game session queue.+--+-- * 'ugsqrsResponseStatus' - -- | The response status code.+updateGameSessionQueueResponse+ :: Int -- ^ 'ugsqrsResponseStatus'+ -> UpdateGameSessionQueueResponse+updateGameSessionQueueResponse pResponseStatus_ =+ UpdateGameSessionQueueResponse'+ {_ugsqrsGameSessionQueue = Nothing, _ugsqrsResponseStatus = pResponseStatus_}+++-- | Object that describes the newly updated game session queue.+ugsqrsGameSessionQueue :: Lens' UpdateGameSessionQueueResponse (Maybe GameSessionQueue)+ugsqrsGameSessionQueue = lens _ugsqrsGameSessionQueue (\ s a -> s{_ugsqrsGameSessionQueue = a});++-- | -- | The response status code.+ugsqrsResponseStatus :: Lens' UpdateGameSessionQueueResponse Int+ugsqrsResponseStatus = lens _ugsqrsResponseStatus (\ s a -> s{_ugsqrsResponseStatus = a});++instance NFData UpdateGameSessionQueueResponse where
+ gen/Network/AWS/GameLift/UpdateMatchmakingConfiguration.hs view
@@ -0,0 +1,282 @@+{-# 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.UpdateMatchmakingConfiguration+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Updates settings for a FlexMatch matchmaking configuration. To update settings, specify the configuration name to be updated and provide the new settings.+--+--+-- Operations related to match configurations and rule sets include:+--+-- * 'CreateMatchmakingConfiguration'+--+-- * 'DescribeMatchmakingConfigurations'+--+-- * 'UpdateMatchmakingConfiguration'+--+-- * 'DeleteMatchmakingConfiguration'+--+-- * 'CreateMatchmakingRuleSet'+--+-- * 'DescribeMatchmakingRuleSets'+--+-- * 'ValidateMatchmakingRuleSet'+--+--+--+module Network.AWS.GameLift.UpdateMatchmakingConfiguration+ (+ -- * Creating a Request+ updateMatchmakingConfiguration+ , UpdateMatchmakingConfiguration+ -- * Request Lenses+ , umcGameProperties+ , umcRuleSetName+ , umcAcceptanceTimeoutSeconds+ , umcRequestTimeoutSeconds+ , umcNotificationTarget+ , umcGameSessionQueueARNs+ , umcCustomEventData+ , umcAcceptanceRequired+ , umcGameSessionData+ , umcDescription+ , umcAdditionalPlayerCount+ , umcName++ -- * Destructuring the Response+ , updateMatchmakingConfigurationResponse+ , UpdateMatchmakingConfigurationResponse+ -- * Response Lenses+ , umcrsConfiguration+ , umcrsResponseStatus+ ) 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:/ 'updateMatchmakingConfiguration' smart constructor.+data UpdateMatchmakingConfiguration = UpdateMatchmakingConfiguration'+ { _umcGameProperties :: !(Maybe [GameProperty])+ , _umcRuleSetName :: !(Maybe Text)+ , _umcAcceptanceTimeoutSeconds :: !(Maybe Nat)+ , _umcRequestTimeoutSeconds :: !(Maybe Nat)+ , _umcNotificationTarget :: !(Maybe Text)+ , _umcGameSessionQueueARNs :: !(Maybe [Text])+ , _umcCustomEventData :: !(Maybe Text)+ , _umcAcceptanceRequired :: !(Maybe Bool)+ , _umcGameSessionData :: !(Maybe Text)+ , _umcDescription :: !(Maybe Text)+ , _umcAdditionalPlayerCount :: !(Maybe Nat)+ , _umcName :: !Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'UpdateMatchmakingConfiguration' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'umcGameProperties' - Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+--+-- * 'umcRuleSetName' - Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.+--+-- * 'umcAcceptanceTimeoutSeconds' - Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.+--+-- * 'umcRequestTimeoutSeconds' - Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.+--+-- * 'umcNotificationTarget' - SNS topic ARN that is set up to receive matchmaking notifications. See <http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html Setting up Notifications for Matchmaking> for more information.+--+-- * 'umcGameSessionQueueARNs' - Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session queue and uniquely identifies it. Format is @arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912@ . These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.+--+-- * 'umcCustomEventData' - Information to attached to all events related to the matchmaking configuration.+--+-- * 'umcAcceptanceRequired' - Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.+--+-- * 'umcGameSessionData' - Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+--+-- * 'umcDescription' - Descriptive label that is associated with matchmaking configuration.+--+-- * 'umcAdditionalPlayerCount' - Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.+--+-- * 'umcName' - Unique identifier for a matchmaking configuration to update.+updateMatchmakingConfiguration+ :: Text -- ^ 'umcName'+ -> UpdateMatchmakingConfiguration+updateMatchmakingConfiguration pName_ =+ UpdateMatchmakingConfiguration'+ { _umcGameProperties = Nothing+ , _umcRuleSetName = Nothing+ , _umcAcceptanceTimeoutSeconds = Nothing+ , _umcRequestTimeoutSeconds = Nothing+ , _umcNotificationTarget = Nothing+ , _umcGameSessionQueueARNs = Nothing+ , _umcCustomEventData = Nothing+ , _umcAcceptanceRequired = Nothing+ , _umcGameSessionData = Nothing+ , _umcDescription = Nothing+ , _umcAdditionalPlayerCount = Nothing+ , _umcName = pName_+ }+++-- | Set of developer-defined properties for a game session, formatted as a set of type:value pairs. These properties are included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+umcGameProperties :: Lens' UpdateMatchmakingConfiguration [GameProperty]+umcGameProperties = lens _umcGameProperties (\ s a -> s{_umcGameProperties = a}) . _Default . _Coerce;++-- | Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same region.+umcRuleSetName :: Lens' UpdateMatchmakingConfiguration (Maybe Text)+umcRuleSetName = lens _umcRuleSetName (\ s a -> s{_umcRuleSetName = a});++-- | Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.+umcAcceptanceTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural)+umcAcceptanceTimeoutSeconds = lens _umcAcceptanceTimeoutSeconds (\ s a -> s{_umcAcceptanceTimeoutSeconds = a}) . mapping _Nat;++-- | Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that time out can be resubmitted as needed.+umcRequestTimeoutSeconds :: Lens' UpdateMatchmakingConfiguration (Maybe Natural)+umcRequestTimeoutSeconds = lens _umcRequestTimeoutSeconds (\ s a -> s{_umcRequestTimeoutSeconds = a}) . mapping _Nat;++-- | SNS topic ARN that is set up to receive matchmaking notifications. See <http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html Setting up Notifications for Matchmaking> for more information.+umcNotificationTarget :: Lens' UpdateMatchmakingConfiguration (Maybe Text)+umcNotificationTarget = lens _umcNotificationTarget (\ s a -> s{_umcNotificationTarget = a});++-- | Amazon Resource Name (<http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN> ) that is assigned to a game session queue and uniquely identifies it. Format is @arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912@ . These queues are used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any region.+umcGameSessionQueueARNs :: Lens' UpdateMatchmakingConfiguration [Text]+umcGameSessionQueueARNs = lens _umcGameSessionQueueARNs (\ s a -> s{_umcGameSessionQueueARNs = a}) . _Default . _Coerce;++-- | Information to attached to all events related to the matchmaking configuration.+umcCustomEventData :: Lens' UpdateMatchmakingConfiguration (Maybe Text)+umcCustomEventData = lens _umcCustomEventData (\ s a -> s{_umcCustomEventData = a});++-- | Flag that determines whether or not a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.+umcAcceptanceRequired :: Lens' UpdateMatchmakingConfiguration (Maybe Bool)+umcAcceptanceRequired = lens _umcAcceptanceRequired (\ s a -> s{_umcAcceptanceRequired = a});++-- | Set of developer-defined game session properties, formatted as a single string value. This data is included in the 'GameSession' object, which is passed to the game server with a request to start a new game session (see <http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session> ). This information is added to the new 'GameSession' object that is created for a successful match.+umcGameSessionData :: Lens' UpdateMatchmakingConfiguration (Maybe Text)+umcGameSessionData = lens _umcGameSessionData (\ s a -> s{_umcGameSessionData = a});++-- | Descriptive label that is associated with matchmaking configuration.+umcDescription :: Lens' UpdateMatchmakingConfiguration (Maybe Text)+umcDescription = lens _umcDescription (\ s a -> s{_umcDescription = a});++-- | Number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match.+umcAdditionalPlayerCount :: Lens' UpdateMatchmakingConfiguration (Maybe Natural)+umcAdditionalPlayerCount = lens _umcAdditionalPlayerCount (\ s a -> s{_umcAdditionalPlayerCount = a}) . mapping _Nat;++-- | Unique identifier for a matchmaking configuration to update.+umcName :: Lens' UpdateMatchmakingConfiguration Text+umcName = lens _umcName (\ s a -> s{_umcName = a});++instance AWSRequest UpdateMatchmakingConfiguration+ where+ type Rs UpdateMatchmakingConfiguration =+ UpdateMatchmakingConfigurationResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ UpdateMatchmakingConfigurationResponse' <$>+ (x .?> "Configuration") <*> (pure (fromEnum s)))++instance Hashable UpdateMatchmakingConfiguration+ where++instance NFData UpdateMatchmakingConfiguration where++instance ToHeaders UpdateMatchmakingConfiguration+ where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.UpdateMatchmakingConfiguration" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON UpdateMatchmakingConfiguration where+ toJSON UpdateMatchmakingConfiguration'{..}+ = object+ (catMaybes+ [("GameProperties" .=) <$> _umcGameProperties,+ ("RuleSetName" .=) <$> _umcRuleSetName,+ ("AcceptanceTimeoutSeconds" .=) <$>+ _umcAcceptanceTimeoutSeconds,+ ("RequestTimeoutSeconds" .=) <$>+ _umcRequestTimeoutSeconds,+ ("NotificationTarget" .=) <$> _umcNotificationTarget,+ ("GameSessionQueueArns" .=) <$>+ _umcGameSessionQueueARNs,+ ("CustomEventData" .=) <$> _umcCustomEventData,+ ("AcceptanceRequired" .=) <$> _umcAcceptanceRequired,+ ("GameSessionData" .=) <$> _umcGameSessionData,+ ("Description" .=) <$> _umcDescription,+ ("AdditionalPlayerCount" .=) <$>+ _umcAdditionalPlayerCount,+ Just ("Name" .= _umcName)])++instance ToPath UpdateMatchmakingConfiguration where+ toPath = const "/"++instance ToQuery UpdateMatchmakingConfiguration where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'updateMatchmakingConfigurationResponse' smart constructor.+data UpdateMatchmakingConfigurationResponse = UpdateMatchmakingConfigurationResponse'+ { _umcrsConfiguration :: !(Maybe MatchmakingConfiguration)+ , _umcrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'UpdateMatchmakingConfigurationResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'umcrsConfiguration' - Object that describes the updated matchmaking configuration.+--+-- * 'umcrsResponseStatus' - -- | The response status code.+updateMatchmakingConfigurationResponse+ :: Int -- ^ 'umcrsResponseStatus'+ -> UpdateMatchmakingConfigurationResponse+updateMatchmakingConfigurationResponse pResponseStatus_ =+ UpdateMatchmakingConfigurationResponse'+ {_umcrsConfiguration = Nothing, _umcrsResponseStatus = pResponseStatus_}+++-- | Object that describes the updated matchmaking configuration.+umcrsConfiguration :: Lens' UpdateMatchmakingConfigurationResponse (Maybe MatchmakingConfiguration)+umcrsConfiguration = lens _umcrsConfiguration (\ s a -> s{_umcrsConfiguration = a});++-- | -- | The response status code.+umcrsResponseStatus :: Lens' UpdateMatchmakingConfigurationResponse Int+umcrsResponseStatus = lens _umcrsResponseStatus (\ s a -> s{_umcrsResponseStatus = a});++instance NFData+ UpdateMatchmakingConfigurationResponse+ where
gen/Network/AWS/GameLift/UpdateRuntimeConfiguration.hs view
@@ -12,19 +12,71 @@ -- | -- Module : Network.AWS.GameLift.UpdateRuntimeConfiguration--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) ----- Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an @ACTIVE@ status.+-- Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's run-time 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.+-- To update run-time 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.+-- Each instance in a Amazon GameLift fleet checks regularly for an updated run-time 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 Amazon GameLift simply adds new server processes to fit the current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity. --+-- Fleet-related operations include:+--+-- * 'CreateFleet'+--+-- * 'ListFleets'+--+-- * Describe fleets:+--+-- * 'DescribeFleetAttributes'+--+-- * 'DescribeFleetPortSettings'+--+-- * 'DescribeFleetUtilization'+--+-- * 'DescribeRuntimeConfiguration'+--+-- * 'DescribeFleetEvents'+--+--+--+-- * Update fleets:+--+-- * 'UpdateFleetAttributes'+--+-- * 'UpdateFleetCapacity'+--+-- * 'UpdateFleetPortSettings'+--+-- * 'UpdateRuntimeConfiguration'+--+--+--+-- * Manage fleet capacity:+--+-- * 'DescribeFleetCapacity'+--+-- * 'UpdateFleetCapacity'+--+-- * 'PutScalingPolicy' (automatic scaling)+--+-- * 'DescribeScalingPolicies' (automatic scaling)+--+-- * 'DeleteScalingPolicy' (automatic scaling)+--+-- * 'DescribeEC2InstanceLimits'+--+--+--+-- * 'DeleteFleet'+--+--+-- module Network.AWS.GameLift.UpdateRuntimeConfiguration ( -- * Creating a Request@@ -42,12 +94,12 @@ , urcrsResponseStatus ) where -import Network.AWS.GameLift.Types-import Network.AWS.GameLift.Types.Product-import Network.AWS.Lens-import Network.AWS.Prelude-import Network.AWS.Request-import Network.AWS.Response+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. --@@ -55,32 +107,32 @@ -- -- /See:/ 'updateRuntimeConfiguration' smart constructor. data UpdateRuntimeConfiguration = UpdateRuntimeConfiguration'- { _urcFleetId :: !Text- , _urcRuntimeConfiguration :: !RuntimeConfiguration- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _urcFleetId :: !Text+ , _urcRuntimeConfiguration :: !RuntimeConfiguration+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateRuntimeConfiguration' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'urcFleetId' - Unique identifier of the fleet to update runtime configuration for.+-- * 'urcFleetId' - Unique identifier for a fleet to update run-time configuration for. ----- * '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.+-- * 'urcRuntimeConfiguration' - Instructions for launching server processes on each instance in the fleet. The run-time 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' -> UpdateRuntimeConfiguration updateRuntimeConfiguration pFleetId_ pRuntimeConfiguration_ =- UpdateRuntimeConfiguration'- { _urcFleetId = pFleetId_- , _urcRuntimeConfiguration = pRuntimeConfiguration_- }+ UpdateRuntimeConfiguration'+ {_urcFleetId = pFleetId_, _urcRuntimeConfiguration = pRuntimeConfiguration_} --- | Unique identifier of the fleet to update runtime configuration for.++-- | Unique identifier for a fleet to update run-time configuration for. urcFleetId :: Lens' UpdateRuntimeConfiguration Text urcFleetId = lens _urcFleetId (\ s a -> s{_urcFleetId = a}); --- | Instructions for launching server processes on each instance in the fleet. The runtime configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance.+-- | Instructions for launching server processes on each instance in the fleet. The run-time configuration for a fleet has a collection of server process configurations, one for each type of server process to run on an instance. A server process configuration specifies the location of the server executable, launch parameters, and the number of concurrent processes with that configuration to maintain on each instance. urcRuntimeConfiguration :: Lens' UpdateRuntimeConfiguration RuntimeConfiguration urcRuntimeConfiguration = lens _urcRuntimeConfiguration (\ s a -> s{_urcRuntimeConfiguration = a}); @@ -95,9 +147,9 @@ (x .?> "RuntimeConfiguration") <*> (pure (fromEnum s))) -instance Hashable UpdateRuntimeConfiguration+instance Hashable UpdateRuntimeConfiguration where -instance NFData UpdateRuntimeConfiguration+instance NFData UpdateRuntimeConfiguration where instance ToHeaders UpdateRuntimeConfiguration where toHeaders@@ -130,27 +182,29 @@ -- -- /See:/ 'updateRuntimeConfigurationResponse' smart constructor. data UpdateRuntimeConfigurationResponse = UpdateRuntimeConfigurationResponse'- { _urcrsRuntimeConfiguration :: !(Maybe RuntimeConfiguration)- , _urcrsResponseStatus :: !Int- } deriving (Eq,Read,Show,Data,Typeable,Generic)+ { _urcrsRuntimeConfiguration :: !(Maybe RuntimeConfiguration)+ , _urcrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic) + -- | Creates a value of 'UpdateRuntimeConfigurationResponse' with the minimum fields required to make a request. -- -- Use one of the following lenses to modify other fields as desired: ----- * 'urcrsRuntimeConfiguration' - The runtime configuration currently in force. If the update was successful, this object matches the one in the request.+-- * 'urcrsRuntimeConfiguration' - The run-time configuration currently in force. If the update was successful, this object matches the one in the request. -- -- * 'urcrsResponseStatus' - -- | The response status code. updateRuntimeConfigurationResponse :: Int -- ^ 'urcrsResponseStatus' -> UpdateRuntimeConfigurationResponse updateRuntimeConfigurationResponse pResponseStatus_ =- UpdateRuntimeConfigurationResponse'- { _urcrsRuntimeConfiguration = Nothing- , _urcrsResponseStatus = pResponseStatus_- }+ UpdateRuntimeConfigurationResponse'+ { _urcrsRuntimeConfiguration = Nothing+ , _urcrsResponseStatus = pResponseStatus_+ } --- | The runtime configuration currently in force. If the update was successful, this object matches the one in the request.++-- | The run-time configuration currently in force. If the update was successful, this object matches the one in the request. urcrsRuntimeConfiguration :: Lens' UpdateRuntimeConfigurationResponse (Maybe RuntimeConfiguration) urcrsRuntimeConfiguration = lens _urcrsRuntimeConfiguration (\ s a -> s{_urcrsRuntimeConfiguration = a}); @@ -159,3 +213,4 @@ urcrsResponseStatus = lens _urcrsResponseStatus (\ s a -> s{_urcrsResponseStatus = a}); instance NFData UpdateRuntimeConfigurationResponse+ where
+ gen/Network/AWS/GameLift/ValidateMatchmakingRuleSet.hs view
@@ -0,0 +1,162 @@+{-# 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.ValidateMatchmakingRuleSet+-- Copyright : (c) 2013-2017 Brendan Hay+-- License : Mozilla Public License, v. 2.0.+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com>+-- Stability : auto-generated+-- Portability : non-portable (GHC extensions)+--+-- Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set string.+--+--+-- Operations related to match configurations and rule sets include:+--+-- * 'CreateMatchmakingConfiguration'+--+-- * 'DescribeMatchmakingConfigurations'+--+-- * 'UpdateMatchmakingConfiguration'+--+-- * 'DeleteMatchmakingConfiguration'+--+-- * 'CreateMatchmakingRuleSet'+--+-- * 'DescribeMatchmakingRuleSets'+--+-- * 'ValidateMatchmakingRuleSet'+--+--+--+module Network.AWS.GameLift.ValidateMatchmakingRuleSet+ (+ -- * Creating a Request+ validateMatchmakingRuleSet+ , ValidateMatchmakingRuleSet+ -- * Request Lenses+ , vmrsRuleSetBody++ -- * Destructuring the Response+ , validateMatchmakingRuleSetResponse+ , ValidateMatchmakingRuleSetResponse+ -- * Response Lenses+ , vmrsrsValid+ , vmrsrsResponseStatus+ ) 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:/ 'validateMatchmakingRuleSet' smart constructor.+newtype ValidateMatchmakingRuleSet = ValidateMatchmakingRuleSet'+ { _vmrsRuleSetBody :: Text+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'ValidateMatchmakingRuleSet' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'vmrsRuleSetBody' - Collection of matchmaking rules to validate, formatted as a JSON string.+validateMatchmakingRuleSet+ :: Text -- ^ 'vmrsRuleSetBody'+ -> ValidateMatchmakingRuleSet+validateMatchmakingRuleSet pRuleSetBody_ =+ ValidateMatchmakingRuleSet' {_vmrsRuleSetBody = pRuleSetBody_}+++-- | Collection of matchmaking rules to validate, formatted as a JSON string.+vmrsRuleSetBody :: Lens' ValidateMatchmakingRuleSet Text+vmrsRuleSetBody = lens _vmrsRuleSetBody (\ s a -> s{_vmrsRuleSetBody = a});++instance AWSRequest ValidateMatchmakingRuleSet where+ type Rs ValidateMatchmakingRuleSet =+ ValidateMatchmakingRuleSetResponse+ request = postJSON gameLift+ response+ = receiveJSON+ (\ s h x ->+ ValidateMatchmakingRuleSetResponse' <$>+ (x .?> "Valid") <*> (pure (fromEnum s)))++instance Hashable ValidateMatchmakingRuleSet where++instance NFData ValidateMatchmakingRuleSet where++instance ToHeaders ValidateMatchmakingRuleSet where+ toHeaders+ = const+ (mconcat+ ["X-Amz-Target" =#+ ("GameLift.ValidateMatchmakingRuleSet" ::+ ByteString),+ "Content-Type" =#+ ("application/x-amz-json-1.1" :: ByteString)])++instance ToJSON ValidateMatchmakingRuleSet where+ toJSON ValidateMatchmakingRuleSet'{..}+ = object+ (catMaybes+ [Just ("RuleSetBody" .= _vmrsRuleSetBody)])++instance ToPath ValidateMatchmakingRuleSet where+ toPath = const "/"++instance ToQuery ValidateMatchmakingRuleSet where+ toQuery = const mempty++-- | Represents the returned data in response to a request action.+--+--+--+-- /See:/ 'validateMatchmakingRuleSetResponse' smart constructor.+data ValidateMatchmakingRuleSetResponse = ValidateMatchmakingRuleSetResponse'+ { _vmrsrsValid :: !(Maybe Bool)+ , _vmrsrsResponseStatus :: !Int+ } deriving (Eq, Read, Show, Data, Typeable, Generic)+++-- | Creates a value of 'ValidateMatchmakingRuleSetResponse' with the minimum fields required to make a request.+--+-- Use one of the following lenses to modify other fields as desired:+--+-- * 'vmrsrsValid' - Response indicating whether or not the rule set is valid.+--+-- * 'vmrsrsResponseStatus' - -- | The response status code.+validateMatchmakingRuleSetResponse+ :: Int -- ^ 'vmrsrsResponseStatus'+ -> ValidateMatchmakingRuleSetResponse+validateMatchmakingRuleSetResponse pResponseStatus_ =+ ValidateMatchmakingRuleSetResponse'+ {_vmrsrsValid = Nothing, _vmrsrsResponseStatus = pResponseStatus_}+++-- | Response indicating whether or not the rule set is valid.+vmrsrsValid :: Lens' ValidateMatchmakingRuleSetResponse (Maybe Bool)+vmrsrsValid = lens _vmrsrsValid (\ s a -> s{_vmrsrsValid = a});++-- | -- | The response status code.+vmrsrsResponseStatus :: Lens' ValidateMatchmakingRuleSetResponse Int+vmrsrsResponseStatus = lens _vmrsrsResponseStatus (\ s a -> s{_vmrsrsResponseStatus = a});++instance NFData ValidateMatchmakingRuleSetResponse+ where
gen/Network/AWS/GameLift/Waiters.hs view
@@ -7,15 +7,15 @@ -- | -- Module : Network.AWS.GameLift.Waiters--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) -- module Network.AWS.GameLift.Waiters where -import Network.AWS.GameLift.Types-import Network.AWS.Lens-import Network.AWS.Prelude-import Network.AWS.Waiter+import Network.AWS.GameLift.Types+import Network.AWS.Lens+import Network.AWS.Prelude+import Network.AWS.Waiter
test/Main.hs view
@@ -2,9 +2,9 @@ -- | -- Module : Main--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) --
test/Test/AWS/Gen/GameLift.hs view
@@ -5,20 +5,20 @@ -- | -- Module : Test.AWS.Gen.GameLift--- Copyright : (c) 2013-2016 Brendan Hay+-- Copyright : (c) 2013-2017 Brendan Hay -- License : Mozilla Public License, v. 2.0.--- Maintainer : Brendan Hay <brendan.g.hay@gmail.com>+-- Maintainer : Brendan Hay <brendan.g.hay+amazonka@gmail.com> -- Stability : auto-generated -- Portability : non-portable (GHC extensions) -- module Test.AWS.Gen.GameLift where import Data.Proxy+import Network.AWS.GameLift import Test.AWS.Fixture+import Test.AWS.GameLift.Internal import Test.AWS.Prelude import Test.Tasty-import Network.AWS.GameLift-import Test.AWS.GameLift.Internal -- Auto-generated: the actual test selection needs to be manually placed into -- the top-level so that real test data can be incrementally added.@@ -28,7 +28,10 @@ -- fixtures :: TestTree -- fixtures = -- [ testGroup "request"--- [ requestCreateGameSession $+-- [ requestStopMatchmaking $+-- stopMatchmaking+--+-- , requestCreateGameSession $ -- createGameSession -- -- , requestDeleteScalingPolicy $@@ -61,18 +64,42 @@ -- , requestUpdateRuntimeConfiguration $ -- updateRuntimeConfiguration --+-- , requestCreateVPCPeeringConnection $+-- createVPCPeeringConnection+--+-- , requestCreateGameSessionQueue $+-- createGameSessionQueue+-- -- , requestSearchGameSessions $ -- searchGameSessions --+-- , requestCreateVPCPeeringAuthorization $+-- createVPCPeeringAuthorization+--+-- , requestUpdateGameSessionQueue $+-- updateGameSessionQueue+--+-- , requestDeleteGameSessionQueue $+-- deleteGameSessionQueue+--+-- , requestDeleteVPCPeeringConnection $+-- deleteVPCPeeringConnection+-- -- , requestGetInstanceAccess $ -- getInstanceAccess -- -- , requestDescribeScalingPolicies $ -- describeScalingPolicies --+-- , requestDescribeMatchmakingRuleSets $+-- describeMatchmakingRuleSets+-- -- , requestDescribeGameSessions $ -- describeGameSessions --+-- , requestStartGameSessionPlacement $+-- startGameSessionPlacement+-- -- , requestDescribeFleetUtilization $ -- describeFleetUtilization --@@ -85,9 +112,18 @@ -- , requestDescribeFleetAttributes $ -- describeFleetAttributes --+-- , requestDescribeGameSessionPlacement $+-- describeGameSessionPlacement+-- -- , requestDescribeFleetEvents $ -- describeFleetEvents --+-- , requestStartMatchmaking $+-- startMatchmaking+--+-- , requestCreateMatchmakingRuleSet $+-- createMatchmakingRuleSet+-- -- , requestDescribeFleetCapacity $ -- describeFleetCapacity --@@ -115,15 +151,39 @@ -- , requestDescribeFleetPortSettings $ -- describeFleetPortSettings --+-- , requestDescribeGameSessionQueues $+-- describeGameSessionQueues+--+-- , requestDescribeVPCPeeringConnections $+-- describeVPCPeeringConnections+-- -- , requestCreatePlayerSessions $ -- createPlayerSessions --+-- , requestDescribeMatchmakingConfigurations $+-- describeMatchmakingConfigurations+--+-- , requestDescribeVPCPeeringAuthorizations $+-- describeVPCPeeringAuthorizations+-- -- , requestCreateFleet $ -- createFleet --+-- , requestDeleteMatchmakingConfiguration $+-- deleteMatchmakingConfiguration+--+-- , requestUpdateMatchmakingConfiguration $+-- updateMatchmakingConfiguration+--+-- , requestDeleteVPCPeeringAuthorization $+-- deleteVPCPeeringAuthorization+-- -- , requestUpdateFleetAttributes $ -- updateFleetAttributes --+-- , requestCreateMatchmakingConfiguration $+-- createMatchmakingConfiguration+-- -- , requestDescribePlayerSessions $ -- describePlayerSessions --@@ -136,22 +196,37 @@ -- , requestUpdateFleetCapacity $ -- updateFleetCapacity --+-- , requestAcceptMatch $+-- acceptMatch+-- -- , requestDescribeAlias $ -- describeAlias --+-- , requestValidateMatchmakingRuleSet $+-- validateMatchmakingRuleSet+-- -- , requestDescribeEC2InstanceLimits $ -- describeEC2InstanceLimits --+-- , requestStopGameSessionPlacement $+-- stopGameSessionPlacement+-- -- , requestUpdateGameSession $ -- updateGameSession --+-- , requestDescribeMatchmaking $+-- describeMatchmaking+-- -- , requestCreatePlayerSession $ -- createPlayerSession -- -- ] -- , testGroup "response"--- [ responseCreateGameSession $+-- [ responseStopMatchmaking $+-- stopMatchmakingResponse+--+-- , responseCreateGameSession $ -- createGameSessionResponse -- -- , responseDeleteScalingPolicy $@@ -184,18 +259,42 @@ -- , responseUpdateRuntimeConfiguration $ -- updateRuntimeConfigurationResponse --+-- , responseCreateVPCPeeringConnection $+-- createVPCPeeringConnectionResponse+--+-- , responseCreateGameSessionQueue $+-- createGameSessionQueueResponse+-- -- , responseSearchGameSessions $ -- searchGameSessionsResponse --+-- , responseCreateVPCPeeringAuthorization $+-- createVPCPeeringAuthorizationResponse+--+-- , responseUpdateGameSessionQueue $+-- updateGameSessionQueueResponse+--+-- , responseDeleteGameSessionQueue $+-- deleteGameSessionQueueResponse+--+-- , responseDeleteVPCPeeringConnection $+-- deleteVPCPeeringConnectionResponse+-- -- , responseGetInstanceAccess $ -- getInstanceAccessResponse -- -- , responseDescribeScalingPolicies $ -- describeScalingPoliciesResponse --+-- , responseDescribeMatchmakingRuleSets $+-- describeMatchmakingRuleSetsResponse+-- -- , responseDescribeGameSessions $ -- describeGameSessionsResponse --+-- , responseStartGameSessionPlacement $+-- startGameSessionPlacementResponse+-- -- , responseDescribeFleetUtilization $ -- describeFleetUtilizationResponse --@@ -208,9 +307,18 @@ -- , responseDescribeFleetAttributes $ -- describeFleetAttributesResponse --+-- , responseDescribeGameSessionPlacement $+-- describeGameSessionPlacementResponse+-- -- , responseDescribeFleetEvents $ -- describeFleetEventsResponse --+-- , responseStartMatchmaking $+-- startMatchmakingResponse+--+-- , responseCreateMatchmakingRuleSet $+-- createMatchmakingRuleSetResponse+-- -- , responseDescribeFleetCapacity $ -- describeFleetCapacityResponse --@@ -238,15 +346,39 @@ -- , responseDescribeFleetPortSettings $ -- describeFleetPortSettingsResponse --+-- , responseDescribeGameSessionQueues $+-- describeGameSessionQueuesResponse+--+-- , responseDescribeVPCPeeringConnections $+-- describeVPCPeeringConnectionsResponse+-- -- , responseCreatePlayerSessions $ -- createPlayerSessionsResponse --+-- , responseDescribeMatchmakingConfigurations $+-- describeMatchmakingConfigurationsResponse+--+-- , responseDescribeVPCPeeringAuthorizations $+-- describeVPCPeeringAuthorizationsResponse+-- -- , responseCreateFleet $ -- createFleetResponse --+-- , responseDeleteMatchmakingConfiguration $+-- deleteMatchmakingConfigurationResponse+--+-- , responseUpdateMatchmakingConfiguration $+-- updateMatchmakingConfigurationResponse+--+-- , responseDeleteVPCPeeringAuthorization $+-- deleteVPCPeeringAuthorizationResponse+-- -- , responseUpdateFleetAttributes $ -- updateFleetAttributesResponse --+-- , responseCreateMatchmakingConfiguration $+-- createMatchmakingConfigurationResponse+-- -- , responseDescribePlayerSessions $ -- describePlayerSessionsResponse --@@ -259,15 +391,27 @@ -- , responseUpdateFleetCapacity $ -- updateFleetCapacityResponse --+-- , responseAcceptMatch $+-- acceptMatchResponse+-- -- , responseDescribeAlias $ -- describeAliasResponse --+-- , responseValidateMatchmakingRuleSet $+-- validateMatchmakingRuleSetResponse+-- -- , responseDescribeEC2InstanceLimits $ -- describeEC2InstanceLimitsResponse --+-- , responseStopGameSessionPlacement $+-- stopGameSessionPlacementResponse+-- -- , responseUpdateGameSession $ -- updateGameSessionResponse --+-- , responseDescribeMatchmaking $+-- describeMatchmakingResponse+-- -- , responseCreatePlayerSession $ -- createPlayerSessionResponse --@@ -276,6 +420,11 @@ -- Requests +requestStopMatchmaking :: StopMatchmaking -> TestTree+requestStopMatchmaking = req+ "StopMatchmaking"+ "fixture/StopMatchmaking.yaml"+ requestCreateGameSession :: CreateGameSession -> TestTree requestCreateGameSession = req "CreateGameSession"@@ -331,11 +480,41 @@ "UpdateRuntimeConfiguration" "fixture/UpdateRuntimeConfiguration.yaml" +requestCreateVPCPeeringConnection :: CreateVPCPeeringConnection -> TestTree+requestCreateVPCPeeringConnection = req+ "CreateVPCPeeringConnection"+ "fixture/CreateVPCPeeringConnection.yaml"++requestCreateGameSessionQueue :: CreateGameSessionQueue -> TestTree+requestCreateGameSessionQueue = req+ "CreateGameSessionQueue"+ "fixture/CreateGameSessionQueue.yaml"+ requestSearchGameSessions :: SearchGameSessions -> TestTree requestSearchGameSessions = req "SearchGameSessions" "fixture/SearchGameSessions.yaml" +requestCreateVPCPeeringAuthorization :: CreateVPCPeeringAuthorization -> TestTree+requestCreateVPCPeeringAuthorization = req+ "CreateVPCPeeringAuthorization"+ "fixture/CreateVPCPeeringAuthorization.yaml"++requestUpdateGameSessionQueue :: UpdateGameSessionQueue -> TestTree+requestUpdateGameSessionQueue = req+ "UpdateGameSessionQueue"+ "fixture/UpdateGameSessionQueue.yaml"++requestDeleteGameSessionQueue :: DeleteGameSessionQueue -> TestTree+requestDeleteGameSessionQueue = req+ "DeleteGameSessionQueue"+ "fixture/DeleteGameSessionQueue.yaml"++requestDeleteVPCPeeringConnection :: DeleteVPCPeeringConnection -> TestTree+requestDeleteVPCPeeringConnection = req+ "DeleteVPCPeeringConnection"+ "fixture/DeleteVPCPeeringConnection.yaml"+ requestGetInstanceAccess :: GetInstanceAccess -> TestTree requestGetInstanceAccess = req "GetInstanceAccess"@@ -346,11 +525,21 @@ "DescribeScalingPolicies" "fixture/DescribeScalingPolicies.yaml" +requestDescribeMatchmakingRuleSets :: DescribeMatchmakingRuleSets -> TestTree+requestDescribeMatchmakingRuleSets = req+ "DescribeMatchmakingRuleSets"+ "fixture/DescribeMatchmakingRuleSets.yaml"+ requestDescribeGameSessions :: DescribeGameSessions -> TestTree requestDescribeGameSessions = req "DescribeGameSessions" "fixture/DescribeGameSessions.yaml" +requestStartGameSessionPlacement :: StartGameSessionPlacement -> TestTree+requestStartGameSessionPlacement = req+ "StartGameSessionPlacement"+ "fixture/StartGameSessionPlacement.yaml"+ requestDescribeFleetUtilization :: DescribeFleetUtilization -> TestTree requestDescribeFleetUtilization = req "DescribeFleetUtilization"@@ -371,11 +560,26 @@ "DescribeFleetAttributes" "fixture/DescribeFleetAttributes.yaml" +requestDescribeGameSessionPlacement :: DescribeGameSessionPlacement -> TestTree+requestDescribeGameSessionPlacement = req+ "DescribeGameSessionPlacement"+ "fixture/DescribeGameSessionPlacement.yaml"+ requestDescribeFleetEvents :: DescribeFleetEvents -> TestTree requestDescribeFleetEvents = req "DescribeFleetEvents" "fixture/DescribeFleetEvents.yaml" +requestStartMatchmaking :: StartMatchmaking -> TestTree+requestStartMatchmaking = req+ "StartMatchmaking"+ "fixture/StartMatchmaking.yaml"++requestCreateMatchmakingRuleSet :: CreateMatchmakingRuleSet -> TestTree+requestCreateMatchmakingRuleSet = req+ "CreateMatchmakingRuleSet"+ "fixture/CreateMatchmakingRuleSet.yaml"+ requestDescribeFleetCapacity :: DescribeFleetCapacity -> TestTree requestDescribeFleetCapacity = req "DescribeFleetCapacity"@@ -421,21 +625,61 @@ "DescribeFleetPortSettings" "fixture/DescribeFleetPortSettings.yaml" +requestDescribeGameSessionQueues :: DescribeGameSessionQueues -> TestTree+requestDescribeGameSessionQueues = req+ "DescribeGameSessionQueues"+ "fixture/DescribeGameSessionQueues.yaml"++requestDescribeVPCPeeringConnections :: DescribeVPCPeeringConnections -> TestTree+requestDescribeVPCPeeringConnections = req+ "DescribeVPCPeeringConnections"+ "fixture/DescribeVPCPeeringConnections.yaml"+ requestCreatePlayerSessions :: CreatePlayerSessions -> TestTree requestCreatePlayerSessions = req "CreatePlayerSessions" "fixture/CreatePlayerSessions.yaml" +requestDescribeMatchmakingConfigurations :: DescribeMatchmakingConfigurations -> TestTree+requestDescribeMatchmakingConfigurations = req+ "DescribeMatchmakingConfigurations"+ "fixture/DescribeMatchmakingConfigurations.yaml"++requestDescribeVPCPeeringAuthorizations :: DescribeVPCPeeringAuthorizations -> TestTree+requestDescribeVPCPeeringAuthorizations = req+ "DescribeVPCPeeringAuthorizations"+ "fixture/DescribeVPCPeeringAuthorizations.yaml"+ requestCreateFleet :: CreateFleet -> TestTree requestCreateFleet = req "CreateFleet" "fixture/CreateFleet.yaml" +requestDeleteMatchmakingConfiguration :: DeleteMatchmakingConfiguration -> TestTree+requestDeleteMatchmakingConfiguration = req+ "DeleteMatchmakingConfiguration"+ "fixture/DeleteMatchmakingConfiguration.yaml"++requestUpdateMatchmakingConfiguration :: UpdateMatchmakingConfiguration -> TestTree+requestUpdateMatchmakingConfiguration = req+ "UpdateMatchmakingConfiguration"+ "fixture/UpdateMatchmakingConfiguration.yaml"++requestDeleteVPCPeeringAuthorization :: DeleteVPCPeeringAuthorization -> TestTree+requestDeleteVPCPeeringAuthorization = req+ "DeleteVPCPeeringAuthorization"+ "fixture/DeleteVPCPeeringAuthorization.yaml"+ requestUpdateFleetAttributes :: UpdateFleetAttributes -> TestTree requestUpdateFleetAttributes = req "UpdateFleetAttributes" "fixture/UpdateFleetAttributes.yaml" +requestCreateMatchmakingConfiguration :: CreateMatchmakingConfiguration -> TestTree+requestCreateMatchmakingConfiguration = req+ "CreateMatchmakingConfiguration"+ "fixture/CreateMatchmakingConfiguration.yaml"+ requestDescribePlayerSessions :: DescribePlayerSessions -> TestTree requestDescribePlayerSessions = req "DescribePlayerSessions"@@ -456,21 +700,41 @@ "UpdateFleetCapacity" "fixture/UpdateFleetCapacity.yaml" +requestAcceptMatch :: AcceptMatch -> TestTree+requestAcceptMatch = req+ "AcceptMatch"+ "fixture/AcceptMatch.yaml"+ requestDescribeAlias :: DescribeAlias -> TestTree requestDescribeAlias = req "DescribeAlias" "fixture/DescribeAlias.yaml" +requestValidateMatchmakingRuleSet :: ValidateMatchmakingRuleSet -> TestTree+requestValidateMatchmakingRuleSet = req+ "ValidateMatchmakingRuleSet"+ "fixture/ValidateMatchmakingRuleSet.yaml"+ requestDescribeEC2InstanceLimits :: DescribeEC2InstanceLimits -> TestTree requestDescribeEC2InstanceLimits = req "DescribeEC2InstanceLimits" "fixture/DescribeEC2InstanceLimits.yaml" +requestStopGameSessionPlacement :: StopGameSessionPlacement -> TestTree+requestStopGameSessionPlacement = req+ "StopGameSessionPlacement"+ "fixture/StopGameSessionPlacement.yaml"+ requestUpdateGameSession :: UpdateGameSession -> TestTree requestUpdateGameSession = req "UpdateGameSession" "fixture/UpdateGameSession.yaml" +requestDescribeMatchmaking :: DescribeMatchmaking -> TestTree+requestDescribeMatchmaking = req+ "DescribeMatchmaking"+ "fixture/DescribeMatchmaking.yaml"+ requestCreatePlayerSession :: CreatePlayerSession -> TestTree requestCreatePlayerSession = req "CreatePlayerSession"@@ -478,6 +742,13 @@ -- Responses +responseStopMatchmaking :: StopMatchmakingResponse -> TestTree+responseStopMatchmaking = res+ "StopMatchmakingResponse"+ "fixture/StopMatchmakingResponse.proto"+ gameLift+ (Proxy :: Proxy StopMatchmaking)+ responseCreateGameSession :: CreateGameSessionResponse -> TestTree responseCreateGameSession = res "CreateGameSessionResponse"@@ -555,6 +826,20 @@ gameLift (Proxy :: Proxy UpdateRuntimeConfiguration) +responseCreateVPCPeeringConnection :: CreateVPCPeeringConnectionResponse -> TestTree+responseCreateVPCPeeringConnection = res+ "CreateVPCPeeringConnectionResponse"+ "fixture/CreateVPCPeeringConnectionResponse.proto"+ gameLift+ (Proxy :: Proxy CreateVPCPeeringConnection)++responseCreateGameSessionQueue :: CreateGameSessionQueueResponse -> TestTree+responseCreateGameSessionQueue = res+ "CreateGameSessionQueueResponse"+ "fixture/CreateGameSessionQueueResponse.proto"+ gameLift+ (Proxy :: Proxy CreateGameSessionQueue)+ responseSearchGameSessions :: SearchGameSessionsResponse -> TestTree responseSearchGameSessions = res "SearchGameSessionsResponse"@@ -562,6 +847,34 @@ gameLift (Proxy :: Proxy SearchGameSessions) +responseCreateVPCPeeringAuthorization :: CreateVPCPeeringAuthorizationResponse -> TestTree+responseCreateVPCPeeringAuthorization = res+ "CreateVPCPeeringAuthorizationResponse"+ "fixture/CreateVPCPeeringAuthorizationResponse.proto"+ gameLift+ (Proxy :: Proxy CreateVPCPeeringAuthorization)++responseUpdateGameSessionQueue :: UpdateGameSessionQueueResponse -> TestTree+responseUpdateGameSessionQueue = res+ "UpdateGameSessionQueueResponse"+ "fixture/UpdateGameSessionQueueResponse.proto"+ gameLift+ (Proxy :: Proxy UpdateGameSessionQueue)++responseDeleteGameSessionQueue :: DeleteGameSessionQueueResponse -> TestTree+responseDeleteGameSessionQueue = res+ "DeleteGameSessionQueueResponse"+ "fixture/DeleteGameSessionQueueResponse.proto"+ gameLift+ (Proxy :: Proxy DeleteGameSessionQueue)++responseDeleteVPCPeeringConnection :: DeleteVPCPeeringConnectionResponse -> TestTree+responseDeleteVPCPeeringConnection = res+ "DeleteVPCPeeringConnectionResponse"+ "fixture/DeleteVPCPeeringConnectionResponse.proto"+ gameLift+ (Proxy :: Proxy DeleteVPCPeeringConnection)+ responseGetInstanceAccess :: GetInstanceAccessResponse -> TestTree responseGetInstanceAccess = res "GetInstanceAccessResponse"@@ -576,6 +889,13 @@ gameLift (Proxy :: Proxy DescribeScalingPolicies) +responseDescribeMatchmakingRuleSets :: DescribeMatchmakingRuleSetsResponse -> TestTree+responseDescribeMatchmakingRuleSets = res+ "DescribeMatchmakingRuleSetsResponse"+ "fixture/DescribeMatchmakingRuleSetsResponse.proto"+ gameLift+ (Proxy :: Proxy DescribeMatchmakingRuleSets)+ responseDescribeGameSessions :: DescribeGameSessionsResponse -> TestTree responseDescribeGameSessions = res "DescribeGameSessionsResponse"@@ -583,6 +903,13 @@ gameLift (Proxy :: Proxy DescribeGameSessions) +responseStartGameSessionPlacement :: StartGameSessionPlacementResponse -> TestTree+responseStartGameSessionPlacement = res+ "StartGameSessionPlacementResponse"+ "fixture/StartGameSessionPlacementResponse.proto"+ gameLift+ (Proxy :: Proxy StartGameSessionPlacement)+ responseDescribeFleetUtilization :: DescribeFleetUtilizationResponse -> TestTree responseDescribeFleetUtilization = res "DescribeFleetUtilizationResponse"@@ -611,6 +938,13 @@ gameLift (Proxy :: Proxy DescribeFleetAttributes) +responseDescribeGameSessionPlacement :: DescribeGameSessionPlacementResponse -> TestTree+responseDescribeGameSessionPlacement = res+ "DescribeGameSessionPlacementResponse"+ "fixture/DescribeGameSessionPlacementResponse.proto"+ gameLift+ (Proxy :: Proxy DescribeGameSessionPlacement)+ responseDescribeFleetEvents :: DescribeFleetEventsResponse -> TestTree responseDescribeFleetEvents = res "DescribeFleetEventsResponse"@@ -618,6 +952,20 @@ gameLift (Proxy :: Proxy DescribeFleetEvents) +responseStartMatchmaking :: StartMatchmakingResponse -> TestTree+responseStartMatchmaking = res+ "StartMatchmakingResponse"+ "fixture/StartMatchmakingResponse.proto"+ gameLift+ (Proxy :: Proxy StartMatchmaking)++responseCreateMatchmakingRuleSet :: CreateMatchmakingRuleSetResponse -> TestTree+responseCreateMatchmakingRuleSet = res+ "CreateMatchmakingRuleSetResponse"+ "fixture/CreateMatchmakingRuleSetResponse.proto"+ gameLift+ (Proxy :: Proxy CreateMatchmakingRuleSet)+ responseDescribeFleetCapacity :: DescribeFleetCapacityResponse -> TestTree responseDescribeFleetCapacity = res "DescribeFleetCapacityResponse"@@ -681,6 +1029,20 @@ gameLift (Proxy :: Proxy DescribeFleetPortSettings) +responseDescribeGameSessionQueues :: DescribeGameSessionQueuesResponse -> TestTree+responseDescribeGameSessionQueues = res+ "DescribeGameSessionQueuesResponse"+ "fixture/DescribeGameSessionQueuesResponse.proto"+ gameLift+ (Proxy :: Proxy DescribeGameSessionQueues)++responseDescribeVPCPeeringConnections :: DescribeVPCPeeringConnectionsResponse -> TestTree+responseDescribeVPCPeeringConnections = res+ "DescribeVPCPeeringConnectionsResponse"+ "fixture/DescribeVPCPeeringConnectionsResponse.proto"+ gameLift+ (Proxy :: Proxy DescribeVPCPeeringConnections)+ responseCreatePlayerSessions :: CreatePlayerSessionsResponse -> TestTree responseCreatePlayerSessions = res "CreatePlayerSessionsResponse"@@ -688,6 +1050,20 @@ gameLift (Proxy :: Proxy CreatePlayerSessions) +responseDescribeMatchmakingConfigurations :: DescribeMatchmakingConfigurationsResponse -> TestTree+responseDescribeMatchmakingConfigurations = res+ "DescribeMatchmakingConfigurationsResponse"+ "fixture/DescribeMatchmakingConfigurationsResponse.proto"+ gameLift+ (Proxy :: Proxy DescribeMatchmakingConfigurations)++responseDescribeVPCPeeringAuthorizations :: DescribeVPCPeeringAuthorizationsResponse -> TestTree+responseDescribeVPCPeeringAuthorizations = res+ "DescribeVPCPeeringAuthorizationsResponse"+ "fixture/DescribeVPCPeeringAuthorizationsResponse.proto"+ gameLift+ (Proxy :: Proxy DescribeVPCPeeringAuthorizations)+ responseCreateFleet :: CreateFleetResponse -> TestTree responseCreateFleet = res "CreateFleetResponse"@@ -695,6 +1071,27 @@ gameLift (Proxy :: Proxy CreateFleet) +responseDeleteMatchmakingConfiguration :: DeleteMatchmakingConfigurationResponse -> TestTree+responseDeleteMatchmakingConfiguration = res+ "DeleteMatchmakingConfigurationResponse"+ "fixture/DeleteMatchmakingConfigurationResponse.proto"+ gameLift+ (Proxy :: Proxy DeleteMatchmakingConfiguration)++responseUpdateMatchmakingConfiguration :: UpdateMatchmakingConfigurationResponse -> TestTree+responseUpdateMatchmakingConfiguration = res+ "UpdateMatchmakingConfigurationResponse"+ "fixture/UpdateMatchmakingConfigurationResponse.proto"+ gameLift+ (Proxy :: Proxy UpdateMatchmakingConfiguration)++responseDeleteVPCPeeringAuthorization :: DeleteVPCPeeringAuthorizationResponse -> TestTree+responseDeleteVPCPeeringAuthorization = res+ "DeleteVPCPeeringAuthorizationResponse"+ "fixture/DeleteVPCPeeringAuthorizationResponse.proto"+ gameLift+ (Proxy :: Proxy DeleteVPCPeeringAuthorization)+ responseUpdateFleetAttributes :: UpdateFleetAttributesResponse -> TestTree responseUpdateFleetAttributes = res "UpdateFleetAttributesResponse"@@ -702,6 +1099,13 @@ gameLift (Proxy :: Proxy UpdateFleetAttributes) +responseCreateMatchmakingConfiguration :: CreateMatchmakingConfigurationResponse -> TestTree+responseCreateMatchmakingConfiguration = res+ "CreateMatchmakingConfigurationResponse"+ "fixture/CreateMatchmakingConfigurationResponse.proto"+ gameLift+ (Proxy :: Proxy CreateMatchmakingConfiguration)+ responseDescribePlayerSessions :: DescribePlayerSessionsResponse -> TestTree responseDescribePlayerSessions = res "DescribePlayerSessionsResponse"@@ -730,6 +1134,13 @@ gameLift (Proxy :: Proxy UpdateFleetCapacity) +responseAcceptMatch :: AcceptMatchResponse -> TestTree+responseAcceptMatch = res+ "AcceptMatchResponse"+ "fixture/AcceptMatchResponse.proto"+ gameLift+ (Proxy :: Proxy AcceptMatch)+ responseDescribeAlias :: DescribeAliasResponse -> TestTree responseDescribeAlias = res "DescribeAliasResponse"@@ -737,6 +1148,13 @@ gameLift (Proxy :: Proxy DescribeAlias) +responseValidateMatchmakingRuleSet :: ValidateMatchmakingRuleSetResponse -> TestTree+responseValidateMatchmakingRuleSet = res+ "ValidateMatchmakingRuleSetResponse"+ "fixture/ValidateMatchmakingRuleSetResponse.proto"+ gameLift+ (Proxy :: Proxy ValidateMatchmakingRuleSet)+ responseDescribeEC2InstanceLimits :: DescribeEC2InstanceLimitsResponse -> TestTree responseDescribeEC2InstanceLimits = res "DescribeEC2InstanceLimitsResponse"@@ -744,12 +1162,26 @@ gameLift (Proxy :: Proxy DescribeEC2InstanceLimits) +responseStopGameSessionPlacement :: StopGameSessionPlacementResponse -> TestTree+responseStopGameSessionPlacement = res+ "StopGameSessionPlacementResponse"+ "fixture/StopGameSessionPlacementResponse.proto"+ gameLift+ (Proxy :: Proxy StopGameSessionPlacement)+ responseUpdateGameSession :: UpdateGameSessionResponse -> TestTree responseUpdateGameSession = res "UpdateGameSessionResponse" "fixture/UpdateGameSessionResponse.proto" gameLift (Proxy :: Proxy UpdateGameSession)++responseDescribeMatchmaking :: DescribeMatchmakingResponse -> TestTree+responseDescribeMatchmaking = res+ "DescribeMatchmakingResponse"+ "fixture/DescribeMatchmakingResponse.proto"+ gameLift+ (Proxy :: Proxy DescribeMatchmaking) responseCreatePlayerSession :: CreatePlayerSessionResponse -> TestTree responseCreatePlayerSession = res