-- Hoogle documentation, generated by Haddock
-- See Hoogle, http://www.haskell.org/hoogle/


-- | Amazon GameLift SDK.
--   
--   The types from this library are intended to be used with
--   <a>amazonka</a>, which provides mechanisms for specifying AuthN/AuthZ
--   information, sending requests, and receiving responses.
--   
--   Lenses are used for constructing and manipulating types, due to the
--   depth of nesting of AWS types and transparency regarding
--   de/serialisation into more palatable Haskell values. The provided
--   lenses should be compatible with any of the major lens libraries such
--   as <a>lens</a> or <a>lens-family-core</a>.
--   
--   See <a>Network.AWS.GameLift</a> or <a>the AWS documentation</a> to get
--   started.
@package amazonka-gamelift
@version 1.4.5


module Network.AWS.GameLift.Types

-- | API version <tt>2015-10-01</tt> of the Amazon GameLift SDK
--   configuration.
gameLift :: Service

-- | 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

-- | 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

-- | 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

-- | The service is unable to resolve the routing for a particular alias
--   because it has a terminal <a>RoutingStrategy</a> 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

-- | 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

-- | 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

-- | 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

-- | 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

-- | 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

-- | The client failed authentication. Clients should not retry such
--   requests.
_UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError

-- | The specified fleet has no available instances to fulfill a
--   <tt>CreateGameSession</tt> request. Clients can retry such requests
--   immediately or after a waiting period.
_FleetCapacityExceededException :: AsError a => Getting (First ServiceError) a ServiceError

-- | The requested operation would cause the resource to exceed the allowed
--   service limit. Resolve the issue before retrying.
_LimitExceededException :: AsError a => Getting (First ServiceError) a ServiceError
data BuildStatus
Failed :: BuildStatus
Initialized :: BuildStatus
Ready :: BuildStatus
data ComparisonOperatorType
GreaterThanOrEqualToThreshold :: ComparisonOperatorType
GreaterThanThreshold :: ComparisonOperatorType
LessThanOrEqualToThreshold :: ComparisonOperatorType
LessThanThreshold :: ComparisonOperatorType
data EC2InstanceType
C3_2XLarge :: EC2InstanceType
C3_4XLarge :: EC2InstanceType
C3_8XLarge :: EC2InstanceType
C3_Large :: EC2InstanceType
C3_XLarge :: EC2InstanceType
C4_2XLarge :: EC2InstanceType
C4_4XLarge :: EC2InstanceType
C4_8XLarge :: EC2InstanceType
C4_Large :: EC2InstanceType
C4_XLarge :: EC2InstanceType
M3_2XLarge :: EC2InstanceType
M3_Large :: EC2InstanceType
M3_Medium :: EC2InstanceType
M3_XLarge :: EC2InstanceType
M4_10XLarge :: EC2InstanceType
M4_2XLarge :: EC2InstanceType
M4_4XLarge :: EC2InstanceType
M4_Large :: EC2InstanceType
M4_XLarge :: EC2InstanceType
R3_2XLarge :: EC2InstanceType
R3_4XLarge :: EC2InstanceType
R3_8XLarge :: EC2InstanceType
R3_Large :: EC2InstanceType
R3_XLarge :: EC2InstanceType
T2_Large :: EC2InstanceType
T2_Medium :: EC2InstanceType
T2_Micro :: EC2InstanceType
T2_Small :: EC2InstanceType
data EventCode
FleetActivationFailed :: EventCode
FleetActivationFailedNoInstances :: EventCode
FleetBinaryDownloadFailed :: EventCode
FleetCreated :: EventCode
FleetDeleted :: EventCode
FleetInitializationFailed :: EventCode
FleetNewGameSessionProtectionPolicyUpdated :: EventCode
FleetScalingEvent :: EventCode
FleetStateActivating :: EventCode
FleetStateActive :: EventCode
FleetStateBuilding :: EventCode
FleetStateDownloading :: EventCode
FleetStateError :: EventCode
FleetStateValidating :: EventCode
FleetValidationExecutableRuntimeFailure :: EventCode
FleetValidationLaunchPathNotFound :: EventCode
FleetValidationTimedOut :: EventCode
GenericEvent :: EventCode
ServerProcessCrashed :: EventCode
ServerProcessForceTerminated :: EventCode
ServerProcessInvalidPath :: EventCode
ServerProcessProcessExitTimeout :: EventCode
ServerProcessProcessReadyTimeout :: EventCode
ServerProcessSDKInitializationTimeout :: EventCode
ServerProcessTerminatedUnhealthy :: EventCode
data FleetStatus
FSActivating :: FleetStatus
FSActive :: FleetStatus
FSBuilding :: FleetStatus
FSDeleting :: FleetStatus
FSDownloading :: FleetStatus
FSError' :: FleetStatus
FSNew :: FleetStatus
FSTerminated :: FleetStatus
FSValidating :: FleetStatus
data GameSessionStatus
GSSActivating :: GameSessionStatus
GSSActive :: GameSessionStatus
GSSError' :: GameSessionStatus
GSSTerminated :: GameSessionStatus
GSSTerminating :: GameSessionStatus
data IPProtocol
TCP :: IPProtocol
Udp :: IPProtocol
data InstanceStatus
ISActive :: InstanceStatus
ISPending :: InstanceStatus
ISTerminating :: InstanceStatus
data MetricName
ActivatingGameSessions :: MetricName
ActiveGameSessions :: MetricName
ActiveInstances :: MetricName
AvailablePlayerSessions :: MetricName
CurrentPlayerSessions :: MetricName
IdleInstances :: MetricName
data OperatingSystem
AmazonLinux :: OperatingSystem
Windows2012 :: OperatingSystem
data PlayerSessionCreationPolicy
AcceptAll :: PlayerSessionCreationPolicy
DenyAll :: PlayerSessionCreationPolicy
data PlayerSessionStatus
PSSActive :: PlayerSessionStatus
PSSCompleted :: PlayerSessionStatus
PSSReserved :: PlayerSessionStatus
PSSTimedout :: PlayerSessionStatus
data ProtectionPolicy
FullProtection :: ProtectionPolicy
NoProtection :: ProtectionPolicy
data RoutingStrategyType
Simple :: RoutingStrategyType
Terminal :: RoutingStrategyType
data ScalingAdjustmentType
ChangeInCapacity :: ScalingAdjustmentType
ExactCapacity :: ScalingAdjustmentType
PercentChangeInCapacity :: ScalingAdjustmentType
data ScalingStatusType
Active :: ScalingStatusType
DeleteRequested :: ScalingStatusType
Deleted :: ScalingStatusType
Deleting :: ScalingStatusType
Error' :: ScalingStatusType
UpdateRequested :: ScalingStatusType
Updating :: ScalingStatusType

-- | AWS access credentials required to upload game build files to Amazon
--   GameLift. These credentials are generated with <tt>CreateBuild</tt> ,
--   and are valid for a limited time. If they expire before you upload
--   your game build, get a new set by calling
--   <tt>RequestUploadCredentials</tt> .
--   
--   <i>See:</i> <a>awsCredentials</a> smart constructor.
data AWSCredentials

-- | Creates a value of <a>AWSCredentials</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>acSecretAccessKey</a> - Secret key for an AWS account.</li>
--   <li><a>acSessionToken</a> - Token specific to a build ID.</li>
--   <li><a>acAccessKeyId</a> - Access key for an AWS account.</li>
--   </ul>
awsCredentials :: AWSCredentials

-- | Secret key for an AWS account.
acSecretAccessKey :: Lens' AWSCredentials (Maybe Text)

-- | Token specific to a build ID.
acSessionToken :: Lens' AWSCredentials (Maybe Text)

-- | Access key for an AWS account.
acAccessKeyId :: Lens' AWSCredentials (Maybe Text)

-- | Properties describing a fleet alias.
--   
--   <i>See:</i> <a>alias</a> smart constructor.
data Alias

-- | Creates a value of <a>Alias</a> with the minimum fields required to
--   make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>aCreationTime</a> - Time stamp indicating when this data object
--   was created. Format is a number expressed in Unix time as milliseconds
--   (ex: "1469498468.057").</li>
--   <li><a>aLastUpdatedTime</a> - Time stamp indicating when this data
--   object was last modified. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>aAliasId</a> - Unique identifier for a fleet alias.</li>
--   <li><a>aRoutingStrategy</a> - Undocumented member.</li>
--   <li><a>aName</a> - Descriptive label associated with an alias. Alias
--   names do not need to be unique.</li>
--   <li><a>aDescription</a> - Human-readable description of an alias.</li>
--   </ul>
alias :: Alias

-- | 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)

-- | 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)

-- | Unique identifier for a fleet alias.
aAliasId :: Lens' Alias (Maybe Text)

-- | Undocumented member.
aRoutingStrategy :: Lens' Alias (Maybe RoutingStrategy)

-- | Descriptive label associated with an alias. Alias names do not need to
--   be unique.
aName :: Lens' Alias (Maybe Text)

-- | Human-readable description of an alias.
aDescription :: Lens' Alias (Maybe Text)

-- | Properties describing a game build.
--   
--   <i>See:</i> <a>build</a> smart constructor.
data Build

-- | Creates a value of <a>Build</a> with the minimum fields required to
--   make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>bCreationTime</a> - Time stamp indicating when this data object
--   was created. Format is a number expressed in Unix time as milliseconds
--   (ex: "1469498468.057").</li>
--   <li><a>bStatus</a> - Current status of the build. Possible build
--   statuses include the following: * <b>INITIALIZED</b> – 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. *
--   <b>READY</b> – The game build has been successfully uploaded. You can
--   now create new fleets for this build. * <b>FAILED</b> – The game build
--   upload failed. You cannot create new fleets for this build.</li>
--   <li><a>bOperatingSystem</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.</li>
--   <li><a>bBuildId</a> - Unique identifier for a build.</li>
--   <li><a>bName</a> - Descriptive label associated with a build. Build
--   names do not need to be unique. It can be set using
--   <tt>CreateBuild</tt> or <tt>UpdateBuild</tt> .</li>
--   <li><a>bVersion</a> - Version associated with this build. Version
--   strings do not need to be unique to a build. This value can be set
--   using <tt>CreateBuild</tt> or <tt>UpdateBuild</tt> .</li>
--   <li><a>bSizeOnDisk</a> - File size of the uploaded game build,
--   expressed in bytes. When the build status is <tt>INITIALIZED</tt> ,
--   this value is 0.</li>
--   </ul>
build :: Build

-- | 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)

-- | Current status of the build. Possible build statuses include the
--   following: * <b>INITIALIZED</b> – 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. * <b>READY</b> – The game build has been
--   successfully uploaded. You can now create new fleets for this build. *
--   <b>FAILED</b> – The game build upload failed. You cannot create new
--   fleets for this build.
bStatus :: Lens' Build (Maybe BuildStatus)

-- | 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)

-- | Unique identifier for a build.
bBuildId :: Lens' Build (Maybe Text)

-- | Descriptive label associated with a build. Build names do not need to
--   be unique. It can be set using <tt>CreateBuild</tt> or
--   <tt>UpdateBuild</tt> .
bName :: Lens' Build (Maybe Text)

-- | Version associated with this build. Version strings do not need to be
--   unique to a build. This value can be set using <tt>CreateBuild</tt> or
--   <tt>UpdateBuild</tt> .
bVersion :: Lens' Build (Maybe Text)

-- | File size of the uploaded game build, expressed in bytes. When the
--   build status is <tt>INITIALIZED</tt> , this value is 0.
bSizeOnDisk :: Lens' Build (Maybe Natural)

-- | 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 <tt>UpdateFleetCapacity</tt> request, or
--   if access to resources is temporarily affected.
--   
--   <i>See:</i> <a>ec2InstanceCounts</a> smart constructor.
data EC2InstanceCounts

-- | Creates a value of <a>EC2InstanceCounts</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>eicIdLE</a> - Number of active instances in the fleet that are
--   not currently hosting a game session.</li>
--   <li><a>eicTERMINATING</a> - Number of instances in the fleet that are
--   no longer active but haven't yet been terminated.</li>
--   <li><a>eicPENDING</a> - Number of instances in the fleet that are
--   starting but not yet active.</li>
--   <li><a>eicMAXIMUM</a> - Maximum value allowed for the fleet's instance
--   count.</li>
--   <li><a>eicDESIRED</a> - Ideal number of active instances in the
--   fleet.</li>
--   <li><a>eicMINIMUM</a> - Minimum value allowed for the fleet's instance
--   count.</li>
--   <li><a>eicACTIVE</a> - Actual number of active instances in the
--   fleet.</li>
--   </ul>
ec2InstanceCounts :: EC2InstanceCounts

-- | Number of active instances in the fleet that are not currently hosting
--   a game session.
eicIdLE :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Number of instances in the fleet that are no longer active but haven't
--   yet been terminated.
eicTERMINATING :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Number of instances in the fleet that are starting but not yet active.
eicPENDING :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Maximum value allowed for the fleet's instance count.
eicMAXIMUM :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Ideal number of active instances in the fleet.
eicDESIRED :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Minimum value allowed for the fleet's instance count.
eicMINIMUM :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Actual number of active instances in the fleet.
eicACTIVE :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Maximum number of instances allowed based on the Amazon Elastic
--   Compute Cloud (Amazon EC2) instance type. Instance limits can be
--   retrieved by calling <tt>DescribeEC2InstanceLimits</tt> .
--   
--   <i>See:</i> <a>ec2InstanceLimit</a> smart constructor.
data EC2InstanceLimit

-- | Creates a value of <a>EC2InstanceLimit</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>eilEC2InstanceType</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 <a>Amazon EC2 Instance Types</a> for
--   detailed descriptions.</li>
--   <li><a>eilCurrentInstances</a> - Number of instances of the specified
--   type that are currently in use by this AWS account.</li>
--   <li><a>eilInstanceLimit</a> - Number of instances allowed.</li>
--   </ul>
ec2InstanceLimit :: EC2InstanceLimit

-- | 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
--   <a>Amazon EC2 Instance Types</a> for detailed descriptions.
eilEC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType)

-- | Number of instances of the specified type that are currently in use by
--   this AWS account.
eilCurrentInstances :: Lens' EC2InstanceLimit (Maybe Natural)

-- | Number of instances allowed.
eilInstanceLimit :: Lens' EC2InstanceLimit (Maybe Natural)

-- | 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.
--   
--   <i>See:</i> <a>event</a> smart constructor.
data Event

-- | Creates a value of <a>Event</a> with the minimum fields required to
--   make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>eResourceId</a> - Unique identifier for the resource, such as a
--   fleet ID.</li>
--   <li><a>eEventTime</a> - Time stamp indicating when this event
--   occurred. Format is a number expressed in Unix time as milliseconds
--   (ex: "1469498468.057").</li>
--   <li><a>eMessage</a> - Additional information related to the
--   event.</li>
--   <li><a>eEventCode</a> - Type of event being logged.</li>
--   <li><a>eEventId</a> - Unique identifier for a fleet event.</li>
--   </ul>
event :: Event

-- | Unique identifier for the resource, such as a fleet ID.
eResourceId :: Lens' Event (Maybe Text)

-- | 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)

-- | Additional information related to the event.
eMessage :: Lens' Event (Maybe Text)

-- | Type of event being logged.
eEventCode :: Lens' Event (Maybe EventCode)

-- | Unique identifier for a fleet event.
eEventId :: Lens' Event (Maybe Text)

-- | General properties describing a fleet.
--   
--   <i>See:</i> <a>fleetAttributes</a> smart constructor.
data FleetAttributes

-- | Creates a value of <a>FleetAttributes</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>faCreationTime</a> - Time stamp indicating when this data
--   object was created. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>faStatus</a> - Current status of the fleet. Possible fleet
--   statuses include the following: * <b>NEW</b> – A new fleet has been
--   defined and desired instances is set to 1. *
--   <b>DOWNLOADING<i>VALIDATING</i>BUILDING/ACTIVATING</b> – GameLift is
--   setting up the new fleet, creating new instances with the game build
--   and starting server processes. * <b>ACTIVE</b> – Hosts can now accept
--   game sessions. * <b>ERROR</b> – An error occurred when downloading,
--   validating, building, or activating the fleet. * <b>DELETING</b> –
--   Hosts are responding to a delete fleet request. * <b>TERMINATED</b> –
--   The fleet no longer exists.</li>
--   <li><a>faServerLaunchParameters</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 <tt><a>RuntimeConfiguration</a> </tt>
--   .</li>
--   <li><a>faLogPaths</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 <a>Amazon GameLift
--   Developer Guide</a> . If no default log path for a fleet is specified,
--   GameLift will automatically upload logs that are stored on each
--   instance at <tt>C:gamelogs</tt> (for Windows) or
--   <tt><i>local</i>game/logs</tt> (for Linux). Use the GameLift console
--   to access stored logs.</li>
--   <li><a>faOperatingSystem</a> - 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.</li>
--   <li><a>faBuildId</a> - Unique identifier for a build.</li>
--   <li><a>faTerminationTime</a> - Time stamp indicating when this data
--   object was terminated. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>faNewGameSessionProtectionPolicy</a> - Type of game session
--   protection to set for all new instances started in the fleet. *
--   <b>NoProtection</b> – The game session can be terminated during a
--   scale-down event. * <b>FullProtection</b> – If the game session is in
--   an <tt>ACTIVE</tt> status, it cannot be terminated during a scale-down
--   event.</li>
--   <li><a>faName</a> - Descriptive label associated with a fleet. Fleet
--   names do not need to be unique.</li>
--   <li><a>faServerLaunchPath</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 <tt><a>RuntimeConfiguration</a>
--   </tt> .</li>
--   <li><a>faFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>faDescription</a> - Human-readable description of the
--   fleet.</li>
--   <li><a>faResourceCreationLimitPolicy</a> - Fleet policy to limit the
--   number of game sessions an individual player can create over a span of
--   time.</li>
--   </ul>
fleetAttributes :: FleetAttributes

-- | 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)

-- | Current status of the fleet. Possible fleet statuses include the
--   following: * <b>NEW</b> – A new fleet has been defined and desired
--   instances is set to 1. *
--   <b>DOWNLOADING<i>VALIDATING</i>BUILDING/ACTIVATING</b> – GameLift is
--   setting up the new fleet, creating new instances with the game build
--   and starting server processes. * <b>ACTIVE</b> – Hosts can now accept
--   game sessions. * <b>ERROR</b> – An error occurred when downloading,
--   validating, building, or activating the fleet. * <b>DELETING</b> –
--   Hosts are responding to a delete fleet request. * <b>TERMINATED</b> –
--   The fleet no longer exists.
faStatus :: Lens' FleetAttributes (Maybe FleetStatus)

-- | 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
--   <tt><a>RuntimeConfiguration</a> </tt> .
faServerLaunchParameters :: Lens' FleetAttributes (Maybe Text)

-- | Location of default log files. When a server process is shut down,
--   Amazon GameLift captures and stores any log files in this location.
--   These logs are in addition to game session logs; see more on game
--   session logs in the <a>Amazon GameLift Developer Guide</a> . If no
--   default log path for a fleet is specified, GameLift will automatically
--   upload logs that are stored on each instance at <tt>C:gamelogs</tt>
--   (for Windows) or <tt><i>local</i>game/logs</tt> (for Linux). Use the
--   GameLift console to access stored logs.
faLogPaths :: Lens' FleetAttributes [Text]

-- | 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)

-- | Unique identifier for a build.
faBuildId :: Lens' FleetAttributes (Maybe Text)

-- | 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)

-- | Type of game session protection to set for all new instances started
--   in the fleet. * <b>NoProtection</b> – The game session can be
--   terminated during a scale-down event. * <b>FullProtection</b> – If the
--   game session is in an <tt>ACTIVE</tt> status, it cannot be terminated
--   during a scale-down event.
faNewGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy)

-- | Descriptive label associated with a fleet. Fleet names do not need to
--   be unique.
faName :: Lens' FleetAttributes (Maybe Text)

-- | 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 <tt><a>RuntimeConfiguration</a> </tt> .
faServerLaunchPath :: Lens' FleetAttributes (Maybe Text)

-- | Unique identifier for a fleet.
faFleetId :: Lens' FleetAttributes (Maybe Text)

-- | Human-readable description of the fleet.
faDescription :: Lens' FleetAttributes (Maybe Text)

-- | Fleet policy to limit the number of game sessions an individual player
--   can create over a span of time.
faResourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy)

-- | 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.
--   
--   <i>See:</i> <a>fleetCapacity</a> smart constructor.
data FleetCapacity

-- | Creates a value of <a>FleetCapacity</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>fcInstanceType</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 <a>Amazon EC2 Instance Types</a> for
--   detailed descriptions.</li>
--   <li><a>fcFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>fcInstanceCounts</a> - Current status of fleet capacity.</li>
--   </ul>
fleetCapacity :: FleetCapacity

-- | 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
--   <a>Amazon EC2 Instance Types</a> for detailed descriptions.
fcInstanceType :: Lens' FleetCapacity (Maybe EC2InstanceType)

-- | Unique identifier for a fleet.
fcFleetId :: Lens' FleetCapacity (Maybe Text)

-- | Current status of fleet capacity.
fcInstanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts)

-- | Current status of fleet utilization, including the number of game and
--   player sessions being hosted.
--   
--   <i>See:</i> <a>fleetUtilization</a> smart constructor.
data FleetUtilization

-- | Creates a value of <a>FleetUtilization</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>fuActiveGameSessionCount</a> - Number of active game sessions
--   currently being hosted on all instances in the fleet.</li>
--   <li><a>fuMaximumPlayerSessionCount</a> - Maximum players allowed
--   across all game sessions currently being hosted on all instances in
--   the fleet.</li>
--   <li><a>fuCurrentPlayerSessionCount</a> - Number of active player
--   sessions currently being hosted on all instances in the fleet.</li>
--   <li><a>fuFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>fuActiveServerProcessCount</a> - Number of server processes in
--   an <tt>ACTIVE</tt> status currently running across all instances in
--   the fleet</li>
--   </ul>
fleetUtilization :: FleetUtilization

-- | Number of active game sessions currently being hosted on all instances
--   in the fleet.
fuActiveGameSessionCount :: Lens' FleetUtilization (Maybe Natural)

-- | Maximum players allowed across all game sessions currently being
--   hosted on all instances in the fleet.
fuMaximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)

-- | Number of active player sessions currently being hosted on all
--   instances in the fleet.
fuCurrentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)

-- | Unique identifier for a fleet.
fuFleetId :: Lens' FleetUtilization (Maybe Text)

-- | Number of server processes in an <tt>ACTIVE</tt> status currently
--   running across all instances in the fleet
fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural)

-- | 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
--   <a>Amazon GameLift Developer Guide</a> .
--   
--   <i>See:</i> <a>gameProperty</a> smart constructor.
data GameProperty

-- | Creates a value of <a>GameProperty</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>gpKey</a> - TBD</li>
--   <li><a>gpValue</a> - TBD</li>
--   </ul>
gameProperty :: Text -> Text -> GameProperty

-- | TBD
gpKey :: Lens' GameProperty Text

-- | TBD
gpValue :: Lens' GameProperty Text

-- | Properties describing a game session.
--   
--   <i>See:</i> <a>gameSession</a> smart constructor.
data GameSession

-- | Creates a value of <a>GameSession</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>gsCreationTime</a> - Time stamp indicating when this data
--   object was created. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>gsStatus</a> - Current status of the game session. A game
--   session must be in an <tt>ACTIVE</tt> status to have player
--   sessions.</li>
--   <li><a>gsGameProperties</a> - Set of custom properties for the game
--   session.</li>
--   <li><a>gsIPAddress</a> - IP address of the game session. To connect to
--   a GameLift server process, an app needs both the IP address and port
--   number.</li>
--   <li><a>gsGameSessionId</a> - Unique identifier for a game session.
--   Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated
--   string.</li>
--   <li><a>gsMaximumPlayerSessionCount</a> - Maximum number of players
--   allowed in the game session.</li>
--   <li><a>gsTerminationTime</a> - Time stamp indicating when this data
--   object was terminated. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>gsPlayerSessionCreationPolicy</a> - Indicates whether or not
--   the game session is accepting new players.</li>
--   <li><a>gsName</a> - Descriptive label associated with a game session.
--   Session names do not need to be unique.</li>
--   <li><a>gsCurrentPlayerSessionCount</a> - Number of players currently
--   in the game session.</li>
--   <li><a>gsFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>gsCreatorId</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.</li>
--   <li><a>gsPort</a> - Port number for the game session. To connect to a
--   GameLift server process, an app needs both the IP address and port
--   number.</li>
--   </ul>
gameSession :: GameSession

-- | 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)

-- | Current status of the game session. A game session must be in an
--   <tt>ACTIVE</tt> status to have player sessions.
gsStatus :: Lens' GameSession (Maybe GameSessionStatus)

-- | Set of custom properties for the game session.
gsGameProperties :: Lens' GameSession [GameProperty]

-- | 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)

-- | Unique identifier for a game session. Game session ID format is as
--   follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated string.
gsGameSessionId :: Lens' GameSession (Maybe Text)

-- | Maximum number of players allowed in the game session.
gsMaximumPlayerSessionCount :: Lens' GameSession (Maybe Natural)

-- | 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)

-- | Indicates whether or not the game session is accepting new players.
gsPlayerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy)

-- | Descriptive label associated with a game session. Session names do not
--   need to be unique.
gsName :: Lens' GameSession (Maybe Text)

-- | Number of players currently in the game session.
gsCurrentPlayerSessionCount :: Lens' GameSession (Maybe Natural)

-- | Unique identifier for a fleet.
gsFleetId :: Lens' GameSession (Maybe Text)

-- | 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)

-- | 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)

-- | A game session's properties and the protection policy currently in
--   force.
--   
--   <i>See:</i> <a>gameSessionDetail</a> smart constructor.
data GameSessionDetail

-- | Creates a value of <a>GameSessionDetail</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>gsdGameSession</a> - Undocumented member.</li>
--   <li><a>gsdProtectionPolicy</a> - Current status of protection for the
--   game session. * <b>NoProtection</b> – The game session can be
--   terminated during a scale-down event. * <b>FullProtection</b> – If the
--   game session is in an <tt>ACTIVE</tt> status, it cannot be terminated
--   during a scale-down event.</li>
--   </ul>
gameSessionDetail :: GameSessionDetail

-- | Undocumented member.
gsdGameSession :: Lens' GameSessionDetail (Maybe GameSession)

-- | Current status of protection for the game session. *
--   <b>NoProtection</b> – The game session can be terminated during a
--   scale-down event. * <b>FullProtection</b> – If the game session is in
--   an <tt>ACTIVE</tt> status, it cannot be terminated during a scale-down
--   event.
gsdProtectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy)

-- | 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 <a>GameSession</a> object.
--   
--   <i>See:</i> <a>ipPermission</a> smart constructor.
data IPPermission

-- | Creates a value of <a>IPPermission</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ipFromPort</a> - Starting value for a range of allowed port
--   numbers.</li>
--   <li><a>ipToPort</a> - Ending value for a range of allowed port
--   numbers. Port numbers are end-inclusive. This value must be higher
--   than <tt>FromPort</tt> .</li>
--   <li><a>ipIPRange</a> - Range of allowed IP addresses. This value must
--   be expressed in <a>CIDR notation</a> . Example:
--   "<tt>000.000.000.000/[subnet mask]</tt> " or optionally the shortened
--   version "<tt>0.0.0.0/[subnet mask]</tt> ".</li>
--   <li><a>ipProtocol</a> - Network communication protocol used by the
--   fleet.</li>
--   </ul>
ipPermission :: Natural -> Natural -> Text -> IPProtocol -> IPPermission

-- | Starting value for a range of allowed port numbers.
ipFromPort :: Lens' IPPermission Natural

-- | Ending value for a range of allowed port numbers. Port numbers are
--   end-inclusive. This value must be higher than <tt>FromPort</tt> .
ipToPort :: Lens' IPPermission Natural

-- | Range of allowed IP addresses. This value must be expressed in <a>CIDR
--   notation</a> . Example: "<tt>000.000.000.000/[subnet mask]</tt> " or
--   optionally the shortened version "<tt>0.0.0.0/[subnet mask]</tt> ".
ipIPRange :: Lens' IPPermission Text

-- | Network communication protocol used by the fleet.
ipProtocol :: Lens' IPPermission 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.
--   
--   <i>See:</i> <a>instance'</a> smart constructor.
data Instance

-- | Creates a value of <a>Instance</a> with the minimum fields required to
--   make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>iCreationTime</a> - Time stamp indicating when this data object
--   was created. Format is a number expressed in Unix time as milliseconds
--   (ex: "1469498468.057").</li>
--   <li><a>iInstanceId</a> - Unique identifier for the instance.</li>
--   <li><a>iStatus</a> - Current status of the instance. Possible statuses
--   include the following: * <b>PENDING</b> – The instance is in the
--   process of being created and launching server processes as defined in
--   the fleet's runtime configuration. * <b>ACTIVE</b> – 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. * <b>TERMINATING</b> – 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.</li>
--   <li><a>iIPAddress</a> - IP address assigned to the instance.</li>
--   <li><a>iOperatingSystem</a> - Operating system that is running on this
--   instance.</li>
--   <li><a>iType</a> - EC2 instance type that defines the computing
--   resources of this instance.</li>
--   <li><a>iFleetId</a> - Unique identifier for the fleet that the
--   instance belongs to.</li>
--   </ul>
instance' :: Instance

-- | 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)

-- | Unique identifier for the instance.
iInstanceId :: Lens' Instance (Maybe Text)

-- | Current status of the instance. Possible statuses include the
--   following: * <b>PENDING</b> – The instance is in the process of being
--   created and launching server processes as defined in the fleet's
--   runtime configuration. * <b>ACTIVE</b> – 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. *
--   <b>TERMINATING</b> – 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)

-- | IP address assigned to the instance.
iIPAddress :: Lens' Instance (Maybe Text)

-- | Operating system that is running on this instance.
iOperatingSystem :: Lens' Instance (Maybe OperatingSystem)

-- | EC2 instance type that defines the computing resources of this
--   instance.
iType :: Lens' Instance (Maybe EC2InstanceType)

-- | Unique identifier for the fleet that the instance belongs to.
iFleetId :: Lens' Instance (Maybe Text)

-- | Information required to remotely connect to a fleet instance. Access
--   is requested by calling <tt>GetInstanceAccess</tt> .
--   
--   <i>See:</i> <a>instanceAccess</a> smart constructor.
data InstanceAccess

-- | Creates a value of <a>InstanceAccess</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>iaInstanceId</a> - Unique identifier for the instance being
--   accessed.</li>
--   <li><a>iaIPAddress</a> - IP address assigned to the instance.</li>
--   <li><a>iaOperatingSystem</a> - Operating system that is running on the
--   instance.</li>
--   <li><a>iaCredentials</a> - Credentials required to access the
--   instance.</li>
--   <li><a>iaFleetId</a> - Unique identifier for the fleet containing the
--   instance being accessed.</li>
--   </ul>
instanceAccess :: InstanceAccess

-- | Unique identifier for the instance being accessed.
iaInstanceId :: Lens' InstanceAccess (Maybe Text)

-- | IP address assigned to the instance.
iaIPAddress :: Lens' InstanceAccess (Maybe Text)

-- | Operating system that is running on the instance.
iaOperatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem)

-- | Credentials required to access the instance.
iaCredentials :: Lens' InstanceAccess (Maybe InstanceCredentials)

-- | Unique identifier for the fleet containing the instance being
--   accessed.
iaFleetId :: Lens' InstanceAccess (Maybe Text)

-- | Set of credentials required to remotely access a fleet instance.
--   Access credentials are requested by calling <tt>GetInstanceAccess</tt>
--   and returned in an <a>InstanceAccess</a> object.
--   
--   <i>See:</i> <a>instanceCredentials</a> smart constructor.
data InstanceCredentials

-- | Creates a value of <a>InstanceCredentials</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>icUserName</a> - User login string.</li>
--   <li><a>icSecret</a> - Secret string. For Windows instances, the secret
--   is a password. For Linux instances, it is a private key.</li>
--   </ul>
instanceCredentials :: InstanceCredentials

-- | User login string.
icUserName :: Lens' InstanceCredentials (Maybe Text)

-- | Secret string. For Windows instances, the secret is a password. For
--   Linux instances, it is a private key.
icSecret :: Lens' InstanceCredentials (Maybe Text)

-- | Properties describing a player session.
--   
--   <i>See:</i> <a>playerSession</a> smart constructor.
data PlayerSession

-- | Creates a value of <a>PlayerSession</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>psCreationTime</a> - Time stamp indicating when this data
--   object was created. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>psStatus</a> - Current status of the player session. Possible
--   player session statuses include the following: * <b>RESERVED</b> – The
--   player session request has been received, but the player has not yet
--   connected to the server process and<i>or been validated. *
--   <b>ACTIVE</b> – The player has been validated by the server process
--   and is currently connected. * <b>COMPLETED</b> – The player connection
--   has been dropped. * <b>TIMEDOUT</b> – A player session request was
--   received, but the player did not connect and</i>or was not validated
--   within the time-out limit (60 seconds).</li>
--   <li><a>psIPAddress</a> - Game session IP address. All player sessions
--   reference the game session location.</li>
--   <li><a>psGameSessionId</a> - Unique identifier for the game session
--   that the player session is connected to.</li>
--   <li><a>psTerminationTime</a> - Time stamp indicating when this data
--   object was terminated. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>psPlayerSessionId</a> - Unique identifier for a player
--   session.</li>
--   <li><a>psFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>psPlayerId</a> - Unique identifier for a player.</li>
--   <li><a>psPort</a> - Port number for the game session. To connect to a
--   GameLift server process, an app needs both the IP address and port
--   number.</li>
--   </ul>
playerSession :: PlayerSession

-- | 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)

-- | Current status of the player session. Possible player session statuses
--   include the following: * <b>RESERVED</b> – The player session request
--   has been received, but the player has not yet connected to the server
--   process and<i>or been validated. * <b>ACTIVE</b> – The player has been
--   validated by the server process and is currently connected. *
--   <b>COMPLETED</b> – The player connection has been dropped. *
--   <b>TIMEDOUT</b> – A player session request was received, but the
--   player did not connect and</i>or was not validated within the time-out
--   limit (60 seconds).
psStatus :: Lens' PlayerSession (Maybe PlayerSessionStatus)

-- | Game session IP address. All player sessions reference the game
--   session location.
psIPAddress :: Lens' PlayerSession (Maybe Text)

-- | Unique identifier for the game session that the player session is
--   connected to.
psGameSessionId :: Lens' PlayerSession (Maybe Text)

-- | 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)

-- | Unique identifier for a player session.
psPlayerSessionId :: Lens' PlayerSession (Maybe Text)

-- | Unique identifier for a fleet.
psFleetId :: Lens' PlayerSession (Maybe Text)

-- | Unique identifier for a player.
psPlayerId :: Lens' PlayerSession (Maybe Text)

-- | 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)

-- | 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 <tt>CreateGameSession</tt>
--   request, GameLift checks that the player (identified by
--   <tt>CreatorId</tt> ) has created fewer than 10 game sessions in the
--   past 60 minutes.
--   
--   <i>See:</i> <a>resourceCreationLimitPolicy</a> smart constructor.
data ResourceCreationLimitPolicy

-- | Creates a value of <a>ResourceCreationLimitPolicy</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>rclpNewGameSessionsPerCreator</a> - Maximum number of game
--   sessions that an individual can create during the policy period.</li>
--   <li><a>rclpPolicyPeriodInMinutes</a> - Time span used in evaluating
--   the resource creation limit policy.</li>
--   </ul>
resourceCreationLimitPolicy :: ResourceCreationLimitPolicy

-- | Maximum number of game sessions that an individual can create during
--   the policy period.
rclpNewGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural)

-- | Time span used in evaluating the resource creation limit policy.
rclpPolicyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural)

-- | Routing configuration for a fleet alias.
--   
--   <i>See:</i> <a>routingStrategy</a> smart constructor.
data RoutingStrategy

-- | Creates a value of <a>RoutingStrategy</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>rsType</a> - Type of routing strategy. Possible routing types
--   include the following: * <b>SIMPLE</b> – The alias resolves to one
--   specific fleet. Use this type when routing to active fleets. *
--   <b>TERMINAL</b> – 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 <a>RoutingStrategy</a>
--   message embedded.</li>
--   <li><a>rsMessage</a> - Message text to be used with a terminal routing
--   strategy.</li>
--   <li><a>rsFleetId</a> - Unique identifier for a fleet.</li>
--   </ul>
routingStrategy :: RoutingStrategy

-- | Type of routing strategy. Possible routing types include the
--   following: * <b>SIMPLE</b> – The alias resolves to one specific fleet.
--   Use this type when routing to active fleets. * <b>TERMINAL</b> – 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 <a>RoutingStrategy</a>
--   message embedded.
rsType :: Lens' RoutingStrategy (Maybe RoutingStrategyType)

-- | Message text to be used with a terminal routing strategy.
rsMessage :: Lens' RoutingStrategy (Maybe Text)

-- | Unique identifier for a fleet.
rsFleetId :: Lens' RoutingStrategy (Maybe Text)

-- | 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 <tt>ConcurrentExecutions</tt>
--   parameter for each <tt><a>ServerProcess</a> </tt> object in the
--   runtime configuration.
--   
--   <i>See:</i> <a>runtimeConfiguration</a> smart constructor.
data RuntimeConfiguration

-- | Creates a value of <a>RuntimeConfiguration</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>rcServerProcesses</a> - Collection of server process
--   configurations describing what server processes to run on each
--   instance in a fleet</li>
--   </ul>
runtimeConfiguration :: RuntimeConfiguration

-- | Collection of server process configurations describing what server
--   processes to run on each instance in a fleet
rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))

-- | Location in Amazon Simple Storage Service (Amazon S3) where a build's
--   files are stored. This location is assigned in response to a
--   <tt>CreateBuild</tt> call, and is always in the same region as the
--   service used to create the build. For more details see the <a>Amazon
--   S3 documentation</a> .
--   
--   <i>See:</i> <a>s3Location</a> smart constructor.
data S3Location

-- | Creates a value of <a>S3Location</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>slBucket</a> - Amazon S3 bucket identifier.</li>
--   <li><a>slKey</a> - Amazon S3 bucket key.</li>
--   <li><a>slRoleARN</a> - Amazon resource number for the cross-account
--   access role that allows GameLift access to the S3 bucket.</li>
--   </ul>
s3Location :: S3Location

-- | Amazon S3 bucket identifier.
slBucket :: Lens' S3Location (Maybe Text)

-- | Amazon S3 bucket key.
slKey :: Lens' S3Location (Maybe Text)

-- | Amazon resource number for the cross-account access role that allows
--   GameLift access to the S3 bucket.
slRoleARN :: Lens' S3Location (Maybe Text)

-- | Rule that controls how a fleet is scaled. Scaling policies are
--   uniquely identified by the combination of name and fleet ID.
--   
--   <i>See:</i> <a>scalingPolicy</a> smart constructor.
data ScalingPolicy

-- | Creates a value of <a>ScalingPolicy</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>spStatus</a> - Current status of the scaling policy. The
--   scaling policy is only in force when in an <tt>ACTIVE</tt> status. *
--   <b>ACTIVE</b> – The scaling policy is currently in force. *
--   <b>UPDATE_REQUESTED</b> – A request to update the scaling policy has
--   been received. * <b>UPDATING</b> – A change is being made to the
--   scaling policy. * <b>DELETE_REQUESTED</b> – A request to delete the
--   scaling policy has been received. * <b>DELETING</b> – The scaling
--   policy is being deleted. * <b>DELETED</b> – The scaling policy has
--   been deleted. * <b>ERROR</b> – An error occurred in creating the
--   policy. It should be removed and recreated.</li>
--   <li><a>spScalingAdjustmentType</a> - Type of adjustment to make to a
--   fleet's instance count (see <a>FleetCapacity</a> ): *
--   <b>ChangeInCapacity</b> – add (or subtract) the scaling adjustment
--   value from the current instance count. Positive values scale up while
--   negative values scale down. * <b>ExactCapacity</b> – set the instance
--   count to the scaling adjustment value. *
--   <b>PercentChangeInCapacity</b> – increase or reduce the current
--   instance count by the scaling adjustment, read as a percentage.
--   Positive values scale up while negative values scale down.</li>
--   <li><a>spEvaluationPeriods</a> - Length of time (in minutes) the
--   metric must be at or beyond the threshold before a scaling event is
--   triggered.</li>
--   <li><a>spMetricName</a> - Name of the GameLift-defined metric that is
--   used to trigger an adjustment. * <b>ActivatingGameSessions</b> –
--   number of game sessions in the process of being created (game session
--   status = <tt>ACTIVATING</tt> ). * <b>ActiveGameSessions</b> – number
--   of game sessions currently running (game session status =
--   <tt>ACTIVE</tt> ). * <b>CurrentPlayerSessions</b> – number of active
--   or reserved player sessions (player session status = <tt>ACTIVE</tt>
--   or <tt>RESERVED</tt> ). * <b>AvailablePlayerSessions</b> – 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 <tt>PlayerSessionCreationPolicy</tt> =
--   <tt>DENY_ALL</tt> ). * <b>ActiveInstances</b> – number of instances
--   currently running a game session. * <b>IdleInstances</b> – number of
--   instances not currently running a game session.</li>
--   <li><a>spComparisonOperator</a> - Comparison operator to use when
--   measuring a metric against the threshold value.</li>
--   <li><a>spName</a> - Descriptive label associated with a scaling
--   policy. Policy names do not need to be unique.</li>
--   <li><a>spThreshold</a> - Metric value used to trigger a scaling
--   event.</li>
--   <li><a>spScalingAdjustment</a> - Amount of adjustment to make, based
--   on the scaling adjustment type.</li>
--   <li><a>spFleetId</a> - Unique identity for the fleet associated with
--   this scaling policy.</li>
--   </ul>
scalingPolicy :: ScalingPolicy

-- | Current status of the scaling policy. The scaling policy is only in
--   force when in an <tt>ACTIVE</tt> status. * <b>ACTIVE</b> – The scaling
--   policy is currently in force. * <b>UPDATE_REQUESTED</b> – A request to
--   update the scaling policy has been received. * <b>UPDATING</b> – A
--   change is being made to the scaling policy. * <b>DELETE_REQUESTED</b>
--   – A request to delete the scaling policy has been received. *
--   <b>DELETING</b> – The scaling policy is being deleted. *
--   <b>DELETED</b> – The scaling policy has been deleted. * <b>ERROR</b> –
--   An error occurred in creating the policy. It should be removed and
--   recreated.
spStatus :: Lens' ScalingPolicy (Maybe ScalingStatusType)

-- | Type of adjustment to make to a fleet's instance count (see
--   <a>FleetCapacity</a> ): * <b>ChangeInCapacity</b> – add (or subtract)
--   the scaling adjustment value from the current instance count. Positive
--   values scale up while negative values scale down. *
--   <b>ExactCapacity</b> – set the instance count to the scaling
--   adjustment value. * <b>PercentChangeInCapacity</b> – 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)

-- | 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)

-- | Name of the GameLift-defined metric that is used to trigger an
--   adjustment. * <b>ActivatingGameSessions</b> – number of game sessions
--   in the process of being created (game session status =
--   <tt>ACTIVATING</tt> ). * <b>ActiveGameSessions</b> – number of game
--   sessions currently running (game session status = <tt>ACTIVE</tt> ). *
--   <b>CurrentPlayerSessions</b> – number of active or reserved player
--   sessions (player session status = <tt>ACTIVE</tt> or <tt>RESERVED</tt>
--   ). * <b>AvailablePlayerSessions</b> – 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
--   <tt>PlayerSessionCreationPolicy</tt> = <tt>DENY_ALL</tt> ). *
--   <b>ActiveInstances</b> – number of instances currently running a game
--   session. * <b>IdleInstances</b> – number of instances not currently
--   running a game session.
spMetricName :: Lens' ScalingPolicy (Maybe MetricName)

-- | Comparison operator to use when measuring a metric against the
--   threshold value.
spComparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType)

-- | Descriptive label associated with a scaling policy. Policy names do
--   not need to be unique.
spName :: Lens' ScalingPolicy (Maybe Text)

-- | Metric value used to trigger a scaling event.
spThreshold :: Lens' ScalingPolicy (Maybe Double)

-- | Amount of adjustment to make, based on the scaling adjustment type.
spScalingAdjustment :: Lens' ScalingPolicy (Maybe Int)

-- | Unique identity for the fleet associated with this scaling policy.
spFleetId :: Lens' ScalingPolicy (Maybe Text)

-- | 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
--   <tt><a>RuntimeConfiguration</a> </tt> .
--   
--   <i>See:</i> <a>serverProcess</a> smart constructor.
data ServerProcess

-- | Creates a value of <a>ServerProcess</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>spParameters</a> - Optional list of parameters to pass to the
--   server executable on launch.</li>
--   <li><a>spLaunchPath</a> - Location of the server executable in a game
--   build. All game builds are installed on instances at the root : for
--   Windows instances <tt>C:game</tt> , and for Linux instances
--   <tt><i>local</i>game</tt> . A Windows game build with an executable
--   file located at <tt>MyGamelatestserver.exe</tt> must have a launch
--   path of "<tt>C:gameMyGamelatestserver.exe</tt> ". A Linux game build
--   with an executable file located at
--   <tt>MyGame<i>latest</i>server.exe</tt> must have a launch path of
--   "<tt><i>local</i>game<i>MyGame</i>latest/server.exe</tt> ".</li>
--   <li><a>spConcurrentExecutions</a> - Number of server processes using
--   this configuration to run concurrently on an instance.</li>
--   </ul>
serverProcess :: Text -> Natural -> ServerProcess

-- | Optional list of parameters to pass to the server executable on
--   launch.
spParameters :: Lens' ServerProcess (Maybe Text)

-- | Location of the server executable in a game build. All game builds are
--   installed on instances at the root : for Windows instances
--   <tt>C:game</tt> , and for Linux instances <tt><i>local</i>game</tt> .
--   A Windows game build with an executable file located at
--   <tt>MyGamelatestserver.exe</tt> must have a launch path of
--   "<tt>C:gameMyGamelatestserver.exe</tt> ". A Linux game build with an
--   executable file located at <tt>MyGame<i>latest</i>server.exe</tt> must
--   have a launch path of
--   "<tt><i>local</i>game<i>MyGame</i>latest/server.exe</tt> ".
spLaunchPath :: Lens' ServerProcess Text

-- | Number of server processes using this configuration to run
--   concurrently on an instance.
spConcurrentExecutions :: Lens' ServerProcess Natural


-- | Updates properties for an alias. To update properties, specify the
--   alias ID to be updated and provide the information to be changed. To
--   reassign an alias to another fleet, provide an updated routing
--   strategy. If successful, the updated alias record is returned.
module Network.AWS.GameLift.UpdateAlias

-- | Creates a value of <a>UpdateAlias</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>uaRoutingStrategy</a> - Object specifying the fleet and routing
--   type to use for the alias.</li>
--   <li><a>uaName</a> - Descriptive label associated with an alias. Alias
--   names do not need to be unique.</li>
--   <li><a>uaDescription</a> - Human-readable description of an
--   alias.</li>
--   <li><a>uaAliasId</a> - Unique identifier for a fleet alias. Specify
--   the alias you want to update.</li>
--   </ul>
updateAlias :: Text -> UpdateAlias

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>updateAlias</a> smart constructor.
data UpdateAlias

-- | Object specifying the fleet and routing type to use for the alias.
uaRoutingStrategy :: Lens' UpdateAlias (Maybe RoutingStrategy)

-- | Descriptive label associated with an alias. Alias names do not need to
--   be unique.
uaName :: Lens' UpdateAlias (Maybe Text)

-- | Human-readable description of an alias.
uaDescription :: Lens' UpdateAlias (Maybe Text)

-- | Unique identifier for a fleet alias. Specify the alias you want to
--   update.
uaAliasId :: Lens' UpdateAlias Text

-- | Creates a value of <a>UpdateAliasResponse</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>uarsAlias</a> - Object containing the updated alias
--   configuration.</li>
--   <li><a>uarsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
updateAliasResponse :: Int -> UpdateAliasResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>updateAliasResponse</a> smart constructor.
data UpdateAliasResponse

-- | Object containing the updated alias configuration.
uarsAlias :: Lens' UpdateAliasResponse (Maybe Alias)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
uarsResponseStatus :: Lens' UpdateAliasResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateAlias.UpdateAliasResponse
instance Data.Data.Data Network.AWS.GameLift.UpdateAlias.UpdateAliasResponse
instance GHC.Show.Show Network.AWS.GameLift.UpdateAlias.UpdateAliasResponse
instance GHC.Read.Read Network.AWS.GameLift.UpdateAlias.UpdateAliasResponse
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateAlias.UpdateAliasResponse
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance Data.Data.Data Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance GHC.Show.Show Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance GHC.Read.Read Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateAlias.UpdateAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateAlias.UpdateAliasResponse


-- | Updates metadata in a build record, including the build name and
--   version. To update the metadata, specify the build ID to update and
--   provide the new values. If successful, a build object containing the
--   updated metadata is returned.
module Network.AWS.GameLift.UpdateBuild

-- | Creates a value of <a>UpdateBuild</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ubName</a> - Descriptive label associated with a build. Build
--   names do not need to be unique.</li>
--   <li><a>ubVersion</a> - Version associated with this build. Version
--   strings do not need to be unique to a build.</li>
--   <li><a>ubBuildId</a> - Unique identifier of the build you want to
--   update.</li>
--   </ul>
updateBuild :: Text -> UpdateBuild

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>updateBuild</a> smart constructor.
data UpdateBuild

-- | Descriptive label associated with a build. Build names do not need to
--   be unique.
ubName :: Lens' UpdateBuild (Maybe Text)

-- | Version associated with this build. Version strings do not need to be
--   unique to a build.
ubVersion :: Lens' UpdateBuild (Maybe Text)

-- | Unique identifier of the build you want to update.
ubBuildId :: Lens' UpdateBuild Text

-- | Creates a value of <a>UpdateBuildResponse</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ubrsBuild</a> - Object containing the updated build
--   record.</li>
--   <li><a>ubrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
updateBuildResponse :: Int -> UpdateBuildResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>updateBuildResponse</a> smart constructor.
data UpdateBuildResponse

-- | Object containing the updated build record.
ubrsBuild :: Lens' UpdateBuildResponse (Maybe Build)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
ubrsResponseStatus :: Lens' UpdateBuildResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateBuild.UpdateBuildResponse
instance Data.Data.Data Network.AWS.GameLift.UpdateBuild.UpdateBuildResponse
instance GHC.Show.Show Network.AWS.GameLift.UpdateBuild.UpdateBuildResponse
instance GHC.Read.Read Network.AWS.GameLift.UpdateBuild.UpdateBuildResponse
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateBuild.UpdateBuildResponse
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance Data.Data.Data Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance GHC.Show.Show Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance GHC.Read.Read Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateBuild.UpdateBuild
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateBuild.UpdateBuildResponse


-- | Updates fleet properties, including name and description, for a fleet.
--   To update metadata, specify the fleet ID and the property values you
--   want to change. If successful, the fleet ID for the updated fleet is
--   returned.
module Network.AWS.GameLift.UpdateFleetAttributes

-- | Creates a value of <a>UpdateFleetAttributes</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ufaNewGameSessionProtectionPolicy</a> - 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 <tt>UpdateGameSession</tt> . *
--   <b>NoProtection</b> – The game session can be terminated during a
--   scale-down event. * <b>FullProtection</b> – If the game session is in
--   an <tt>ACTIVE</tt> status, it cannot be terminated during a scale-down
--   event.</li>
--   <li><a>ufaName</a> - Descriptive label associated with a fleet. Fleet
--   names do not need to be unique.</li>
--   <li><a>ufaDescription</a> - Human-readable description of a
--   fleet.</li>
--   <li><a>ufaResourceCreationLimitPolicy</a> - Policy that limits the
--   number of game sessions an individual player can create over a span of
--   time.</li>
--   <li><a>ufaFleetId</a> - Unique identifier for the fleet you want to
--   update attribute metadata for.</li>
--   </ul>
updateFleetAttributes :: Text -> UpdateFleetAttributes

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>updateFleetAttributes</a> smart constructor.
data UpdateFleetAttributes

-- | 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
--   <tt>UpdateGameSession</tt> . * <b>NoProtection</b> – The game session
--   can be terminated during a scale-down event. * <b>FullProtection</b> –
--   If the game session is in an <tt>ACTIVE</tt> status, it cannot be
--   terminated during a scale-down event.
ufaNewGameSessionProtectionPolicy :: Lens' UpdateFleetAttributes (Maybe ProtectionPolicy)

-- | Descriptive label associated with a fleet. Fleet names do not need to
--   be unique.
ufaName :: Lens' UpdateFleetAttributes (Maybe Text)

-- | Human-readable description of a fleet.
ufaDescription :: Lens' UpdateFleetAttributes (Maybe Text)

-- | Policy that limits the number of game sessions an individual player
--   can create over a span of time.
ufaResourceCreationLimitPolicy :: Lens' UpdateFleetAttributes (Maybe ResourceCreationLimitPolicy)

-- | Unique identifier for the fleet you want to update attribute metadata
--   for.
ufaFleetId :: Lens' UpdateFleetAttributes Text

-- | Creates a value of <a>UpdateFleetAttributesResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ufarsFleetId</a> - Unique identifier for the updated
--   fleet.</li>
--   <li><a>ufarsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
updateFleetAttributesResponse :: Int -> UpdateFleetAttributesResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>updateFleetAttributesResponse</a> smart constructor.
data UpdateFleetAttributesResponse

-- | Unique identifier for the updated fleet.
ufarsFleetId :: Lens' UpdateFleetAttributesResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
ufarsResponseStatus :: Lens' UpdateFleetAttributesResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributesResponse
instance Data.Data.Data Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributesResponse
instance GHC.Show.Show Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributesResponse
instance GHC.Read.Read Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributesResponse
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributesResponse
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance Data.Data.Data Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance GHC.Show.Show Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance GHC.Read.Read Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributes
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateFleetAttributes.UpdateFleetAttributesResponse


-- | Updates capacity settings for a fleet. Use this action to specify the
--   number of EC2 instances (hosts) that you want this fleet to contain.
--   Before calling this action, you may want to call
--   <tt>DescribeEC2InstanceLimits</tt> to get the maximum capacity based
--   on the fleet's EC2 instance type.
--   
--   If you're using autoscaling (see <tt>PutScalingPolicy</tt> ), you may
--   want to specify a minimum and<i>or maximum capacity. If you don't
--   provide these, autoscaling can set capacity anywhere between zero and
--   the
--   &lt;http:</i><i>docs.aws.amazon.com</i>general<i>latest</i>gr/aws_service_limits.html#limits_gamelift
--   service limits&gt; .
--   
--   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 <tt>DescribeFleetCapacity</tt>
--   . If the desired instance count is higher than the instance type's
--   limit, the "Limit Exceeded" exception occurs.
module Network.AWS.GameLift.UpdateFleetCapacity

-- | Creates a value of <a>UpdateFleetCapacity</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ufcMaxSize</a> - Maximum value allowed for the fleet's instance
--   count. Default if not set is 1.</li>
--   <li><a>ufcMinSize</a> - Minimum value allowed for the fleet's instance
--   count. Default if not set is 0.</li>
--   <li><a>ufcDesiredInstances</a> - Number of EC2 instances you want this
--   fleet to host.</li>
--   <li><a>ufcFleetId</a> - Unique identifier for the fleet you want to
--   update capacity for.</li>
--   </ul>
updateFleetCapacity :: Text -> UpdateFleetCapacity

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>updateFleetCapacity</a> smart constructor.
data UpdateFleetCapacity

-- | Maximum value allowed for the fleet's instance count. Default if not
--   set is 1.
ufcMaxSize :: Lens' UpdateFleetCapacity (Maybe Natural)

-- | Minimum value allowed for the fleet's instance count. Default if not
--   set is 0.
ufcMinSize :: Lens' UpdateFleetCapacity (Maybe Natural)

-- | Number of EC2 instances you want this fleet to host.
ufcDesiredInstances :: Lens' UpdateFleetCapacity (Maybe Natural)

-- | Unique identifier for the fleet you want to update capacity for.
ufcFleetId :: Lens' UpdateFleetCapacity Text

-- | Creates a value of <a>UpdateFleetCapacityResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ufcrsFleetId</a> - Unique identifier for the updated
--   fleet.</li>
--   <li><a>ufcrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
updateFleetCapacityResponse :: Int -> UpdateFleetCapacityResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>updateFleetCapacityResponse</a> smart constructor.
data UpdateFleetCapacityResponse

-- | Unique identifier for the updated fleet.
ufcrsFleetId :: Lens' UpdateFleetCapacityResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
ufcrsResponseStatus :: Lens' UpdateFleetCapacityResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacityResponse
instance Data.Data.Data Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacityResponse
instance GHC.Show.Show Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacityResponse
instance GHC.Read.Read Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacityResponse
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacityResponse
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance Data.Data.Data Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance GHC.Show.Show Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance GHC.Read.Read Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacity
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateFleetCapacity.UpdateFleetCapacityResponse


-- | 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
--   <tt>InboundPermissionAuthorizations</tt> , and permissions you want to
--   remove in <tt>InboundPermissionRevocations</tt> . Permissions to be
--   removed must match existing fleet permissions. If successful, the
--   fleet ID for the updated fleet is returned.
module Network.AWS.GameLift.UpdateFleetPortSettings

-- | Creates a value of <a>UpdateFleetPortSettings</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ufpsInboundPermissionRevocations</a> - Collection of port
--   settings to be removed from the fleet record.</li>
--   <li><a>ufpsInboundPermissionAuthorizations</a> - Collection of port
--   settings to be added to the fleet record.</li>
--   <li><a>ufpsFleetId</a> - Unique identifier for the fleet you want to
--   update port settings for.</li>
--   </ul>
updateFleetPortSettings :: Text -> UpdateFleetPortSettings

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>updateFleetPortSettings</a> smart constructor.
data UpdateFleetPortSettings

-- | Collection of port settings to be removed from the fleet record.
ufpsInboundPermissionRevocations :: Lens' UpdateFleetPortSettings [IPPermission]

-- | Collection of port settings to be added to the fleet record.
ufpsInboundPermissionAuthorizations :: Lens' UpdateFleetPortSettings [IPPermission]

-- | Unique identifier for the fleet you want to update port settings for.
ufpsFleetId :: Lens' UpdateFleetPortSettings Text

-- | Creates a value of <a>UpdateFleetPortSettingsResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ufpsrsFleetId</a> - Unique identifier for the updated
--   fleet.</li>
--   <li><a>ufpsrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
updateFleetPortSettingsResponse :: Int -> UpdateFleetPortSettingsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>updateFleetPortSettingsResponse</a> smart constructor.
data UpdateFleetPortSettingsResponse

-- | Unique identifier for the updated fleet.
ufpsrsFleetId :: Lens' UpdateFleetPortSettingsResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
ufpsrsResponseStatus :: Lens' UpdateFleetPortSettingsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettingsResponse
instance Data.Data.Data Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettingsResponse
instance GHC.Show.Show Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettingsResponse
instance GHC.Read.Read Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettingsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettingsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance Data.Data.Data Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance GHC.Show.Show Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance GHC.Read.Read Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettings
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateFleetPortSettings.UpdateFleetPortSettingsResponse


-- | 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 <a>GameSession</a> object is returned.
module Network.AWS.GameLift.UpdateGameSession

-- | Creates a value of <a>UpdateGameSession</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ugsMaximumPlayerSessionCount</a> - Maximum number of players
--   that can be simultaneously connected to the game session.</li>
--   <li><a>ugsPlayerSessionCreationPolicy</a> - Policy determining whether
--   or not the game session accepts new players.</li>
--   <li><a>ugsName</a> - Descriptive label associated with a game session.
--   Session names do not need to be unique.</li>
--   <li><a>ugsProtectionPolicy</a> - Game session protection policy to
--   apply to this game session only. * <b>NoProtection</b> – The game
--   session can be terminated during a scale-down event. *
--   <b>FullProtection</b> – If the game session is in an <tt>ACTIVE</tt>
--   status, it cannot be terminated during a scale-down event.</li>
--   <li><a>ugsGameSessionId</a> - Unique identifier for the game session
--   to update. Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated
--   string.</li>
--   </ul>
updateGameSession :: Text -> UpdateGameSession

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>updateGameSession</a> smart constructor.
data UpdateGameSession

-- | Maximum number of players that can be simultaneously connected to the
--   game session.
ugsMaximumPlayerSessionCount :: Lens' UpdateGameSession (Maybe Natural)

-- | Policy determining whether or not the game session accepts new
--   players.
ugsPlayerSessionCreationPolicy :: Lens' UpdateGameSession (Maybe PlayerSessionCreationPolicy)

-- | Descriptive label associated with a game session. Session names do not
--   need to be unique.
ugsName :: Lens' UpdateGameSession (Maybe Text)

-- | Game session protection policy to apply to this game session only. *
--   <b>NoProtection</b> – The game session can be terminated during a
--   scale-down event. * <b>FullProtection</b> – If the game session is in
--   an <tt>ACTIVE</tt> status, it cannot be terminated during a scale-down
--   event.
ugsProtectionPolicy :: Lens' UpdateGameSession (Maybe ProtectionPolicy)

-- | Unique identifier for the game session to update. Game session ID
--   format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated string.
ugsGameSessionId :: Lens' UpdateGameSession Text

-- | Creates a value of <a>UpdateGameSessionResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ugsrsGameSession</a> - Object containing the updated game
--   session metadata.</li>
--   <li><a>ugsrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
updateGameSessionResponse :: Int -> UpdateGameSessionResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>updateGameSessionResponse</a> smart constructor.
data UpdateGameSessionResponse

-- | Object containing the updated game session metadata.
ugsrsGameSession :: Lens' UpdateGameSessionResponse (Maybe GameSession)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
ugsrsResponseStatus :: Lens' UpdateGameSessionResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateGameSession.UpdateGameSessionResponse
instance Data.Data.Data Network.AWS.GameLift.UpdateGameSession.UpdateGameSessionResponse
instance GHC.Show.Show Network.AWS.GameLift.UpdateGameSession.UpdateGameSessionResponse
instance GHC.Read.Read Network.AWS.GameLift.UpdateGameSession.UpdateGameSessionResponse
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateGameSession.UpdateGameSessionResponse
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance Data.Data.Data Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance GHC.Show.Show Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance GHC.Read.Read Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateGameSession.UpdateGameSession
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateGameSession.UpdateGameSessionResponse


-- | 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
--   <tt>ACTIVE</tt> status.
--   
--   To update runtime configuration, specify the fleet ID and provide a
--   <tt>RuntimeConfiguration</tt> object with the updated collection of
--   server process configurations.
--   
--   Each instance in a GameLift fleet checks regularly for an updated
--   runtime configuration and changes how it launches server processes to
--   comply with the latest version. Existing server processes are not
--   affected by the update; they continue to run until they end, while
--   GameLift simply adds new server processes to fit the current runtime
--   configuration. As a result, the runtime configuration changes are
--   applied gradually as existing processes shut down and new processes
--   are launched in GameLift's normal process recycling activity.
module Network.AWS.GameLift.UpdateRuntimeConfiguration

-- | Creates a value of <a>UpdateRuntimeConfiguration</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>urcFleetId</a> - Unique identifier of the fleet to update
--   runtime configuration for.</li>
--   <li><a>urcRuntimeConfiguration</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.</li>
--   </ul>
updateRuntimeConfiguration :: Text -> RuntimeConfiguration -> UpdateRuntimeConfiguration

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>updateRuntimeConfiguration</a> smart constructor.
data UpdateRuntimeConfiguration

-- | Unique identifier of the fleet to update runtime configuration for.
urcFleetId :: Lens' UpdateRuntimeConfiguration Text

-- | Instructions for launching server processes on each instance in the
--   fleet. The runtime configuration for a fleet has a collection of
--   server process configurations, one for each type of server process to
--   run on an instance. A server process configuration specifies the
--   location of the server executable, launch parameters, and the number
--   of concurrent processes with that configuration to maintain on each
--   instance.
urcRuntimeConfiguration :: Lens' UpdateRuntimeConfiguration RuntimeConfiguration

-- | Creates a value of <a>UpdateRuntimeConfigurationResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>urcrsRuntimeConfiguration</a> - The runtime configuration
--   currently in force. If the update was successful, this object matches
--   the one in the request.</li>
--   <li><a>urcrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
updateRuntimeConfigurationResponse :: Int -> UpdateRuntimeConfigurationResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>updateRuntimeConfigurationResponse</a> smart
--   constructor.
data UpdateRuntimeConfigurationResponse

-- | The runtime configuration currently in force. If the update was
--   successful, this object matches the one in the request.
urcrsRuntimeConfiguration :: Lens' UpdateRuntimeConfigurationResponse (Maybe RuntimeConfiguration)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
urcrsResponseStatus :: Lens' UpdateRuntimeConfigurationResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
instance Data.Data.Data Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
instance GHC.Show.Show Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
instance GHC.Read.Read Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse
instance GHC.Generics.Generic Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance Data.Data.Data Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance GHC.Show.Show Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance GHC.Read.Read Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance GHC.Classes.Eq Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfiguration
instance Control.DeepSeq.NFData Network.AWS.GameLift.UpdateRuntimeConfiguration.UpdateRuntimeConfigurationResponse


module Network.AWS.GameLift.Waiters


-- | 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
--   <tt>DescribeGameSessions</tt> . If you need to retrieve the protection
--   policy for each game session, use <tt>DescribeGameSessionDetails</tt>
--   .
--   
--   You can search or sort by the following game session attributes:
--   
--   <ul>
--   <li><b>gameSessionId</b> -- ID value assigned to a game session. This
--   unique value is returned in a <a>GameSession</a> object when a new
--   game session is created.</li>
--   <li><b>gameSessionName</b> -- Name assigned to a game session. This
--   value is set when requesting a new game session with
--   <tt>CreateGameSession</tt> or updating with <tt>UpdateGameSession</tt>
--   . Game session names do not need to be unique to a game session.</li>
--   <li><b>creationTimeMillis</b> -- Value indicating when a game session
--   was created. It is expressed in Unix time as milliseconds.</li>
--   <li><b>playerSessionCount</b> -- Number of players currently connected
--   to a game session. This value changes rapidly as players join the
--   session or drop out.</li>
--   <li><b>maximumSessions</b> -- Maximum number of player sessions
--   allowed for a game session. This value is set when requesting a new
--   game session with <tt>CreateGameSession</tt> or updating with
--   <tt>UpdateGameSession</tt> .</li>
--   <li><b>hasAvailablePlayerSessions</b> -- 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
--   <tt>true</tt> or <tt>false</tt> . It is highly recommended that all
--   search requests include this filter attribute to optimize search
--   performance and return only sessions that players can join.</li>
--   </ul>
--   
--   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 <a>GameSession</a> objects
--   matching the request is returned.
module Network.AWS.GameLift.SearchGameSessions

-- | Creates a value of <a>SearchGameSessions</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>sgsFilterExpression</a> - 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: * <b>Operand</b>
--   -- Name of a game session attribute. Valid values are
--   <tt>gameSessionName</tt> , <tt>gameSessionId</tt> ,
--   <tt>creationTimeMillis</tt> , <tt>playerSessionCount</tt> ,
--   <tt>maximumSessions</tt> , <tt>hasAvailablePlayerSessions</tt> . *
--   <b>Comparator</b> -- Valid comparators are: <tt>=</tt> ,
--   <tt>&lt;&gt;</tt> , <tt>&lt;</tt> , <tt>&gt;</tt> , <tt>&lt;=</tt> ,
--   <tt>&gt;=</tt> . * <b>Value</b> -- 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 <tt>=</tt> and <tt>&lt;&gt;</tt> . For example, the
--   following filter expression searches on <tt>gameSessionName</tt> :
--   "<tt>FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game
--   1'"</tt> . To chain multiple conditions in a single expression, use
--   the logical keywords <tt>AND</tt> , <tt>OR</tt> , and <tt>NOT</tt> and
--   parentheses as needed. For example: <tt>x AND y AND NOT z</tt> ,
--   <tt>NOT (x OR y)</tt> . Session search evaluates conditions from left
--   to right using the following precedence rules: * <tt>=</tt> ,
--   <tt>&lt;&gt;</tt> , <tt>&lt;</tt> , <tt>&gt;</tt> , <tt>&lt;=</tt> ,
--   <tt>&gt;=</tt> * Parentheses * NOT * AND * OR For example, this filter
--   expression retrieves game sessions hosting at least ten players that
--   have an open player slot: <tt>"maximumSessions&gt;=10 AND
--   hasAvailablePlayerSessions=true"</tt> .</li>
--   <li><a>sgsSortExpression</a> - Instructions on how to sort the search
--   results. If no sort expression is included, the request returns
--   results in random order. A sort expression consists of the following
--   elements: * <b>Operand</b> -- Name of a game session attribute. Valid
--   values are <tt>gameSessionName</tt> , <tt>gameSessionId</tt> ,
--   <tt>creationTimeMillis</tt> , <tt>playerSessionCount</tt> ,
--   <tt>maximumSessions</tt> , <tt>hasAvailablePlayerSessions</tt> . *
--   <b>Order</b> -- Valid sort orders are <tt>ASC</tt> (ascending) and
--   <tt>DESC</tt> (descending). For example, this sort expression returns
--   the oldest active sessions first: <tt><a>SortExpression</a>:
--   "creationTimeMillis ASC"</tt> . Results with a null value for the sort
--   operand are returned at the end of the list.</li>
--   <li><a>sgsAliasId</a> - Unique identifier for a fleet alias. Each
--   request must reference either a fleet ID or alias ID, but not
--   both.</li>
--   <li><a>sgsNextToken</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.</li>
--   <li><a>sgsLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> 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.</li>
--   <li><a>sgsFleetId</a> - Unique identifier for a fleet. Each request
--   must reference either a fleet ID or alias ID, but not both.</li>
--   </ul>
searchGameSessions :: SearchGameSessions

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>searchGameSessions</a> smart constructor.
data SearchGameSessions

-- | 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: * <b>Operand</b> -- Name of a game session
--   attribute. Valid values are <tt>gameSessionName</tt> ,
--   <tt>gameSessionId</tt> , <tt>creationTimeMillis</tt> ,
--   <tt>playerSessionCount</tt> , <tt>maximumSessions</tt> ,
--   <tt>hasAvailablePlayerSessions</tt> . * <b>Comparator</b> -- Valid
--   comparators are: <tt>=</tt> , <tt>&lt;&gt;</tt> , <tt>&lt;</tt> ,
--   <tt>&gt;</tt> , <tt>&lt;=</tt> , <tt>&gt;=</tt> . * <b>Value</b> --
--   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 <tt>=</tt> and
--   <tt>&lt;&gt;</tt> . For example, the following filter expression
--   searches on <tt>gameSessionName</tt> : "<tt>FilterExpression":
--   "gameSessionName = 'Matt\\'s Awesome Game 1'"</tt> . To chain multiple
--   conditions in a single expression, use the logical keywords
--   <tt>AND</tt> , <tt>OR</tt> , and <tt>NOT</tt> and parentheses as
--   needed. For example: <tt>x AND y AND NOT z</tt> , <tt>NOT (x OR
--   y)</tt> . Session search evaluates conditions from left to right using
--   the following precedence rules: * <tt>=</tt> , <tt>&lt;&gt;</tt> ,
--   <tt>&lt;</tt> , <tt>&gt;</tt> , <tt>&lt;=</tt> , <tt>&gt;=</tt> *
--   Parentheses * NOT * AND * OR For example, this filter expression
--   retrieves game sessions hosting at least ten players that have an open
--   player slot: <tt>"maximumSessions&gt;=10 AND
--   hasAvailablePlayerSessions=true"</tt> .
sgsFilterExpression :: Lens' SearchGameSessions (Maybe Text)

-- | 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: * <b>Operand</b> --
--   Name of a game session attribute. Valid values are
--   <tt>gameSessionName</tt> , <tt>gameSessionId</tt> ,
--   <tt>creationTimeMillis</tt> , <tt>playerSessionCount</tt> ,
--   <tt>maximumSessions</tt> , <tt>hasAvailablePlayerSessions</tt> . *
--   <b>Order</b> -- Valid sort orders are <tt>ASC</tt> (ascending) and
--   <tt>DESC</tt> (descending). For example, this sort expression returns
--   the oldest active sessions first: <tt><a>SortExpression</a>:
--   "creationTimeMillis ASC"</tt> . Results with a null value for the sort
--   operand are returned at the end of the list.
sgsSortExpression :: Lens' SearchGameSessions (Maybe Text)

-- | Unique identifier for a fleet alias. Each request must reference
--   either a fleet ID or alias ID, but not both.
sgsAliasId :: Lens' SearchGameSessions (Maybe Text)

-- | Token indicating the start of the next sequential page of results. Use
--   the token that is returned with a previous call to this action. To
--   specify the start of the result set, do not specify a value.
sgsNextToken :: Lens' SearchGameSessions (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages. The
--   maximum number of results returned is 20, even if this value is not
--   set or is set higher than 20.
sgsLimit :: Lens' SearchGameSessions (Maybe Natural)

-- | Unique identifier for a fleet. Each request must reference either a
--   fleet ID or alias ID, but not both.
sgsFleetId :: Lens' SearchGameSessions (Maybe Text)

-- | Creates a value of <a>SearchGameSessionsResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>sgsrsGameSessions</a> - Collection of objects containing game
--   session properties for each session matching the request.</li>
--   <li><a>sgsrsNextToken</a> - 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.</li>
--   <li><a>sgsrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
searchGameSessionsResponse :: Int -> SearchGameSessionsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>searchGameSessionsResponse</a> smart constructor.
data SearchGameSessionsResponse

-- | Collection of objects containing game session properties for each
--   session matching the request.
sgsrsGameSessions :: Lens' SearchGameSessionsResponse [GameSession]

-- | 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 :: Lens' SearchGameSessionsResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
sgsrsResponseStatus :: Lens' SearchGameSessionsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
instance Data.Data.Data Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
instance GHC.Show.Show Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
instance GHC.Read.Read Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance Data.Data.Data Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance GHC.Show.Show Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance GHC.Read.Read Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance GHC.Classes.Eq Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance Control.DeepSeq.NFData Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.SearchGameSessions.SearchGameSessions
instance Control.DeepSeq.NFData Network.AWS.GameLift.SearchGameSessions.SearchGameSessionsResponse


-- | Retrieves the fleet ID that a specified alias is currently pointing
--   to.
module Network.AWS.GameLift.ResolveAlias

-- | Creates a value of <a>ResolveAlias</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>raAliasId</a> - Unique identifier for the alias you want to
--   resolve.</li>
--   </ul>
resolveAlias :: Text -> ResolveAlias

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>resolveAlias</a> smart constructor.
data ResolveAlias

-- | Unique identifier for the alias you want to resolve.
raAliasId :: Lens' ResolveAlias Text

-- | Creates a value of <a>ResolveAliasResponse</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>rarsFleetId</a> - Fleet ID associated with the requested
--   alias.</li>
--   <li><a>rarsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
resolveAliasResponse :: Int -> ResolveAliasResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>resolveAliasResponse</a> smart constructor.
data ResolveAliasResponse

-- | Fleet ID associated with the requested alias.
rarsFleetId :: Lens' ResolveAliasResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
rarsResponseStatus :: Lens' ResolveAliasResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.ResolveAlias.ResolveAliasResponse
instance Data.Data.Data Network.AWS.GameLift.ResolveAlias.ResolveAliasResponse
instance GHC.Show.Show Network.AWS.GameLift.ResolveAlias.ResolveAliasResponse
instance GHC.Read.Read Network.AWS.GameLift.ResolveAlias.ResolveAliasResponse
instance GHC.Classes.Eq Network.AWS.GameLift.ResolveAlias.ResolveAliasResponse
instance GHC.Generics.Generic Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance Data.Data.Data Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance GHC.Show.Show Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance GHC.Read.Read Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance GHC.Classes.Eq Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.ResolveAlias.ResolveAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.ResolveAlias.ResolveAliasResponse


-- | 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.
--   
--   <i>Important:</i> Call this action only if you need credentials for a
--   build created with<tt><tt>CreateBuild</tt> </tt> . This is a rare
--   situation; in most cases, builds are created using the CLI command
--   <tt>upload-build</tt> , 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
--   <tt>READY</tt> . Once this happens, you must create a brand new build.
module Network.AWS.GameLift.RequestUploadCredentials

-- | Creates a value of <a>RequestUploadCredentials</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>rucBuildId</a> - Unique identifier for the build you want to
--   get credentials for.</li>
--   </ul>
requestUploadCredentials :: Text -> RequestUploadCredentials

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>requestUploadCredentials</a> smart constructor.
data RequestUploadCredentials

-- | Unique identifier for the build you want to get credentials for.
rucBuildId :: Lens' RequestUploadCredentials Text

-- | Creates a value of <a>RequestUploadCredentialsResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>rucrsStorageLocation</a> - Amazon S3 path and key, identifying
--   where the game build files are stored.</li>
--   <li><a>rucrsUploadCredentials</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.</li>
--   <li><a>rucrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
requestUploadCredentialsResponse :: Int -> RequestUploadCredentialsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>requestUploadCredentialsResponse</a> smart constructor.
data RequestUploadCredentialsResponse

-- | Amazon S3 path and key, identifying where the game build files are
--   stored.
rucrsStorageLocation :: Lens' RequestUploadCredentialsResponse (Maybe S3Location)

-- | 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.
rucrsUploadCredentials :: Lens' RequestUploadCredentialsResponse (Maybe AWSCredentials)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
rucrsResponseStatus :: Lens' RequestUploadCredentialsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentialsResponse
instance Data.Data.Data Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentialsResponse
instance GHC.Show.Show Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentialsResponse
instance GHC.Read.Read Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentialsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentialsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance Data.Data.Data Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance GHC.Show.Show Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance GHC.Read.Read Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance GHC.Classes.Eq Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance Control.DeepSeq.NFData Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentials
instance Control.DeepSeq.NFData Network.AWS.GameLift.RequestUploadCredentials.RequestUploadCredentialsResponse


-- | Creates or updates a scaling policy for a fleet. An active scaling
--   policy prompts Amazon GameLift to track a certain metric for a fleet
--   and automatically change the fleet's capacity in specific
--   circumstances. Each scaling policy contains one rule statement. Fleets
--   can have multiple scaling policies in force simultaneously.
--   
--   A scaling policy rule statement has the following structure:
--   
--   If <tt>[MetricName]</tt> is <tt>[ComparisonOperator]</tt>
--   <tt>[Threshold]</tt> for <tt>[EvaluationPeriods]</tt> minutes, then
--   <tt>[ScalingAdjustmentType]</tt> to/by <tt>[ScalingAdjustment]</tt> .
--   
--   For example, this policy: "If the number of idle instances exceeds 20
--   for more than 15 minutes, then reduce the fleet capacity by 10
--   instances" could be implemented as the following rule statement:
--   
--   If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15]
--   minutes, then [ChangeInCapacity] by [-10].
--   
--   To create or update a scaling policy, specify a unique combination of
--   name and fleet ID, and set the rule values. All parameters for this
--   action are required. If successful, the policy name is returned.
--   Scaling policies cannot be suspended or made inactive. To stop
--   enforcing a scaling policy, call <tt>DeleteScalingPolicy</tt> .
module Network.AWS.GameLift.PutScalingPolicy

-- | Creates a value of <a>PutScalingPolicy</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>pspName</a> - 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.</li>
--   <li><a>pspFleetId</a> - Unique identity for the fleet to scale with
--   this policy.</li>
--   <li><a>pspScalingAdjustment</a> - Amount of adjustment to make, based
--   on the scaling adjustment type.</li>
--   <li><a>pspScalingAdjustmentType</a> - Type of adjustment to make to a
--   fleet's instance count (see <a>FleetCapacity</a> ): *
--   <b>ChangeInCapacity</b> – add (or subtract) the scaling adjustment
--   value from the current instance count. Positive values scale up while
--   negative values scale down. * <b>ExactCapacity</b> – set the instance
--   count to the scaling adjustment value. *
--   <b>PercentChangeInCapacity</b> – 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%.</li>
--   <li><a>pspThreshold</a> - Metric value used to trigger a scaling
--   event.</li>
--   <li><a>pspComparisonOperator</a> - Comparison operator to use when
--   measuring the metric against the threshold value.</li>
--   <li><a>pspEvaluationPeriods</a> - Length of time (in minutes) the
--   metric must be at or beyond the threshold before a scaling event is
--   triggered.</li>
--   <li><a>pspMetricName</a> - Name of the Amazon GameLift-defined metric
--   that is used to trigger an adjustment. * <b>ActivatingGameSessions</b>
--   – number of game sessions in the process of being created (game
--   session status = <tt>ACTIVATING</tt> ). * <b>ActiveGameSessions</b> –
--   number of game sessions currently running (game session status =
--   <tt>ACTIVE</tt> ). * <b>CurrentPlayerSessions</b> – number of active
--   or reserved player sessions (player session status = <tt>ACTIVE</tt>
--   or <tt>RESERVED</tt> ). * <b>AvailablePlayerSessions</b> – 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 <tt>PlayerSessionCreationPolicy</tt> = <tt>DENY_ALL</tt>
--   ). * <b>ActiveInstances</b> – number of instances currently running a
--   game session. * <b>IdleInstances</b> – number of instances not
--   currently running a game session.</li>
--   </ul>
putScalingPolicy :: Text -> Text -> Int -> ScalingAdjustmentType -> Double -> ComparisonOperatorType -> Natural -> MetricName -> PutScalingPolicy

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>putScalingPolicy</a> smart constructor.
data PutScalingPolicy

-- | Descriptive label associated with a scaling policy. Policy names do
--   not need to be unique. A fleet can have only one scaling policy with
--   the same name.
pspName :: Lens' PutScalingPolicy Text

-- | Unique identity for the fleet to scale with this policy.
pspFleetId :: Lens' PutScalingPolicy Text

-- | Amount of adjustment to make, based on the scaling adjustment type.
pspScalingAdjustment :: Lens' PutScalingPolicy Int

-- | Type of adjustment to make to a fleet's instance count (see
--   <a>FleetCapacity</a> ): * <b>ChangeInCapacity</b> – add (or subtract)
--   the scaling adjustment value from the current instance count. Positive
--   values scale up while negative values scale down. *
--   <b>ExactCapacity</b> – set the instance count to the scaling
--   adjustment value. * <b>PercentChangeInCapacity</b> – 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

-- | Metric value used to trigger a scaling event.
pspThreshold :: Lens' PutScalingPolicy Double

-- | Comparison operator to use when measuring the metric against the
--   threshold value.
pspComparisonOperator :: Lens' PutScalingPolicy ComparisonOperatorType

-- | Length of time (in minutes) the metric must be at or beyond the
--   threshold before a scaling event is triggered.
pspEvaluationPeriods :: Lens' PutScalingPolicy Natural

-- | Name of the Amazon GameLift-defined metric that is used to trigger an
--   adjustment. * <b>ActivatingGameSessions</b> – number of game sessions
--   in the process of being created (game session status =
--   <tt>ACTIVATING</tt> ). * <b>ActiveGameSessions</b> – number of game
--   sessions currently running (game session status = <tt>ACTIVE</tt> ). *
--   <b>CurrentPlayerSessions</b> – number of active or reserved player
--   sessions (player session status = <tt>ACTIVE</tt> or <tt>RESERVED</tt>
--   ). * <b>AvailablePlayerSessions</b> – 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
--   <tt>PlayerSessionCreationPolicy</tt> = <tt>DENY_ALL</tt> ). *
--   <b>ActiveInstances</b> – number of instances currently running a game
--   session. * <b>IdleInstances</b> – number of instances not currently
--   running a game session.
pspMetricName :: Lens' PutScalingPolicy MetricName

-- | Creates a value of <a>PutScalingPolicyResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>psprsName</a> - Descriptive label associated with a scaling
--   policy. Policy names do not need to be unique.</li>
--   <li><a>psprsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
putScalingPolicyResponse :: Int -> PutScalingPolicyResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>putScalingPolicyResponse</a> smart constructor.
data PutScalingPolicyResponse

-- | Descriptive label associated with a scaling policy. Policy names do
--   not need to be unique.
psprsName :: Lens' PutScalingPolicyResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
psprsResponseStatus :: Lens' PutScalingPolicyResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicyResponse
instance Data.Data.Data Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicyResponse
instance GHC.Show.Show Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicyResponse
instance GHC.Read.Read Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicyResponse
instance GHC.Classes.Eq Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicyResponse
instance GHC.Generics.Generic Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance Data.Data.Data Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance GHC.Show.Show Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance GHC.Read.Read Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance GHC.Classes.Eq Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance Control.DeepSeq.NFData Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicy
instance Control.DeepSeq.NFData Network.AWS.GameLift.PutScalingPolicy.PutScalingPolicyResponse


-- | 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.
module Network.AWS.GameLift.ListFleets

-- | Creates a value of <a>ListFleets</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>lfBuildId</a> - 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.</li>
--   <li><a>lfNextToken</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.</li>
--   <li><a>lfLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages.</li>
--   </ul>
listFleets :: ListFleets

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>listFleets</a> smart constructor.
data ListFleets

-- | 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 :: Lens' ListFleets (Maybe Text)

-- | 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 :: Lens' ListFleets (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages.
lfLimit :: Lens' ListFleets (Maybe Natural)

-- | Creates a value of <a>ListFleetsResponse</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>lfrsNextToken</a> - 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.</li>
--   <li><a>lfrsFleetIds</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 <tt>DescribeFleetAttributes</tt>
--   , <tt>DescribeFleetCapacity</tt> , and
--   <tt>DescribeFleetUtilization</tt> .</li>
--   <li><a>lfrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
listFleetsResponse :: Int -> ListFleetsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>listFleetsResponse</a> smart constructor.
data ListFleetsResponse

-- | 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 :: Lens' ListFleetsResponse (Maybe Text)

-- | 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 <tt>DescribeFleetAttributes</tt> ,
--   <tt>DescribeFleetCapacity</tt> , and <tt>DescribeFleetUtilization</tt>
--   .
lfrsFleetIds :: Lens' ListFleetsResponse (Maybe (NonEmpty Text))

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
lfrsResponseStatus :: Lens' ListFleetsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.ListFleets.ListFleetsResponse
instance Data.Data.Data Network.AWS.GameLift.ListFleets.ListFleetsResponse
instance GHC.Show.Show Network.AWS.GameLift.ListFleets.ListFleetsResponse
instance GHC.Read.Read Network.AWS.GameLift.ListFleets.ListFleetsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.ListFleets.ListFleetsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.ListFleets.ListFleets
instance Data.Data.Data Network.AWS.GameLift.ListFleets.ListFleets
instance GHC.Show.Show Network.AWS.GameLift.ListFleets.ListFleets
instance GHC.Read.Read Network.AWS.GameLift.ListFleets.ListFleets
instance GHC.Classes.Eq Network.AWS.GameLift.ListFleets.ListFleets
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.ListFleets.ListFleets
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.ListFleets.ListFleets
instance Control.DeepSeq.NFData Network.AWS.GameLift.ListFleets.ListFleets
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.ListFleets.ListFleets
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.ListFleets.ListFleets
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.ListFleets.ListFleets
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.ListFleets.ListFleets
instance Control.DeepSeq.NFData Network.AWS.GameLift.ListFleets.ListFleetsResponse


-- | 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 <tt>Status</tt> parameter. Use the pagination parameters
--   to retrieve results in a set of sequential pages.
module Network.AWS.GameLift.ListBuilds

-- | Creates a value of <a>ListBuilds</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>lbStatus</a> - Build status to filter results by. To retrieve
--   all builds, leave this parameter empty. Possible build statuses
--   include the following: * <b>INITIALIZED</b> – 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. * <b>READY</b> – The game build
--   has been successfully uploaded. You can now create new fleets for this
--   build. * <b>FAILED</b> – The game build upload failed. You cannot
--   create new fleets for this build.</li>
--   <li><a>lbNextToken</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.</li>
--   <li><a>lbLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages.</li>
--   </ul>
listBuilds :: ListBuilds

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>listBuilds</a> smart constructor.
data ListBuilds

-- | Build status to filter results by. To retrieve all builds, leave this
--   parameter empty. Possible build statuses include the following: *
--   <b>INITIALIZED</b> – 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. * <b>READY</b> – The game build has been successfully
--   uploaded. You can now create new fleets for this build. *
--   <b>FAILED</b> – The game build upload failed. You cannot create new
--   fleets for this build.
lbStatus :: Lens' ListBuilds (Maybe BuildStatus)

-- | 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 :: Lens' ListBuilds (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages.
lbLimit :: Lens' ListBuilds (Maybe Natural)

-- | Creates a value of <a>ListBuildsResponse</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>lbrsBuilds</a> - Collection of build records that match the
--   request.</li>
--   <li><a>lbrsNextToken</a> - 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.</li>
--   <li><a>lbrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
listBuildsResponse :: Int -> ListBuildsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>listBuildsResponse</a> smart constructor.
data ListBuildsResponse

-- | Collection of build records that match the request.
lbrsBuilds :: Lens' ListBuildsResponse [Build]

-- | 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 :: Lens' ListBuildsResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
lbrsResponseStatus :: Lens' ListBuildsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.ListBuilds.ListBuildsResponse
instance Data.Data.Data Network.AWS.GameLift.ListBuilds.ListBuildsResponse
instance GHC.Show.Show Network.AWS.GameLift.ListBuilds.ListBuildsResponse
instance GHC.Read.Read Network.AWS.GameLift.ListBuilds.ListBuildsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.ListBuilds.ListBuildsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.ListBuilds.ListBuilds
instance Data.Data.Data Network.AWS.GameLift.ListBuilds.ListBuilds
instance GHC.Show.Show Network.AWS.GameLift.ListBuilds.ListBuilds
instance GHC.Read.Read Network.AWS.GameLift.ListBuilds.ListBuilds
instance GHC.Classes.Eq Network.AWS.GameLift.ListBuilds.ListBuilds
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.ListBuilds.ListBuilds
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.ListBuilds.ListBuilds
instance Control.DeepSeq.NFData Network.AWS.GameLift.ListBuilds.ListBuilds
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.ListBuilds.ListBuilds
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.ListBuilds.ListBuilds
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.ListBuilds.ListBuilds
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.ListBuilds.ListBuilds
instance Control.DeepSeq.NFData Network.AWS.GameLift.ListBuilds.ListBuildsResponse


-- | 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.
module Network.AWS.GameLift.ListAliases

-- | Creates a value of <a>ListAliases</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>laRoutingStrategyType</a> - 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: * <b>SIMPLE</b> – The alias resolves to
--   one specific fleet. Use this type when routing to active fleets. *
--   <b>TERMINAL</b> – 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 <a>RoutingStrategy</a>
--   message embedded.</li>
--   <li><a>laNextToken</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.</li>
--   <li><a>laName</a> - Descriptive label associated with an alias. Alias
--   names do not need to be unique.</li>
--   <li><a>laLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages.</li>
--   </ul>
listAliases :: ListAliases

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>listAliases</a> smart constructor.
data ListAliases

-- | 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: *
--   <b>SIMPLE</b> – The alias resolves to one specific fleet. Use this
--   type when routing to active fleets. * <b>TERMINAL</b> – 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 <a>RoutingStrategy</a> message embedded.
laRoutingStrategyType :: Lens' ListAliases (Maybe RoutingStrategyType)

-- | 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 :: Lens' ListAliases (Maybe Text)

-- | Descriptive label associated with an alias. Alias names do not need to
--   be unique.
laName :: Lens' ListAliases (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages.
laLimit :: Lens' ListAliases (Maybe Natural)

-- | Creates a value of <a>ListAliasesResponse</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>larsAliases</a> - Collection of alias records that match the
--   list request.</li>
--   <li><a>larsNextToken</a> - 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.</li>
--   <li><a>larsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
listAliasesResponse :: Int -> ListAliasesResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>listAliasesResponse</a> smart constructor.
data ListAliasesResponse

-- | Collection of alias records that match the list request.
larsAliases :: Lens' ListAliasesResponse [Alias]

-- | 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 :: Lens' ListAliasesResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
larsResponseStatus :: Lens' ListAliasesResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.ListAliases.ListAliasesResponse
instance Data.Data.Data Network.AWS.GameLift.ListAliases.ListAliasesResponse
instance GHC.Show.Show Network.AWS.GameLift.ListAliases.ListAliasesResponse
instance GHC.Read.Read Network.AWS.GameLift.ListAliases.ListAliasesResponse
instance GHC.Classes.Eq Network.AWS.GameLift.ListAliases.ListAliasesResponse
instance GHC.Generics.Generic Network.AWS.GameLift.ListAliases.ListAliases
instance Data.Data.Data Network.AWS.GameLift.ListAliases.ListAliases
instance GHC.Show.Show Network.AWS.GameLift.ListAliases.ListAliases
instance GHC.Read.Read Network.AWS.GameLift.ListAliases.ListAliases
instance GHC.Classes.Eq Network.AWS.GameLift.ListAliases.ListAliases
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.ListAliases.ListAliases
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.ListAliases.ListAliases
instance Control.DeepSeq.NFData Network.AWS.GameLift.ListAliases.ListAliases
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.ListAliases.ListAliases
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.ListAliases.ListAliases
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.ListAliases.ListAliases
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.ListAliases.ListAliases
instance Control.DeepSeq.NFData Network.AWS.GameLift.ListAliases.ListAliasesResponse


-- | 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
--   <a>Remotely Accessing an Instance</a> .
--   
--   To request access to a specific instance, specify the IDs of the
--   instance and the fleet it belongs to. If successful, an
--   <a>InstanceAccess</a> object is returned containing the instance's IP
--   address and a set of credentials.
module Network.AWS.GameLift.GetInstanceAccess

-- | Creates a value of <a>GetInstanceAccess</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>giaFleetId</a> - 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.</li>
--   <li><a>giaInstanceId</a> - Unique identifier for an instance. Specify
--   the instance you want to get access to. You can access an instance in
--   any status.</li>
--   </ul>
getInstanceAccess :: Text -> Text -> GetInstanceAccess

-- | <i>See:</i> <a>getInstanceAccess</a> smart constructor.
data GetInstanceAccess

-- | Unique identifier for a fleet. Specify the fleet that contain the
--   instance you want access to. The fleet can be in any of the following
--   statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status
--   can be accessed for a few hours before being deleted.
giaFleetId :: Lens' GetInstanceAccess Text

-- | Unique identifier for an instance. Specify the instance you want to
--   get access to. You can access an instance in any status.
giaInstanceId :: Lens' GetInstanceAccess Text

-- | Creates a value of <a>GetInstanceAccessResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>giarsInstanceAccess</a> - Object containing connection
--   information for a fleet instance, including IP address and access
--   credentials.</li>
--   <li><a>giarsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
getInstanceAccessResponse :: Int -> GetInstanceAccessResponse

-- | <i>See:</i> <a>getInstanceAccessResponse</a> smart constructor.
data GetInstanceAccessResponse

-- | Object containing connection information for a fleet instance,
--   including IP address and access credentials.
giarsInstanceAccess :: Lens' GetInstanceAccessResponse (Maybe InstanceAccess)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
giarsResponseStatus :: Lens' GetInstanceAccessResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
instance Data.Data.Data Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
instance GHC.Show.Show Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
instance GHC.Read.Read Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
instance GHC.Classes.Eq Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse
instance GHC.Generics.Generic Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance Data.Data.Data Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance GHC.Show.Show Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance GHC.Read.Read Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance GHC.Classes.Eq Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance Control.DeepSeq.NFData Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccess
instance Control.DeepSeq.NFData Network.AWS.GameLift.GetInstanceAccess.GetInstanceAccessResponse


-- | 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.
module Network.AWS.GameLift.GetGameSessionLogURL

-- | Creates a value of <a>GetGameSessionLogURL</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ggsluGameSessionId</a> - Unique identifier for the game session
--   to get logs for. Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated
--   string.</li>
--   </ul>
getGameSessionLogURL :: Text -> GetGameSessionLogURL

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>getGameSessionLogURL</a> smart constructor.
data GetGameSessionLogURL

-- | Unique identifier for the game session to get logs for. Game session
--   ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated string.
ggsluGameSessionId :: Lens' GetGameSessionLogURL Text

-- | Creates a value of <a>GetGameSessionLogURLResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ggslursPreSignedURL</a> - Location of the requested game
--   session logs, available for download.</li>
--   <li><a>ggslursResponseStatus</a> - -- | The response status code.</li>
--   </ul>
getGameSessionLogURLResponse :: Int -> GetGameSessionLogURLResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>getGameSessionLogURLResponse</a> smart constructor.
data GetGameSessionLogURLResponse

-- | Location of the requested game session logs, available for download.
ggslursPreSignedURL :: Lens' GetGameSessionLogURLResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
ggslursResponseStatus :: Lens' GetGameSessionLogURLResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURLResponse
instance Data.Data.Data Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURLResponse
instance GHC.Show.Show Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURLResponse
instance GHC.Read.Read Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURLResponse
instance GHC.Classes.Eq Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURLResponse
instance GHC.Generics.Generic Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance Data.Data.Data Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance GHC.Show.Show Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance GHC.Read.Read Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance GHC.Classes.Eq Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance Control.DeepSeq.NFData Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURL
instance Control.DeepSeq.NFData Network.AWS.GameLift.GetGameSessionLogURL.GetGameSessionLogURLResponse


-- | Retrieves all scaling policies applied to a fleet.
--   
--   To get a fleet's scaling policies, specify the fleet ID. You can
--   filter this request by policy status, such as to retrieve only active
--   scaling policies. Use the pagination parameters to retrieve results as
--   a set of sequential pages. If successful, set of <a>ScalingPolicy</a>
--   objects is returned for the fleet.
module Network.AWS.GameLift.DescribeScalingPolicies

-- | Creates a value of <a>DescribeScalingPolicies</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dNextToken</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.</li>
--   <li><a>dStatusFilter</a> - Scaling policy status to filter results on.
--   A scaling policy is only in force when in an <tt>ACTIVE</tt> status. *
--   <b>ACTIVE</b> – The scaling policy is currently in force. *
--   <b>UPDATEREQUESTED</b> – A request to update the scaling policy has
--   been received. * <b>UPDATING</b> – A change is being made to the
--   scaling policy. * <b>DELETEREQUESTED</b> – A request to delete the
--   scaling policy has been received. * <b>DELETING</b> – The scaling
--   policy is being deleted. * <b>DELETED</b> – The scaling policy has
--   been deleted. * <b>ERROR</b> – An error occurred in creating the
--   policy. It should be removed and recreated.</li>
--   <li><a>dLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages.</li>
--   <li><a>dFleetId</a> - Unique identifier for a fleet. Specify the fleet
--   to retrieve scaling policies for.</li>
--   </ul>
describeScalingPolicies :: Text -> DescribeScalingPolicies

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeScalingPolicies</a> smart constructor.
data DescribeScalingPolicies

-- | 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 :: Lens' DescribeScalingPolicies (Maybe Text)

-- | Scaling policy status to filter results on. A scaling policy is only
--   in force when in an <tt>ACTIVE</tt> status. * <b>ACTIVE</b> – The
--   scaling policy is currently in force. * <b>UPDATEREQUESTED</b> – A
--   request to update the scaling policy has been received. *
--   <b>UPDATING</b> – A change is being made to the scaling policy. *
--   <b>DELETEREQUESTED</b> – A request to delete the scaling policy has
--   been received. * <b>DELETING</b> – The scaling policy is being
--   deleted. * <b>DELETED</b> – The scaling policy has been deleted. *
--   <b>ERROR</b> – An error occurred in creating the policy. It should be
--   removed and recreated.
dStatusFilter :: Lens' DescribeScalingPolicies (Maybe ScalingStatusType)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages.
dLimit :: Lens' DescribeScalingPolicies (Maybe Natural)

-- | Unique identifier for a fleet. Specify the fleet to retrieve scaling
--   policies for.
dFleetId :: Lens' DescribeScalingPolicies Text

-- | Creates a value of <a>DescribeScalingPoliciesResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dsprsNextToken</a> - 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.</li>
--   <li><a>dsprsScalingPolicies</a> - Collection of objects containing the
--   scaling policies matching the request.</li>
--   <li><a>dsprsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeScalingPoliciesResponse :: Int -> DescribeScalingPoliciesResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeScalingPoliciesResponse</a> smart constructor.
data DescribeScalingPoliciesResponse

-- | 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 :: Lens' DescribeScalingPoliciesResponse (Maybe Text)

-- | Collection of objects containing the scaling policies matching the
--   request.
dsprsScalingPolicies :: Lens' DescribeScalingPoliciesResponse [ScalingPolicy]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dsprsResponseStatus :: Lens' DescribeScalingPoliciesResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPoliciesResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPoliciesResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPoliciesResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPoliciesResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPoliciesResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance Data.Data.Data Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance GHC.Show.Show Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance GHC.Read.Read Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPolicies
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeScalingPolicies.DescribeScalingPoliciesResponse


-- | Retrieves the current runtime configuration for the specified fleet.
--   The runtime configuration tells GameLift how to launch server
--   processes on instances in the fleet.
module Network.AWS.GameLift.DescribeRuntimeConfiguration

-- | Creates a value of <a>DescribeRuntimeConfiguration</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>drcFleetId</a> - Unique identifier of the fleet to get the
--   runtime configuration for.</li>
--   </ul>
describeRuntimeConfiguration :: Text -> DescribeRuntimeConfiguration

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeRuntimeConfiguration</a> smart constructor.
data DescribeRuntimeConfiguration

-- | Unique identifier of the fleet to get the runtime configuration for.
drcFleetId :: Lens' DescribeRuntimeConfiguration Text

-- | Creates a value of <a>DescribeRuntimeConfigurationResponse</a> with
--   the minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>drcrsRuntimeConfiguration</a> - Instructions describing how
--   server processes should be launched and maintained on each instance in
--   the fleet.</li>
--   <li><a>drcrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeRuntimeConfigurationResponse :: Int -> DescribeRuntimeConfigurationResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeRuntimeConfigurationResponse</a> smart
--   constructor.
data DescribeRuntimeConfigurationResponse

-- | Instructions describing how server processes should be launched and
--   maintained on each instance in the fleet.
drcrsRuntimeConfiguration :: Lens' DescribeRuntimeConfigurationResponse (Maybe RuntimeConfiguration)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
drcrsResponseStatus :: Lens' DescribeRuntimeConfigurationResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance Data.Data.Data Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance GHC.Show.Show Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance GHC.Read.Read Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfiguration
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeRuntimeConfiguration.DescribeRuntimeConfigurationResponse


-- | Retrieves properties for one or more player sessions. This action can
--   be used in several ways: (1) provide a <tt>PlayerSessionId</tt>
--   parameter to request properties for a specific player session; (2)
--   provide a <tt>GameSessionId</tt> parameter to request properties for
--   all player sessions in the specified game session; (3) provide a
--   <tt>PlayerId</tt> parameter to request properties for all player
--   sessions of a specified player.
--   
--   To get game session record(s), specify only one of the following: a
--   player session ID, a game session ID, or a player ID. You can filter
--   this request by player session status. Use the pagination parameters
--   to retrieve results as a set of sequential pages. If successful, a
--   <a>PlayerSession</a> object is returned for each session matching the
--   request.
module Network.AWS.GameLift.DescribePlayerSessions

-- | Creates a value of <a>DescribePlayerSessions</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dpsGameSessionId</a> - Unique identifier for the game session
--   to get player sessions for. Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated
--   string.</li>
--   <li><a>dpsNextToken</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.</li>
--   <li><a>dpsLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages. If a player session ID is specified, this parameter
--   is ignored.</li>
--   <li><a>dpsPlayerSessionId</a> - Unique identifier for a player
--   session.</li>
--   <li><a>dpsPlayerId</a> - Unique identifier for a player.</li>
--   <li><a>dpsPlayerSessionStatusFilter</a> - Player session status to
--   filter results on. Possible player session statuses include the
--   following: * <b>RESERVED</b> – The player session request has been
--   received, but the player has not yet connected to the server process
--   and<i>or been validated. * <b>ACTIVE</b> – The player has been
--   validated by the server process and is currently connected. *
--   <b>COMPLETED</b> – The player connection has been dropped. *
--   <b>TIMEDOUT</b> – A player session request was received, but the
--   player did not connect and</i>or was not validated within the time-out
--   limit (60 seconds).</li>
--   </ul>
describePlayerSessions :: DescribePlayerSessions

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describePlayerSessions</a> smart constructor.
data DescribePlayerSessions

-- | Unique identifier for the game session to get player sessions for.
--   Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated string.
dpsGameSessionId :: Lens' DescribePlayerSessions (Maybe Text)

-- | 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)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> 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)

-- | Unique identifier for a player session.
dpsPlayerSessionId :: Lens' DescribePlayerSessions (Maybe Text)

-- | Unique identifier for a player.
dpsPlayerId :: Lens' DescribePlayerSessions (Maybe Text)

-- | Player session status to filter results on. Possible player session
--   statuses include the following: * <b>RESERVED</b> – The player session
--   request has been received, but the player has not yet connected to the
--   server process and<i>or been validated. * <b>ACTIVE</b> – The player
--   has been validated by the server process and is currently connected. *
--   <b>COMPLETED</b> – The player connection has been dropped. *
--   <b>TIMEDOUT</b> – A player session request was received, but the
--   player did not connect and</i>or was not validated within the time-out
--   limit (60 seconds).
dpsPlayerSessionStatusFilter :: Lens' DescribePlayerSessions (Maybe Text)

-- | Creates a value of <a>DescribePlayerSessionsResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dpsrsNextToken</a> - 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.</li>
--   <li><a>dpsrsPlayerSessions</a> - Collection of objects containing
--   properties for each player session that matches the request.</li>
--   <li><a>dpsrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describePlayerSessionsResponse :: Int -> DescribePlayerSessionsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describePlayerSessionsResponse</a> smart constructor.
data DescribePlayerSessionsResponse

-- | 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 :: Lens' DescribePlayerSessionsResponse (Maybe Text)

-- | Collection of objects containing properties for each player session
--   that matches the request.
dpsrsPlayerSessions :: Lens' DescribePlayerSessionsResponse [PlayerSession]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dpsrsResponseStatus :: Lens' DescribePlayerSessionsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessionsResponse
instance Data.Data.Data Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessionsResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessionsResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessionsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessionsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance Data.Data.Data Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance GHC.Show.Show Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance GHC.Read.Read Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance GHC.Classes.Eq Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessions
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribePlayerSessions.DescribePlayerSessionsResponse


-- | Retrieves information about a fleet's instances, including instance
--   IDs. Use this action to get details on all instances in the fleet or
--   get details on one specific instance.
--   
--   To get a specific instance, specify fleet ID and instance ID. To get
--   all instances in a fleet, specify a fleet ID only. Use the pagination
--   parameters to retrieve results as a set of sequential pages. If
--   successful, an <a>Instance</a> object is returned for each result.
module Network.AWS.GameLift.DescribeInstances

-- | Creates a value of <a>DescribeInstances</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>diInstanceId</a> - Unique identifier for an instance. Specify
--   an instance to retrieve information for or leave blank to get
--   information on all instances in the fleet.</li>
--   <li><a>diNextToken</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.</li>
--   <li><a>diLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages.</li>
--   <li><a>diFleetId</a> - Unique identifier for a fleet. Specify the
--   fleet to retrieve instance information for.</li>
--   </ul>
describeInstances :: Text -> DescribeInstances

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeInstances</a> smart constructor.
data DescribeInstances

-- | Unique identifier for an instance. Specify an instance to retrieve
--   information for or leave blank to get information on all instances in
--   the fleet.
diInstanceId :: Lens' DescribeInstances (Maybe Text)

-- | Token indicating the start of the next sequential page of results. Use
--   the token that is returned with a previous call to this action. To
--   specify the start of the result set, do not specify a value.
diNextToken :: Lens' DescribeInstances (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages.
diLimit :: Lens' DescribeInstances (Maybe Natural)

-- | Unique identifier for a fleet. Specify the fleet to retrieve instance
--   information for.
diFleetId :: Lens' DescribeInstances Text

-- | Creates a value of <a>DescribeInstancesResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dirsNextToken</a> - 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.</li>
--   <li><a>dirsInstances</a> - Collection of objects containing properties
--   for each instance returned.</li>
--   <li><a>dirsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeInstancesResponse :: Int -> DescribeInstancesResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeInstancesResponse</a> smart constructor.
data DescribeInstancesResponse

-- | Token indicating where to resume retrieving results on the next call
--   to this action. If no token is returned, these results represent the
--   end of the list.
dirsNextToken :: Lens' DescribeInstancesResponse (Maybe Text)

-- | Collection of objects containing properties for each instance
--   returned.
dirsInstances :: Lens' DescribeInstancesResponse [Instance]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dirsResponseStatus :: Lens' DescribeInstancesResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance Data.Data.Data Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance GHC.Show.Show Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance GHC.Read.Read Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeInstances.DescribeInstances
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeInstances.DescribeInstancesResponse


-- | Retrieves a set of one or more game sessions and properties. This
--   action can be used in several ways: (1) provide a
--   <tt>GameSessionId</tt> to request properties for a specific game
--   session; (2) provide a <tt>FleetId</tt> or an <tt>AliasId</tt> to
--   request properties for all game sessions running on a fleet. You can
--   also use <tt>SearchGameSessions</tt> , 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
--   <tt>DescribeGameSessionDetails</tt> .
--   
--   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 <a>GameSession</a> object is
--   returned for each session matching the request.
module Network.AWS.GameLift.DescribeGameSessions

-- | Creates a value of <a>DescribeGameSessions</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dgsGameSessionId</a> - Unique identifier for the game session
--   to retrieve information on. Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated
--   string.</li>
--   <li><a>dgsAliasId</a> - Unique identifier for a fleet alias. Specify
--   an alias to retrieve information on all game sessions active on the
--   fleet.</li>
--   <li><a>dgsNextToken</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.</li>
--   <li><a>dgsStatusFilter</a> - Game session status to filter results on.
--   Possible game session statuses include <tt>ACTIVE</tt> ,
--   <tt>TERMINATED</tt> , <tt>ACTIVATING</tt> , and <tt>TERMINATING</tt>
--   (the last two are transitory).</li>
--   <li><a>dgsLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages.</li>
--   <li><a>dgsFleetId</a> - Unique identifier for a fleet. Specify a fleet
--   to retrieve information on all game sessions active on the fleet.</li>
--   </ul>
describeGameSessions :: DescribeGameSessions

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeGameSessions</a> smart constructor.
data DescribeGameSessions

-- | Unique identifier for the game session to retrieve information on.
--   Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated string.
dgsGameSessionId :: Lens' DescribeGameSessions (Maybe Text)

-- | Unique identifier for a fleet alias. Specify an alias to retrieve
--   information on all game sessions active on the fleet.
dgsAliasId :: Lens' DescribeGameSessions (Maybe Text)

-- | 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 :: Lens' DescribeGameSessions (Maybe Text)

-- | Game session status to filter results on. Possible game session
--   statuses include <tt>ACTIVE</tt> , <tt>TERMINATED</tt> ,
--   <tt>ACTIVATING</tt> , and <tt>TERMINATING</tt> (the last two are
--   transitory).
dgsStatusFilter :: Lens' DescribeGameSessions (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages.
dgsLimit :: Lens' DescribeGameSessions (Maybe Natural)

-- | Unique identifier for a fleet. Specify a fleet to retrieve information
--   on all game sessions active on the fleet.
dgsFleetId :: Lens' DescribeGameSessions (Maybe Text)

-- | Creates a value of <a>DescribeGameSessionsResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dgsrsGameSessions</a> - Collection of objects containing game
--   session properties for each session matching the request.</li>
--   <li><a>dgsrsNextToken</a> - 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.</li>
--   <li><a>dgsrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeGameSessionsResponse :: Int -> DescribeGameSessionsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeGameSessionsResponse</a> smart constructor.
data DescribeGameSessionsResponse

-- | Collection of objects containing game session properties for each
--   session matching the request.
dgsrsGameSessions :: Lens' DescribeGameSessionsResponse [GameSession]

-- | 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 :: Lens' DescribeGameSessionsResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dgsrsResponseStatus :: Lens' DescribeGameSessionsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessionsResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessionsResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessionsResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessionsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessionsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance Data.Data.Data Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance GHC.Show.Show Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance GHC.Read.Read Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessions
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeGameSessions.DescribeGameSessionsResponse


-- | 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 <tt>GameSessionId</tt> to request details for a specific
--   game session; (2) provide either a <tt>FleetId</tt> or an
--   <tt>AliasId</tt> 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 <a>GameSessionDetail</a>
--   object is returned for each session matching the request.
module Network.AWS.GameLift.DescribeGameSessionDetails

-- | Creates a value of <a>DescribeGameSessionDetails</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dgsdGameSessionId</a> - Unique identifier for the game session
--   to retrieve information on. Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated
--   string.</li>
--   <li><a>dgsdAliasId</a> - Unique identifier for a fleet alias. Specify
--   an alias to retrieve information on all game sessions active on the
--   fleet.</li>
--   <li><a>dgsdNextToken</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.</li>
--   <li><a>dgsdStatusFilter</a> - Game session status to filter results
--   on. Possible game session statuses include ACTIVE, <tt>TERMINATED</tt>
--   , <tt>ACTIVATING</tt> and <tt>TERMINATING</tt> (the last two are
--   transitory).</li>
--   <li><a>dgsdLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages.</li>
--   <li><a>dgsdFleetId</a> - Unique identifier for a fleet. Specify a
--   fleet to retrieve information on all game sessions active on the
--   fleet.</li>
--   </ul>
describeGameSessionDetails :: DescribeGameSessionDetails

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeGameSessionDetails</a> smart constructor.
data DescribeGameSessionDetails

-- | Unique identifier for the game session to retrieve information on.
--   Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated string.
dgsdGameSessionId :: Lens' DescribeGameSessionDetails (Maybe Text)

-- | Unique identifier for a fleet alias. Specify an alias to retrieve
--   information on all game sessions active on the fleet.
dgsdAliasId :: Lens' DescribeGameSessionDetails (Maybe Text)

-- | 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 :: Lens' DescribeGameSessionDetails (Maybe Text)

-- | Game session status to filter results on. Possible game session
--   statuses include ACTIVE, <tt>TERMINATED</tt> , <tt>ACTIVATING</tt> and
--   <tt>TERMINATING</tt> (the last two are transitory).
dgsdStatusFilter :: Lens' DescribeGameSessionDetails (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages.
dgsdLimit :: Lens' DescribeGameSessionDetails (Maybe Natural)

-- | Unique identifier for a fleet. Specify a fleet to retrieve information
--   on all game sessions active on the fleet.
dgsdFleetId :: Lens' DescribeGameSessionDetails (Maybe Text)

-- | Creates a value of <a>DescribeGameSessionDetailsResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dgsdrsGameSessionDetails</a> - Collection of objects containing
--   game session properties and the protection policy currently in force
--   for each session matching the request.</li>
--   <li><a>dgsdrsNextToken</a> - 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.</li>
--   <li><a>dgsdrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeGameSessionDetailsResponse :: Int -> DescribeGameSessionDetailsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeGameSessionDetailsResponse</a> smart
--   constructor.
data DescribeGameSessionDetailsResponse

-- | Collection of objects containing game session properties and the
--   protection policy currently in force for each session matching the
--   request.
dgsdrsGameSessionDetails :: Lens' DescribeGameSessionDetailsResponse [GameSessionDetail]

-- | 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 :: Lens' DescribeGameSessionDetailsResponse (Maybe Text)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dgsdrsResponseStatus :: Lens' DescribeGameSessionDetailsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetailsResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetailsResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetailsResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetailsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetailsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance Data.Data.Data Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance GHC.Show.Show Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance GHC.Read.Read Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetails
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeGameSessionDetails.DescribeGameSessionDetailsResponse


-- | 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 <a>FleetUtilization</a> 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.
module Network.AWS.GameLift.DescribeFleetUtilization

-- | Creates a value of <a>DescribeFleetUtilization</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfuNextToken</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. This parameter is ignored when the request
--   specifies one or a list of fleet IDs.</li>
--   <li><a>dfuLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages. This parameter is ignored when the request specifies
--   one or a list of fleet IDs.</li>
--   <li><a>dfuFleetIds</a> - Unique identifier for the fleet(s) you want
--   to retrieve utilization data for. To request utilization data for all
--   fleets, leave this parameter empty.</li>
--   </ul>
describeFleetUtilization :: DescribeFleetUtilization

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeFleetUtilization</a> smart constructor.
data DescribeFleetUtilization

-- | 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 :: Lens' DescribeFleetUtilization (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages. This
--   parameter is ignored when the request specifies one or a list of fleet
--   IDs.
dfuLimit :: Lens' DescribeFleetUtilization (Maybe Natural)

-- | Unique identifier for the fleet(s) you want to retrieve utilization
--   data for. To request utilization data for all fleets, leave this
--   parameter empty.
dfuFleetIds :: Lens' DescribeFleetUtilization (Maybe (NonEmpty Text))

-- | Creates a value of <a>DescribeFleetUtilizationResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfursNextToken</a> - 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.</li>
--   <li><a>dfursFleetUtilization</a> - Collection of objects containing
--   utilization information for each requested fleet ID.</li>
--   <li><a>dfursResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeFleetUtilizationResponse :: Int -> DescribeFleetUtilizationResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeFleetUtilizationResponse</a> smart constructor.
data DescribeFleetUtilizationResponse

-- | 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 :: Lens' DescribeFleetUtilizationResponse (Maybe Text)

-- | Collection of objects containing utilization information for each
--   requested fleet ID.
dfursFleetUtilization :: Lens' DescribeFleetUtilizationResponse [FleetUtilization]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dfursResponseStatus :: Lens' DescribeFleetUtilizationResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilizationResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilizationResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilizationResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilizationResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilizationResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilization
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetUtilization.DescribeFleetUtilizationResponse


-- | 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 <tt>IpPermission</tt> objects is returned
--   for the requested fleet ID. If the requested fleet has been deleted,
--   the result set is empty.
module Network.AWS.GameLift.DescribeFleetPortSettings

-- | Creates a value of <a>DescribeFleetPortSettings</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfpsFleetId</a> - Unique identifier for the fleet you want to
--   retrieve port settings for.</li>
--   </ul>
describeFleetPortSettings :: Text -> DescribeFleetPortSettings

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeFleetPortSettings</a> smart constructor.
data DescribeFleetPortSettings

-- | Unique identifier for the fleet you want to retrieve port settings
--   for.
dfpsFleetId :: Lens' DescribeFleetPortSettings Text

-- | Creates a value of <a>DescribeFleetPortSettingsResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfpsrsInboundPermissions</a> - Object containing port settings
--   for the requested fleet ID.</li>
--   <li><a>dfpsrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeFleetPortSettingsResponse :: Int -> DescribeFleetPortSettingsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeFleetPortSettingsResponse</a> smart
--   constructor.
data DescribeFleetPortSettingsResponse

-- | Object containing port settings for the requested fleet ID.
dfpsrsInboundPermissions :: Lens' DescribeFleetPortSettingsResponse [IPPermission]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dfpsrsResponseStatus :: Lens' DescribeFleetPortSettingsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettingsResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettingsResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettingsResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettingsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettingsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettings
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetPortSettings.DescribeFleetPortSettingsResponse


-- | Retrieves entries from the specified fleet's event log. You can
--   specify a time range to limit the result set. Use the pagination
--   parameters to retrieve results as a set of sequential pages. If
--   successful, a collection of event log entries matching the request are
--   returned.
module Network.AWS.GameLift.DescribeFleetEvents

-- | Creates a value of <a>DescribeFleetEvents</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfeStartTime</a> - 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").</li>
--   <li><a>dfeNextToken</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.</li>
--   <li><a>dfeEndTime</a> - Most recent date to retrieve event logs for.
--   If no end time is specified, this call returns entries from the
--   specified start time up to the present. Format is a number expressed
--   in Unix time as milliseconds (ex: "1469498468.057").</li>
--   <li><a>dfeLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages.</li>
--   <li><a>dfeFleetId</a> - Unique identifier for the fleet to get event
--   logs for.</li>
--   </ul>
describeFleetEvents :: Text -> DescribeFleetEvents

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeFleetEvents</a> smart constructor.
data DescribeFleetEvents

-- | 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)

-- | 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 :: Lens' DescribeFleetEvents (Maybe Text)

-- | Most recent date to retrieve event logs for. If no end time is
--   specified, this call returns entries from the specified start time up
--   to the present. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").
dfeEndTime :: Lens' DescribeFleetEvents (Maybe UTCTime)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages.
dfeLimit :: Lens' DescribeFleetEvents (Maybe Natural)

-- | Unique identifier for the fleet to get event logs for.
dfeFleetId :: Lens' DescribeFleetEvents Text

-- | Creates a value of <a>DescribeFleetEventsResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfersNextToken</a> - 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.</li>
--   <li><a>dfersEvents</a> - Collection of objects containing event log
--   entries for the specified fleet.</li>
--   <li><a>dfersResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeFleetEventsResponse :: Int -> DescribeFleetEventsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeFleetEventsResponse</a> smart constructor.
data DescribeFleetEventsResponse

-- | 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 :: Lens' DescribeFleetEventsResponse (Maybe Text)

-- | Collection of objects containing event log entries for the specified
--   fleet.
dfersEvents :: Lens' DescribeFleetEventsResponse [Event]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dfersResponseStatus :: Lens' DescribeFleetEventsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEventsResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEventsResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEventsResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEventsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEventsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEvents
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetEvents.DescribeFleetEventsResponse


-- | 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 <a>FleetCapacity</a> 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.
module Network.AWS.GameLift.DescribeFleetCapacity

-- | Creates a value of <a>DescribeFleetCapacity</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfcNextToken</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. This parameter is ignored when the request
--   specifies one or a list of fleet IDs.</li>
--   <li><a>dfcLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages. This parameter is ignored when the request specifies
--   one or a list of fleet IDs.</li>
--   <li><a>dfcFleetIds</a> - Unique identifier for the fleet(s) you want
--   to retrieve capacity information for. To request capacity information
--   for all fleets, leave this parameter empty.</li>
--   </ul>
describeFleetCapacity :: DescribeFleetCapacity

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeFleetCapacity</a> smart constructor.
data DescribeFleetCapacity

-- | 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 :: Lens' DescribeFleetCapacity (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages. This
--   parameter is ignored when the request specifies one or a list of fleet
--   IDs.
dfcLimit :: Lens' DescribeFleetCapacity (Maybe Natural)

-- | Unique identifier for the fleet(s) you want to retrieve capacity
--   information for. To request capacity information for all fleets, leave
--   this parameter empty.
dfcFleetIds :: Lens' DescribeFleetCapacity (Maybe (NonEmpty Text))

-- | Creates a value of <a>DescribeFleetCapacityResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfcrsNextToken</a> - 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.</li>
--   <li><a>dfcrsFleetCapacity</a> - Collection of objects containing
--   capacity information for each requested fleet ID. Leave this parameter
--   empty to retrieve capacity information for all fleets.</li>
--   <li><a>dfcrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeFleetCapacityResponse :: Int -> DescribeFleetCapacityResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeFleetCapacityResponse</a> smart constructor.
data DescribeFleetCapacityResponse

-- | 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 :: Lens' DescribeFleetCapacityResponse (Maybe Text)

-- | Collection of objects containing capacity information for each
--   requested fleet ID. Leave this parameter empty to retrieve capacity
--   information for all fleets.
dfcrsFleetCapacity :: Lens' DescribeFleetCapacityResponse [FleetCapacity]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dfcrsResponseStatus :: Lens' DescribeFleetCapacityResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacityResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacityResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacityResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacityResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacityResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacity
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetCapacity.DescribeFleetCapacityResponse


-- | 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
--   <a>FleetAttributes</a> 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.
module Network.AWS.GameLift.DescribeFleetAttributes

-- | Creates a value of <a>DescribeFleetAttributes</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfaNextToken</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. This parameter is ignored when the request
--   specifies one or a list of fleet IDs.</li>
--   <li><a>dfaLimit</a> - Maximum number of results to return. Use this
--   parameter with <tt>NextToken</tt> to get results as a set of
--   sequential pages. This parameter is ignored when the request specifies
--   one or a list of fleet IDs.</li>
--   <li><a>dfaFleetIds</a> - Unique identifiers for the fleet(s) that you
--   want to retrieve attributes for. To request attributes for all fleets,
--   leave this parameter empty.</li>
--   </ul>
describeFleetAttributes :: DescribeFleetAttributes

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeFleetAttributes</a> smart constructor.
data DescribeFleetAttributes

-- | 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 :: Lens' DescribeFleetAttributes (Maybe Text)

-- | Maximum number of results to return. Use this parameter with
--   <tt>NextToken</tt> to get results as a set of sequential pages. This
--   parameter is ignored when the request specifies one or a list of fleet
--   IDs.
dfaLimit :: Lens' DescribeFleetAttributes (Maybe Natural)

-- | Unique identifiers for the fleet(s) that you want to retrieve
--   attributes for. To request attributes for all fleets, leave this
--   parameter empty.
dfaFleetIds :: Lens' DescribeFleetAttributes (Maybe (NonEmpty Text))

-- | Creates a value of <a>DescribeFleetAttributesResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfarsNextToken</a> - 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.</li>
--   <li><a>dfarsFleetAttributes</a> - Collection of objects containing
--   attribute metadata for each requested fleet ID.</li>
--   <li><a>dfarsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeFleetAttributesResponse :: Int -> DescribeFleetAttributesResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeFleetAttributesResponse</a> smart constructor.
data DescribeFleetAttributesResponse

-- | 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 :: Lens' DescribeFleetAttributesResponse (Maybe Text)

-- | Collection of objects containing attribute metadata for each requested
--   fleet ID.
dfarsFleetAttributes :: Lens' DescribeFleetAttributesResponse [FleetAttributes]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dfarsResponseStatus :: Lens' DescribeFleetAttributesResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributesResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributesResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributesResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributesResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributesResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance Data.Data.Data Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance GHC.Show.Show Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance GHC.Read.Read Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributes
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeFleetAttributes.DescribeFleetAttributesResponse


-- | Retrieves the following information for the specified EC2 instance
--   type:
--   
--   <ul>
--   <li>maximum number of instances allowed per AWS account (service
--   limit)</li>
--   <li>current usage level for the AWS account</li>
--   </ul>
--   
--   Service limits vary depending on region. Available regions for
--   GameLift can be found in the AWS Management Console for GameLift (see
--   the drop-down list in the upper right corner).
module Network.AWS.GameLift.DescribeEC2InstanceLimits

-- | Creates a value of <a>DescribeEC2InstanceLimits</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>deilEC2InstanceType</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 <a>Amazon EC2 Instance Types</a> for
--   detailed descriptions. Leave this parameter blank to retrieve limits
--   for all types.</li>
--   </ul>
describeEC2InstanceLimits :: DescribeEC2InstanceLimits

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeEC2InstanceLimits</a> smart constructor.
data DescribeEC2InstanceLimits

-- | 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
--   <a>Amazon EC2 Instance Types</a> for detailed descriptions. Leave this
--   parameter blank to retrieve limits for all types.
deilEC2InstanceType :: Lens' DescribeEC2InstanceLimits (Maybe EC2InstanceType)

-- | Creates a value of <a>DescribeEC2InstanceLimitsResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>deilrsEC2InstanceLimits</a> - Object containing the maximum
--   number of instances for the specified instance type.</li>
--   <li><a>deilrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeEC2InstanceLimitsResponse :: Int -> DescribeEC2InstanceLimitsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeEC2InstanceLimitsResponse</a> smart
--   constructor.
data DescribeEC2InstanceLimitsResponse

-- | Object containing the maximum number of instances for the specified
--   instance type.
deilrsEC2InstanceLimits :: Lens' DescribeEC2InstanceLimitsResponse [EC2InstanceLimit]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
deilrsResponseStatus :: Lens' DescribeEC2InstanceLimitsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimitsResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimitsResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimitsResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimitsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimitsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance Data.Data.Data Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance GHC.Show.Show Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance GHC.Read.Read Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimits
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeEC2InstanceLimits.DescribeEC2InstanceLimitsResponse


-- | Retrieves properties for a build. To get a build record, specify a
--   build ID. If successful, an object containing the build properties is
--   returned.
module Network.AWS.GameLift.DescribeBuild

-- | Creates a value of <a>DescribeBuild</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dBuildId</a> - Unique identifier of the build that you want to
--   retrieve properties for.</li>
--   </ul>
describeBuild :: Text -> DescribeBuild

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeBuild</a> smart constructor.
data DescribeBuild

-- | Unique identifier of the build that you want to retrieve properties
--   for.
dBuildId :: Lens' DescribeBuild Text

-- | Creates a value of <a>DescribeBuildResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dbrsBuild</a> - Set of properties describing the requested
--   build.</li>
--   <li><a>dbrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeBuildResponse :: Int -> DescribeBuildResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeBuildResponse</a> smart constructor.
data DescribeBuildResponse

-- | Set of properties describing the requested build.
dbrsBuild :: Lens' DescribeBuildResponse (Maybe Build)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
dbrsResponseStatus :: Lens' DescribeBuildResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeBuild.DescribeBuildResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeBuild.DescribeBuildResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeBuild.DescribeBuildResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeBuild.DescribeBuildResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeBuild.DescribeBuildResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance Data.Data.Data Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance GHC.Show.Show Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance GHC.Read.Read Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeBuild.DescribeBuild
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeBuild.DescribeBuildResponse


-- | Retrieves properties for a specified alias. To get the alias, specify
--   an alias ID. If successful, an <a>Alias</a> object is returned.
module Network.AWS.GameLift.DescribeAlias

-- | Creates a value of <a>DescribeAlias</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dAliasId</a> - Unique identifier for a fleet alias. Specify the
--   alias you want to retrieve.</li>
--   </ul>
describeAlias :: Text -> DescribeAlias

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>describeAlias</a> smart constructor.
data DescribeAlias

-- | Unique identifier for a fleet alias. Specify the alias you want to
--   retrieve.
dAliasId :: Lens' DescribeAlias Text

-- | Creates a value of <a>DescribeAliasResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>darsAlias</a> - Object containing the requested alias.</li>
--   <li><a>darsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
describeAliasResponse :: Int -> DescribeAliasResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>describeAliasResponse</a> smart constructor.
data DescribeAliasResponse

-- | Object containing the requested alias.
darsAlias :: Lens' DescribeAliasResponse (Maybe Alias)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
darsResponseStatus :: Lens' DescribeAliasResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeAlias.DescribeAliasResponse
instance Data.Data.Data Network.AWS.GameLift.DescribeAlias.DescribeAliasResponse
instance GHC.Show.Show Network.AWS.GameLift.DescribeAlias.DescribeAliasResponse
instance GHC.Read.Read Network.AWS.GameLift.DescribeAlias.DescribeAliasResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeAlias.DescribeAliasResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance Data.Data.Data Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance GHC.Show.Show Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance GHC.Read.Read Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance GHC.Classes.Eq Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DescribeAlias.DescribeAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.DescribeAlias.DescribeAliasResponse


-- | Deletes a fleet scaling policy. This action means that the policy is
--   no longer in force and removes all record of it. To delete a scaling
--   policy, specify both the scaling policy name and the fleet ID it is
--   associated with.
module Network.AWS.GameLift.DeleteScalingPolicy

-- | Creates a value of <a>DeleteScalingPolicy</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dspName</a> - Descriptive label associated with a scaling
--   policy. Policy names do not need to be unique.</li>
--   <li><a>dspFleetId</a> - Unique identifier for a fleet.</li>
--   </ul>
deleteScalingPolicy :: Text -> Text -> DeleteScalingPolicy

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>deleteScalingPolicy</a> smart constructor.
data DeleteScalingPolicy

-- | Descriptive label associated with a scaling policy. Policy names do
--   not need to be unique.
dspName :: Lens' DeleteScalingPolicy Text

-- | Unique identifier for a fleet.
dspFleetId :: Lens' DeleteScalingPolicy Text

-- | Creates a value of <a>DeleteScalingPolicyResponse</a> with the minimum
--   fields required to make a request.
deleteScalingPolicyResponse :: DeleteScalingPolicyResponse

-- | <i>See:</i> <a>deleteScalingPolicyResponse</a> smart constructor.
data DeleteScalingPolicyResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicyResponse
instance Data.Data.Data Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicyResponse
instance GHC.Show.Show Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicyResponse
instance GHC.Read.Read Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicyResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicyResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance Data.Data.Data Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance GHC.Show.Show Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance GHC.Read.Read Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance GHC.Classes.Eq Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicy
instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteScalingPolicy.DeleteScalingPolicyResponse


-- | Deletes everything related to a fleet. Before deleting a fleet, you
--   must set the fleet's desired capacity to zero. See
--   <tt>UpdateFleetCapacity</tt> .
--   
--   This action removes the fleet's resources and the fleet record. Once a
--   fleet is deleted, you can no longer use that fleet.
module Network.AWS.GameLift.DeleteFleet

-- | Creates a value of <a>DeleteFleet</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dfFleetId</a> - Unique identifier for the fleet you want to
--   delete.</li>
--   </ul>
deleteFleet :: Text -> DeleteFleet

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>deleteFleet</a> smart constructor.
data DeleteFleet

-- | Unique identifier for the fleet you want to delete.
dfFleetId :: Lens' DeleteFleet Text

-- | Creates a value of <a>DeleteFleetResponse</a> with the minimum fields
--   required to make a request.
deleteFleetResponse :: DeleteFleetResponse

-- | <i>See:</i> <a>deleteFleetResponse</a> smart constructor.
data DeleteFleetResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DeleteFleet.DeleteFleetResponse
instance Data.Data.Data Network.AWS.GameLift.DeleteFleet.DeleteFleetResponse
instance GHC.Show.Show Network.AWS.GameLift.DeleteFleet.DeleteFleetResponse
instance GHC.Read.Read Network.AWS.GameLift.DeleteFleet.DeleteFleetResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DeleteFleet.DeleteFleetResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance Data.Data.Data Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance GHC.Show.Show Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance GHC.Read.Read Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance GHC.Classes.Eq Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DeleteFleet.DeleteFleet
instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteFleet.DeleteFleetResponse


-- | Deletes a build. This action permanently deletes the build record and
--   any uploaded build files.
--   
--   To delete a build, specify its ID. Deleting a build does not affect
--   the status of any active fleets using the build, but you can no longer
--   create new fleets with the deleted build.
module Network.AWS.GameLift.DeleteBuild

-- | Creates a value of <a>DeleteBuild</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>dbBuildId</a> - Unique identifier for the build you want to
--   delete.</li>
--   </ul>
deleteBuild :: Text -> DeleteBuild

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>deleteBuild</a> smart constructor.
data DeleteBuild

-- | Unique identifier for the build you want to delete.
dbBuildId :: Lens' DeleteBuild Text

-- | Creates a value of <a>DeleteBuildResponse</a> with the minimum fields
--   required to make a request.
deleteBuildResponse :: DeleteBuildResponse

-- | <i>See:</i> <a>deleteBuildResponse</a> smart constructor.
data DeleteBuildResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DeleteBuild.DeleteBuildResponse
instance Data.Data.Data Network.AWS.GameLift.DeleteBuild.DeleteBuildResponse
instance GHC.Show.Show Network.AWS.GameLift.DeleteBuild.DeleteBuildResponse
instance GHC.Read.Read Network.AWS.GameLift.DeleteBuild.DeleteBuildResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DeleteBuild.DeleteBuildResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance Data.Data.Data Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance GHC.Show.Show Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance GHC.Read.Read Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance GHC.Classes.Eq Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DeleteBuild.DeleteBuild
instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteBuild.DeleteBuildResponse


-- | Deletes an alias. This action removes all record of the alias; game
--   clients attempting to access a server process using the deleted alias
--   receive an error. To delete an alias, specify the alias ID to be
--   deleted.
module Network.AWS.GameLift.DeleteAlias

-- | Creates a value of <a>DeleteAlias</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>daAliasId</a> - Unique identifier for a fleet alias. Specify
--   the alias you want to delete.</li>
--   </ul>
deleteAlias :: Text -> DeleteAlias

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>deleteAlias</a> smart constructor.
data DeleteAlias

-- | Unique identifier for a fleet alias. Specify the alias you want to
--   delete.
daAliasId :: Lens' DeleteAlias Text

-- | Creates a value of <a>DeleteAliasResponse</a> with the minimum fields
--   required to make a request.
deleteAliasResponse :: DeleteAliasResponse

-- | <i>See:</i> <a>deleteAliasResponse</a> smart constructor.
data DeleteAliasResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DeleteAlias.DeleteAliasResponse
instance Data.Data.Data Network.AWS.GameLift.DeleteAlias.DeleteAliasResponse
instance GHC.Show.Show Network.AWS.GameLift.DeleteAlias.DeleteAliasResponse
instance GHC.Read.Read Network.AWS.GameLift.DeleteAlias.DeleteAliasResponse
instance GHC.Classes.Eq Network.AWS.GameLift.DeleteAlias.DeleteAliasResponse
instance GHC.Generics.Generic Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance Data.Data.Data Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance GHC.Show.Show Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance GHC.Read.Read Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance GHC.Classes.Eq Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.DeleteAlias.DeleteAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.DeleteAlias.DeleteAliasResponse


-- | Adds a group of players to a game session. Similar to
--   <tt>CreatePlayerSession</tt> , 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
--   <tt>ACTIVE</tt> status, have a creation policy of <tt>ALLOW_ALL</tt> ,
--   and have an open player slot before players can be added to the
--   session.
--   
--   To create player sessions, specify a game session ID and a list of
--   player IDs. If successful, the players are added to the game session
--   and a set of new <a>PlayerSession</a> objects is returned.
module Network.AWS.GameLift.CreatePlayerSessions

-- | Creates a value of <a>CreatePlayerSessions</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>cpsGameSessionId</a> - Unique identifier for the game session
--   to add players to. Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated
--   string.</li>
--   <li><a>cpsPlayerIds</a> - List of unique identifiers for the players
--   to be added.</li>
--   </ul>
createPlayerSessions :: Text -> NonEmpty Text -> CreatePlayerSessions

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>createPlayerSessions</a> smart constructor.
data CreatePlayerSessions

-- | Unique identifier for the game session to add players to. Game session
--   ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated string.
cpsGameSessionId :: Lens' CreatePlayerSessions Text

-- | List of unique identifiers for the players to be added.
cpsPlayerIds :: Lens' CreatePlayerSessions (NonEmpty Text)

-- | Creates a value of <a>CreatePlayerSessionsResponse</a> with the
--   minimum fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>crsPlayerSessions</a> - Collection of player session objects
--   created for the added players.</li>
--   <li><a>crsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
createPlayerSessionsResponse :: Int -> CreatePlayerSessionsResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>createPlayerSessionsResponse</a> smart constructor.
data CreatePlayerSessionsResponse

-- | Collection of player session objects created for the added players.
crsPlayerSessions :: Lens' CreatePlayerSessionsResponse [PlayerSession]

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
crsResponseStatus :: Lens' CreatePlayerSessionsResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessionsResponse
instance Data.Data.Data Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessionsResponse
instance GHC.Show.Show Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessionsResponse
instance GHC.Read.Read Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessionsResponse
instance GHC.Classes.Eq Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessionsResponse
instance GHC.Generics.Generic Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance Data.Data.Data Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance GHC.Show.Show Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance GHC.Read.Read Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance GHC.Classes.Eq Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessions
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreatePlayerSessions.CreatePlayerSessionsResponse


-- | Adds a player to a game session and creates a player session record. A
--   game session must be in an <tt>ACTIVE</tt> status, have a creation
--   policy of <tt>ALLOW_ALL</tt> , and have an open player slot before
--   players can be added to the session.
--   
--   To create a player session, specify a game session ID and player ID.
--   If successful, the player is added to the game session and a new
--   <a>PlayerSession</a> object is returned.
module Network.AWS.GameLift.CreatePlayerSession

-- | Creates a value of <a>CreatePlayerSession</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>cGameSessionId</a> - Unique identifier for the game session to
--   add a player to. Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated
--   string.</li>
--   <li><a>cPlayerId</a> - Unique identifier for the player to be
--   added.</li>
--   </ul>
createPlayerSession :: Text -> Text -> CreatePlayerSession

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>createPlayerSession</a> smart constructor.
data CreatePlayerSession

-- | Unique identifier for the game session to add a player to. Game
--   session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated string.
cGameSessionId :: Lens' CreatePlayerSession Text

-- | Unique identifier for the player to be added.
cPlayerId :: Lens' CreatePlayerSession Text

-- | Creates a value of <a>CreatePlayerSessionResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>cpsrsPlayerSession</a> - Object containing the newly created
--   player session record.</li>
--   <li><a>cpsrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
createPlayerSessionResponse :: Int -> CreatePlayerSessionResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>createPlayerSessionResponse</a> smart constructor.
data CreatePlayerSessionResponse

-- | Object containing the newly created player session record.
cpsrsPlayerSession :: Lens' CreatePlayerSessionResponse (Maybe PlayerSession)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
cpsrsResponseStatus :: Lens' CreatePlayerSessionResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSessionResponse
instance Data.Data.Data Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSessionResponse
instance GHC.Show.Show Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSessionResponse
instance GHC.Read.Read Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSessionResponse
instance GHC.Classes.Eq Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSessionResponse
instance GHC.Generics.Generic Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance Data.Data.Data Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance GHC.Show.Show Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance GHC.Read.Read Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance GHC.Classes.Eq Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSession
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreatePlayerSession.CreatePlayerSessionResponse


-- | 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
--   <tt>ACTIVE</tt> 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 <a>GameSession</a> object is returned
--   containing session properties, including an IP address. By default,
--   newly created game sessions allow new players to join. Use
--   <tt>UpdateGameSession</tt> to change the game sessions player session
--   creation policy.
--   
--   When creating a game session on a fleet with a resource limit creation
--   policy, the request should include a creator ID. If none is provided,
--   GameLift does not evaluate the fleet's resource limit creation policy.
module Network.AWS.GameLift.CreateGameSession

-- | Creates a value of <a>CreateGameSession</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>cgsGameProperties</a> - Set of properties used to administer a
--   game session. These properties are passed to the server process
--   hosting it.</li>
--   <li><a>cgsGameSessionId</a> - 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:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>ID
--   string</a>". For example, this full game session ID:
--   "arn:aws:gamelift:us-west-2::gamesession<i>fleet-2ec2aae5-c2c7-43ca-b19d-8249fe5fddf2</i>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.</li>
--   <li><a>cgsAliasId</a> - Unique identifier for a fleet alias. Each
--   request must reference either a fleet ID or alias ID, but not
--   both.</li>
--   <li><a>cgsName</a> - Descriptive label associated with a game session.
--   Session names do not need to be unique.</li>
--   <li><a>cgsFleetId</a> - Unique identifier for a fleet. Each request
--   must reference either a fleet ID or alias ID, but not both.</li>
--   <li><a>cgsCreatorId</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.</li>
--   <li><a>cgsMaximumPlayerSessionCount</a> - Maximum number of players
--   that can be connected simultaneously to the game session.</li>
--   </ul>
createGameSession :: Natural -> CreateGameSession

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>createGameSession</a> smart constructor.
data CreateGameSession

-- | Set of properties used to administer a game session. These properties
--   are passed to the server process hosting it.
cgsGameProperties :: Lens' CreateGameSession [GameProperty]

-- | 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:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>ID
--   string</a>". For example, this full game session ID:
--   "arn:aws:gamelift:us-west-2::gamesession<i>fleet-2ec2aae5-c2c7-43ca-b19d-8249fe5fddf2</i>my-game-session"
--   includes the custom ID string "my-game-session". If this parameter is
--   not set, GameLift creates a game session ID in the same format with an
--   autogenerated ID string.
cgsGameSessionId :: Lens' CreateGameSession (Maybe Text)

-- | Unique identifier for a fleet alias. Each request must reference
--   either a fleet ID or alias ID, but not both.
cgsAliasId :: Lens' CreateGameSession (Maybe Text)

-- | Descriptive label associated with a game session. Session names do not
--   need to be unique.
cgsName :: Lens' CreateGameSession (Maybe Text)

-- | Unique identifier for a fleet. Each request must reference either a
--   fleet ID or alias ID, but not both.
cgsFleetId :: Lens' CreateGameSession (Maybe Text)

-- | Player ID identifying the person or entity creating the game session.
--   This ID is used to enforce a resource protection policy (if one
--   exists) that limits the number of concurrent active game sessions one
--   player can have.
cgsCreatorId :: Lens' CreateGameSession (Maybe Text)

-- | Maximum number of players that can be connected simultaneously to the
--   game session.
cgsMaximumPlayerSessionCount :: Lens' CreateGameSession Natural

-- | Creates a value of <a>CreateGameSessionResponse</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>cgsrsGameSession</a> - Object containing the newly created game
--   session record.</li>
--   <li><a>cgsrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
createGameSessionResponse :: Int -> CreateGameSessionResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>createGameSessionResponse</a> smart constructor.
data CreateGameSessionResponse

-- | Object containing the newly created game session record.
cgsrsGameSession :: Lens' CreateGameSessionResponse (Maybe GameSession)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
cgsrsResponseStatus :: Lens' CreateGameSessionResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.CreateGameSession.CreateGameSessionResponse
instance Data.Data.Data Network.AWS.GameLift.CreateGameSession.CreateGameSessionResponse
instance GHC.Show.Show Network.AWS.GameLift.CreateGameSession.CreateGameSessionResponse
instance GHC.Read.Read Network.AWS.GameLift.CreateGameSession.CreateGameSessionResponse
instance GHC.Classes.Eq Network.AWS.GameLift.CreateGameSession.CreateGameSessionResponse
instance GHC.Generics.Generic Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance Data.Data.Data Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance GHC.Show.Show Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance GHC.Read.Read Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance GHC.Classes.Eq Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreateGameSession.CreateGameSession
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateGameSession.CreateGameSessionResponse


-- | 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
--   <a>Amazon EC2 Instance Types</a> for more information), and deploy a
--   specified game build to each instance. A newly created fleet passes
--   through several statuses; once it reaches the <tt>ACTIVE</tt> status,
--   it can begin hosting game sessions.
--   
--   To create a new fleet, provide a fleet name, an EC2 instance type, and
--   a build ID of the game build to deploy. You can also configure the new
--   fleet with the following settings: (1) a runtime configuration
--   describing what server processes to run on each instance in the fleet
--   (required to create fleet), (2) access permissions for inbound
--   traffic, (3) fleet-wide game session protection, and (4) the location
--   of default log files for GameLift to upload and store.
--   
--   If the <tt>CreateFleet</tt> call is successful, Amazon GameLift
--   performs the following tasks:
--   
--   <ul>
--   <li>Creates a fleet record and sets the status to <tt>NEW</tt>
--   (followed by other statuses as the fleet is activated).</li>
--   <li>Sets the fleet's capacity to 1 "desired", which causes GameLift to
--   start one new EC2 instance.</li>
--   <li>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.</li>
--   <li>Begins writing events to the fleet event log, which can be
--   accessed in the GameLift console.</li>
--   <li>Sets the fleet's status to <tt>ACTIVE</tt> once one server process
--   in the fleet is ready to host a game session.</li>
--   </ul>
--   
--   After a fleet is created, use the following actions to change fleet
--   properties and configuration:
--   
--   <ul>
--   <li><tt>UpdateFleetAttributes</tt> -- Update fleet metadata, including
--   name and description.</li>
--   <li><tt>UpdateFleetCapacity</tt> -- Increase or decrease the number of
--   instances you want the fleet to maintain.</li>
--   <li><tt>UpdateFleetPortSettings</tt> -- Change the IP address and port
--   ranges that allow access to incoming traffic.</li>
--   <li><tt>UpdateRuntimeConfiguration</tt> -- Change how server processes
--   are launched in the fleet, including launch path, launch parameters,
--   and the number of concurrent processes.</li>
--   </ul>
module Network.AWS.GameLift.CreateFleet

-- | Creates a value of <a>CreateFleet</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>cfServerLaunchParameters</a> - This parameter is no longer
--   used. Instead, specify server launch parameters in the
--   <tt>RuntimeConfiguration</tt> parameter. (Requests that specify a
--   server launch path and launch parameters instead of a runtime
--   configuration will continue to work.)</li>
--   <li><a>cfLogPaths</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 <a>Amazon GameLift
--   Developer Guide</a> . If no default log path for a fleet is specified,
--   GameLift will automatically upload logs stored on each instance at
--   <tt>C:gamelogs</tt> (for Windows) or <tt><i>local</i>game/logs</tt>
--   (for Linux). Use the GameLift console to access stored logs.</li>
--   <li><a>cfEC2InboundPermissions</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.</li>
--   <li><a>cfRuntimeConfiguration</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. A <tt>CreateFleet</tt>
--   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
--   <tt>ServerLaunchPath</tt> and <tt>ServerLaunchParameters</tt> ;
--   requests that contain values for these parameters instead of a runtime
--   configuration will continue to work.)</li>
--   <li><a>cfNewGameSessionProtectionPolicy</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
--   <tt>UpdateGameSession</tt> . * <b>NoProtection</b> – The game session
--   can be terminated during a scale-down event. * <b>FullProtection</b> –
--   If the game session is in an <tt>ACTIVE</tt> status, it cannot be
--   terminated during a scale-down event.</li>
--   <li><a>cfServerLaunchPath</a> - This parameter is no longer used.
--   Instead, specify a server launch path using the
--   <tt>RuntimeConfiguration</tt> parameter. (Requests that specify a
--   server launch path and launch parameters instead of a runtime
--   configuration will continue to work.)</li>
--   <li><a>cfDescription</a> - Human-readable description of a fleet.</li>
--   <li><a>cfResourceCreationLimitPolicy</a> - Policy that limits the
--   number of game sessions an individual player can create over a span of
--   time for this fleet.</li>
--   <li><a>cfName</a> - Descriptive label associated with a fleet. Fleet
--   names do not need to be unique.</li>
--   <li><a>cfBuildId</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 <tt>READY</tt> status. This fleet setting cannot
--   be changed once the fleet is created.</li>
--   <li><a>cfEC2InstanceType</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 <a>Amazon EC2 Instance Types</a> for
--   detailed descriptions.</li>
--   </ul>
createFleet :: Text -> Text -> EC2InstanceType -> CreateFleet

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>createFleet</a> smart constructor.
data CreateFleet

-- | This parameter is no longer used. Instead, specify server launch
--   parameters in the <tt>RuntimeConfiguration</tt> parameter. (Requests
--   that specify a server launch path and launch parameters instead of a
--   runtime configuration will continue to work.)
cfServerLaunchParameters :: Lens' CreateFleet (Maybe Text)

-- | 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 <a>Amazon GameLift Developer Guide</a> . If no
--   default log path for a fleet is specified, GameLift will automatically
--   upload logs stored on each instance at <tt>C:gamelogs</tt> (for
--   Windows) or <tt><i>local</i>game/logs</tt> (for Linux). Use the
--   GameLift console to access stored logs.
cfLogPaths :: Lens' CreateFleet [Text]

-- | 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]

-- | 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 <tt>CreateFleet</tt> 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 <tt>ServerLaunchPath</tt> and
--   <tt>ServerLaunchParameters</tt> ; requests that contain values for
--   these parameters instead of a runtime configuration will continue to
--   work.)
cfRuntimeConfiguration :: Lens' CreateFleet (Maybe RuntimeConfiguration)

-- | 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 <tt>UpdateGameSession</tt> . *
--   <b>NoProtection</b> – The game session can be terminated during a
--   scale-down event. * <b>FullProtection</b> – If the game session is in
--   an <tt>ACTIVE</tt> status, it cannot be terminated during a scale-down
--   event.
cfNewGameSessionProtectionPolicy :: Lens' CreateFleet (Maybe ProtectionPolicy)

-- | This parameter is no longer used. Instead, specify a server launch
--   path using the <tt>RuntimeConfiguration</tt> parameter. (Requests that
--   specify a server launch path and launch parameters instead of a
--   runtime configuration will continue to work.)
cfServerLaunchPath :: Lens' CreateFleet (Maybe Text)

-- | Human-readable description of a fleet.
cfDescription :: Lens' CreateFleet (Maybe Text)

-- | Policy that limits the number of game sessions an individual player
--   can create over a span of time for this fleet.
cfResourceCreationLimitPolicy :: Lens' CreateFleet (Maybe ResourceCreationLimitPolicy)

-- | Descriptive label associated with a fleet. Fleet names do not need to
--   be unique.
cfName :: Lens' CreateFleet Text

-- | 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
--   <tt>READY</tt> status. This fleet setting cannot be changed once the
--   fleet is created.
cfBuildId :: Lens' CreateFleet Text

-- | 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
--   <a>Amazon EC2 Instance Types</a> for detailed descriptions.
cfEC2InstanceType :: Lens' CreateFleet EC2InstanceType

-- | Creates a value of <a>CreateFleetResponse</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>cfrsFleetAttributes</a> - Properties for the newly created
--   fleet.</li>
--   <li><a>cfrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
createFleetResponse :: Int -> CreateFleetResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>createFleetResponse</a> smart constructor.
data CreateFleetResponse

-- | Properties for the newly created fleet.
cfrsFleetAttributes :: Lens' CreateFleetResponse (Maybe FleetAttributes)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
cfrsResponseStatus :: Lens' CreateFleetResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.CreateFleet.CreateFleetResponse
instance Data.Data.Data Network.AWS.GameLift.CreateFleet.CreateFleetResponse
instance GHC.Show.Show Network.AWS.GameLift.CreateFleet.CreateFleetResponse
instance GHC.Read.Read Network.AWS.GameLift.CreateFleet.CreateFleetResponse
instance GHC.Classes.Eq Network.AWS.GameLift.CreateFleet.CreateFleetResponse
instance GHC.Generics.Generic Network.AWS.GameLift.CreateFleet.CreateFleet
instance Data.Data.Data Network.AWS.GameLift.CreateFleet.CreateFleet
instance GHC.Show.Show Network.AWS.GameLift.CreateFleet.CreateFleet
instance GHC.Read.Read Network.AWS.GameLift.CreateFleet.CreateFleet
instance GHC.Classes.Eq Network.AWS.GameLift.CreateFleet.CreateFleet
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreateFleet.CreateFleet
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreateFleet.CreateFleet
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateFleet.CreateFleet
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreateFleet.CreateFleet
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateFleet.CreateFleet
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreateFleet.CreateFleet
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreateFleet.CreateFleet
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateFleet.CreateFleetResponse


-- | 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 <tt>INITIALIZED</tt> , you can upload your
--   game build.
--   
--   <i>Important:</i> 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 <tt>upload-build</tt> , which creates a new build record
--   and uploads the build files in one step. (See the <a>Amazon GameLift
--   Developer Guide</a> help on packaging and uploading your build.)
--   
--   To create a new build, identify the operating system of the game
--   server binaries. All game servers in a build must use the same
--   operating system. Optionally, specify a build name and version; this
--   metadata is stored with other properties in the build record and is
--   displayed in the GameLift console (it is not visible to players). If
--   successful, this action returns the newly created build record along
--   with the Amazon S3 storage location and AWS account credentials. Use
--   the location and credentials to upload your game build.
module Network.AWS.GameLift.CreateBuild

-- | Creates a value of <a>CreateBuild</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>cbStorageLocation</a> - Undocumented member.</li>
--   <li><a>cbOperatingSystem</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.</li>
--   <li><a>cbName</a> - Descriptive label associated with a build. Build
--   names do not need to be unique. A build name can be changed later
--   using<tt><tt>UpdateBuild</tt> </tt> .</li>
--   <li><a>cbVersion</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<tt><tt>UpdateBuild</tt> </tt> .</li>
--   </ul>
createBuild :: CreateBuild

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>createBuild</a> smart constructor.
data CreateBuild

-- | Undocumented member.
cbStorageLocation :: Lens' CreateBuild (Maybe S3Location)

-- | Operating system that the game server binaries are built to run on.
--   This value determines the type of fleet resources that you can use for
--   this build.
cbOperatingSystem :: Lens' CreateBuild (Maybe OperatingSystem)

-- | Descriptive label associated with a build. Build names do not need to
--   be unique. A build name can be changed later
--   using<tt><tt>UpdateBuild</tt> </tt> .
cbName :: Lens' CreateBuild (Maybe Text)

-- | Version associated with this build. Version strings do not need to be
--   unique to a build. A build version can be changed later
--   using<tt><tt>UpdateBuild</tt> </tt> .
cbVersion :: Lens' CreateBuild (Maybe Text)

-- | Creates a value of <a>CreateBuildResponse</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>cbrsStorageLocation</a> - Amazon S3 path and key, identifying
--   where the game build files are stored.</li>
--   <li><a>cbrsUploadCredentials</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<tt><tt>RequestUploadCredentials</tt> </tt> .</li>
--   <li><a>cbrsBuild</a> - Set of properties for the newly created
--   build.</li>
--   <li><a>cbrsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
createBuildResponse :: Int -> CreateBuildResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>createBuildResponse</a> smart constructor.
data CreateBuildResponse

-- | Amazon S3 path and key, identifying where the game build files are
--   stored.
cbrsStorageLocation :: Lens' CreateBuildResponse (Maybe S3Location)

-- | 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<tt><tt>RequestUploadCredentials</tt> </tt> .
cbrsUploadCredentials :: Lens' CreateBuildResponse (Maybe AWSCredentials)

-- | Set of properties for the newly created build.
cbrsBuild :: Lens' CreateBuildResponse (Maybe Build)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
cbrsResponseStatus :: Lens' CreateBuildResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.CreateBuild.CreateBuildResponse
instance Data.Data.Data Network.AWS.GameLift.CreateBuild.CreateBuildResponse
instance GHC.Show.Show Network.AWS.GameLift.CreateBuild.CreateBuildResponse
instance GHC.Read.Read Network.AWS.GameLift.CreateBuild.CreateBuildResponse
instance GHC.Classes.Eq Network.AWS.GameLift.CreateBuild.CreateBuildResponse
instance GHC.Generics.Generic Network.AWS.GameLift.CreateBuild.CreateBuild
instance Data.Data.Data Network.AWS.GameLift.CreateBuild.CreateBuild
instance GHC.Show.Show Network.AWS.GameLift.CreateBuild.CreateBuild
instance GHC.Read.Read Network.AWS.GameLift.CreateBuild.CreateBuild
instance GHC.Classes.Eq Network.AWS.GameLift.CreateBuild.CreateBuild
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreateBuild.CreateBuild
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreateBuild.CreateBuild
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateBuild.CreateBuild
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreateBuild.CreateBuild
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateBuild.CreateBuild
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreateBuild.CreateBuild
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreateBuild.CreateBuild
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateBuild.CreateBuildResponse


-- | Creates an alias for a fleet. You can use an alias to anonymize your
--   fleet by referencing an alias instead of a specific fleet when you
--   create game sessions. Amazon GameLift supports two types of routing
--   strategies for aliases: simple and terminal. Use a simple alias to
--   point to an active fleet. Use a terminal alias to display a message to
--   incoming traffic instead of routing players to an active fleet. This
--   option is useful when a game server is no longer supported but you
--   want to provide better messaging than a standard 404 error.
--   
--   To create a fleet alias, specify an alias name, routing strategy, and
--   optional description. If successful, a new alias record is returned,
--   including an alias ID, which you can reference when creating a game
--   session. To reassign the alias to another fleet ID, call
--   <tt>UpdateAlias</tt> .
module Network.AWS.GameLift.CreateAlias

-- | Creates a value of <a>CreateAlias</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>caDescription</a> - Human-readable description of an
--   alias.</li>
--   <li><a>caName</a> - Descriptive label associated with an alias. Alias
--   names do not need to be unique.</li>
--   <li><a>caRoutingStrategy</a> - Object specifying the fleet and routing
--   type to use for the alias.</li>
--   </ul>
createAlias :: Text -> RoutingStrategy -> CreateAlias

-- | Represents the input for a request action.
--   
--   <i>See:</i> <a>createAlias</a> smart constructor.
data CreateAlias

-- | Human-readable description of an alias.
caDescription :: Lens' CreateAlias (Maybe Text)

-- | Descriptive label associated with an alias. Alias names do not need to
--   be unique.
caName :: Lens' CreateAlias Text

-- | Object specifying the fleet and routing type to use for the alias.
caRoutingStrategy :: Lens' CreateAlias RoutingStrategy

-- | Creates a value of <a>CreateAliasResponse</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>carsAlias</a> - Object containing the newly created alias
--   record.</li>
--   <li><a>carsResponseStatus</a> - -- | The response status code.</li>
--   </ul>
createAliasResponse :: Int -> CreateAliasResponse

-- | Represents the returned data in response to a request action.
--   
--   <i>See:</i> <a>createAliasResponse</a> smart constructor.
data CreateAliasResponse

-- | Object containing the newly created alias record.
carsAlias :: Lens' CreateAliasResponse (Maybe Alias)

-- | <ul>
--   <li>- | The response status code.</li>
--   </ul>
carsResponseStatus :: Lens' CreateAliasResponse Int
instance GHC.Generics.Generic Network.AWS.GameLift.CreateAlias.CreateAliasResponse
instance Data.Data.Data Network.AWS.GameLift.CreateAlias.CreateAliasResponse
instance GHC.Show.Show Network.AWS.GameLift.CreateAlias.CreateAliasResponse
instance GHC.Read.Read Network.AWS.GameLift.CreateAlias.CreateAliasResponse
instance GHC.Classes.Eq Network.AWS.GameLift.CreateAlias.CreateAliasResponse
instance GHC.Generics.Generic Network.AWS.GameLift.CreateAlias.CreateAlias
instance Data.Data.Data Network.AWS.GameLift.CreateAlias.CreateAlias
instance GHC.Show.Show Network.AWS.GameLift.CreateAlias.CreateAlias
instance GHC.Read.Read Network.AWS.GameLift.CreateAlias.CreateAlias
instance GHC.Classes.Eq Network.AWS.GameLift.CreateAlias.CreateAlias
instance Network.AWS.Types.AWSRequest Network.AWS.GameLift.CreateAlias.CreateAlias
instance Data.Hashable.Class.Hashable Network.AWS.GameLift.CreateAlias.CreateAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateAlias.CreateAlias
instance Network.AWS.Data.Headers.ToHeaders Network.AWS.GameLift.CreateAlias.CreateAlias
instance Data.Aeson.Types.ToJSON.ToJSON Network.AWS.GameLift.CreateAlias.CreateAlias
instance Network.AWS.Data.Path.ToPath Network.AWS.GameLift.CreateAlias.CreateAlias
instance Network.AWS.Data.Query.ToQuery Network.AWS.GameLift.CreateAlias.CreateAlias
instance Control.DeepSeq.NFData Network.AWS.GameLift.CreateAlias.CreateAliasResponse


-- | <b>Amazon GameLift Service</b>
--   
--   Welcome to the <i>Amazon GameLift API Reference</i> . Amazon GameLift
--   is a managed Amazon Web Services (AWS) service for developers who need
--   a scalable, server-based solution for multiplayer games. Amazon
--   GameLift provides setup and deployment of game servers, and handles
--   infrastructure scaling and session management.
--   
--   This reference describes the low-level service API for GameLift. You
--   can call this API directly or use the <a>AWS SDK</a> for your
--   preferred language. The AWS SDK includes a set of high-level GameLift
--   actions multiplayer game sessions. Alternatively, you can use the
--   <a>AWS command-line interface</a> (CLI) tool, which includes commands
--   for GameLift. For administrative actions, you can also use the Amazon
--   GameLift console.
--   
--   <b>More Resources</b>
--   
--   <ul>
--   <li><a>Amazon GameLift Developer Guide</a> : Learn more about GameLift
--   features and how to use them</li>
--   <li><a>Lumberyard and GameLift Tutorials</a> : Get started fast with
--   walkthroughs and sample projects</li>
--   <li><a>GameDev Blog</a> : Stay up to date with new features and
--   techniques</li>
--   <li><a>GameDev Forums</a> : Connect with the GameDev community</li>
--   </ul>
--   
--   <b>Manage Games and Players Through GameLift</b>
--   
--   Call these actions from your game clients and/or services to create
--   and manage multiplayer game sessions and player sessions.
--   
--   <ul>
--   <li><b>Game sessions:</b></li>
--   <li><a>CreateGameSession</a></li>
--   <li><a>DescribeGameSessions</a></li>
--   <li><a>DescribeGameSessionDetails</a></li>
--   <li><a>UpdateGameSession</a></li>
--   <li><a>SearchGameSessions</a></li>
--   <li><b>Player sessions:</b></li>
--   <li><a>CreatePlayerSession</a></li>
--   <li><a>CreatePlayerSessions</a></li>
--   <li><a>DescribePlayerSessions</a></li>
--   <li><b>Other actions:</b></li>
--   <li><tt>GetGameSessionLogUrl</tt></li>
--   </ul>
--   
--   <b>Set Up and Manage Game Servers</b>
--   
--   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.
--   
--   <ul>
--   <li><b>Game builds:</b></li>
--   <li><a>ListBuilds</a></li>
--   <li><a>CreateBuild</a></li>
--   <li><a>DescribeBuild</a></li>
--   <li><a>UpdateBuild</a></li>
--   <li><a>DeleteBuild</a></li>
--   <li><a>RequestUploadCredentials</a></li>
--   <li><b>Fleets:</b></li>
--   <li><a>ListFleets</a></li>
--   <li><a>CreateFleet</a></li>
--   <li>Describe fleets:</li>
--   <li><a>DescribeFleetAttributes</a></li>
--   <li><a>DescribeFleetCapacity</a></li>
--   <li><a>DescribeFleetPortSettings</a></li>
--   <li><a>DescribeFleetUtilization</a></li>
--   <li><a>DescribeEC2InstanceLimits</a></li>
--   <li><a>DescribeFleetEvents</a></li>
--   <li><a>DescribeRuntimeConfiguration</a></li>
--   <li>Update fleets:</li>
--   <li><a>UpdateFleetAttributes</a></li>
--   <li><a>UpdateFleetCapacity</a></li>
--   <li><a>UpdateFleetPortSettings</a></li>
--   <li><a>UpdateRuntimeConfiguration</a></li>
--   <li><a>DeleteFleet</a></li>
--   <li><b>Manage your instances:</b></li>
--   <li><a>DescribeInstances</a></li>
--   <li><a>GetInstanceAccess</a></li>
--   <li><b>Manage fleet aliases:</b></li>
--   <li><a>ListAliases</a></li>
--   <li><a>CreateAlias</a></li>
--   <li><a>DescribeAlias</a></li>
--   <li><a>UpdateAlias</a></li>
--   <li><a>DeleteAlias</a></li>
--   <li><a>ResolveAlias</a></li>
--   <li><b>Manage autoscaling:</b></li>
--   <li><a>PutScalingPolicy</a></li>
--   <li><a>DescribeScalingPolicies</a></li>
--   <li><a>DeleteScalingPolicy</a></li>
--   </ul>
--   
--   To view changes to the API, see the GameLift <a>Document History</a>
--   page.
module Network.AWS.GameLift

-- | API version <tt>2015-10-01</tt> of the Amazon GameLift SDK
--   configuration.
gameLift :: Service

-- | 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

-- | 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

-- | 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

-- | The service is unable to resolve the routing for a particular alias
--   because it has a terminal <a>RoutingStrategy</a> 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

-- | 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

-- | 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

-- | 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

-- | 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

-- | 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

-- | The client failed authentication. Clients should not retry such
--   requests.
_UnauthorizedException :: AsError a => Getting (First ServiceError) a ServiceError

-- | The specified fleet has no available instances to fulfill a
--   <tt>CreateGameSession</tt> request. Clients can retry such requests
--   immediately or after a waiting period.
_FleetCapacityExceededException :: AsError a => Getting (First ServiceError) a ServiceError

-- | The requested operation would cause the resource to exceed the allowed
--   service limit. Resolve the issue before retrying.
_LimitExceededException :: AsError a => Getting (First ServiceError) a ServiceError
data BuildStatus
Failed :: BuildStatus
Initialized :: BuildStatus
Ready :: BuildStatus
data ComparisonOperatorType
GreaterThanOrEqualToThreshold :: ComparisonOperatorType
GreaterThanThreshold :: ComparisonOperatorType
LessThanOrEqualToThreshold :: ComparisonOperatorType
LessThanThreshold :: ComparisonOperatorType
data EC2InstanceType
C3_2XLarge :: EC2InstanceType
C3_4XLarge :: EC2InstanceType
C3_8XLarge :: EC2InstanceType
C3_Large :: EC2InstanceType
C3_XLarge :: EC2InstanceType
C4_2XLarge :: EC2InstanceType
C4_4XLarge :: EC2InstanceType
C4_8XLarge :: EC2InstanceType
C4_Large :: EC2InstanceType
C4_XLarge :: EC2InstanceType
M3_2XLarge :: EC2InstanceType
M3_Large :: EC2InstanceType
M3_Medium :: EC2InstanceType
M3_XLarge :: EC2InstanceType
M4_10XLarge :: EC2InstanceType
M4_2XLarge :: EC2InstanceType
M4_4XLarge :: EC2InstanceType
M4_Large :: EC2InstanceType
M4_XLarge :: EC2InstanceType
R3_2XLarge :: EC2InstanceType
R3_4XLarge :: EC2InstanceType
R3_8XLarge :: EC2InstanceType
R3_Large :: EC2InstanceType
R3_XLarge :: EC2InstanceType
T2_Large :: EC2InstanceType
T2_Medium :: EC2InstanceType
T2_Micro :: EC2InstanceType
T2_Small :: EC2InstanceType
data EventCode
FleetActivationFailed :: EventCode
FleetActivationFailedNoInstances :: EventCode
FleetBinaryDownloadFailed :: EventCode
FleetCreated :: EventCode
FleetDeleted :: EventCode
FleetInitializationFailed :: EventCode
FleetNewGameSessionProtectionPolicyUpdated :: EventCode
FleetScalingEvent :: EventCode
FleetStateActivating :: EventCode
FleetStateActive :: EventCode
FleetStateBuilding :: EventCode
FleetStateDownloading :: EventCode
FleetStateError :: EventCode
FleetStateValidating :: EventCode
FleetValidationExecutableRuntimeFailure :: EventCode
FleetValidationLaunchPathNotFound :: EventCode
FleetValidationTimedOut :: EventCode
GenericEvent :: EventCode
ServerProcessCrashed :: EventCode
ServerProcessForceTerminated :: EventCode
ServerProcessInvalidPath :: EventCode
ServerProcessProcessExitTimeout :: EventCode
ServerProcessProcessReadyTimeout :: EventCode
ServerProcessSDKInitializationTimeout :: EventCode
ServerProcessTerminatedUnhealthy :: EventCode
data FleetStatus
FSActivating :: FleetStatus
FSActive :: FleetStatus
FSBuilding :: FleetStatus
FSDeleting :: FleetStatus
FSDownloading :: FleetStatus
FSError' :: FleetStatus
FSNew :: FleetStatus
FSTerminated :: FleetStatus
FSValidating :: FleetStatus
data GameSessionStatus
GSSActivating :: GameSessionStatus
GSSActive :: GameSessionStatus
GSSError' :: GameSessionStatus
GSSTerminated :: GameSessionStatus
GSSTerminating :: GameSessionStatus
data IPProtocol
TCP :: IPProtocol
Udp :: IPProtocol
data InstanceStatus
ISActive :: InstanceStatus
ISPending :: InstanceStatus
ISTerminating :: InstanceStatus
data MetricName
ActivatingGameSessions :: MetricName
ActiveGameSessions :: MetricName
ActiveInstances :: MetricName
AvailablePlayerSessions :: MetricName
CurrentPlayerSessions :: MetricName
IdleInstances :: MetricName
data OperatingSystem
AmazonLinux :: OperatingSystem
Windows2012 :: OperatingSystem
data PlayerSessionCreationPolicy
AcceptAll :: PlayerSessionCreationPolicy
DenyAll :: PlayerSessionCreationPolicy
data PlayerSessionStatus
PSSActive :: PlayerSessionStatus
PSSCompleted :: PlayerSessionStatus
PSSReserved :: PlayerSessionStatus
PSSTimedout :: PlayerSessionStatus
data ProtectionPolicy
FullProtection :: ProtectionPolicy
NoProtection :: ProtectionPolicy
data RoutingStrategyType
Simple :: RoutingStrategyType
Terminal :: RoutingStrategyType
data ScalingAdjustmentType
ChangeInCapacity :: ScalingAdjustmentType
ExactCapacity :: ScalingAdjustmentType
PercentChangeInCapacity :: ScalingAdjustmentType
data ScalingStatusType
Active :: ScalingStatusType
DeleteRequested :: ScalingStatusType
Deleted :: ScalingStatusType
Deleting :: ScalingStatusType
Error' :: ScalingStatusType
UpdateRequested :: ScalingStatusType
Updating :: ScalingStatusType

-- | AWS access credentials required to upload game build files to Amazon
--   GameLift. These credentials are generated with <tt>CreateBuild</tt> ,
--   and are valid for a limited time. If they expire before you upload
--   your game build, get a new set by calling
--   <tt>RequestUploadCredentials</tt> .
--   
--   <i>See:</i> <a>awsCredentials</a> smart constructor.
data AWSCredentials

-- | Creates a value of <a>AWSCredentials</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>acSecretAccessKey</a> - Secret key for an AWS account.</li>
--   <li><a>acSessionToken</a> - Token specific to a build ID.</li>
--   <li><a>acAccessKeyId</a> - Access key for an AWS account.</li>
--   </ul>
awsCredentials :: AWSCredentials

-- | Secret key for an AWS account.
acSecretAccessKey :: Lens' AWSCredentials (Maybe Text)

-- | Token specific to a build ID.
acSessionToken :: Lens' AWSCredentials (Maybe Text)

-- | Access key for an AWS account.
acAccessKeyId :: Lens' AWSCredentials (Maybe Text)

-- | Properties describing a fleet alias.
--   
--   <i>See:</i> <a>alias</a> smart constructor.
data Alias

-- | Creates a value of <a>Alias</a> with the minimum fields required to
--   make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>aCreationTime</a> - Time stamp indicating when this data object
--   was created. Format is a number expressed in Unix time as milliseconds
--   (ex: "1469498468.057").</li>
--   <li><a>aLastUpdatedTime</a> - Time stamp indicating when this data
--   object was last modified. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>aAliasId</a> - Unique identifier for a fleet alias.</li>
--   <li><a>aRoutingStrategy</a> - Undocumented member.</li>
--   <li><a>aName</a> - Descriptive label associated with an alias. Alias
--   names do not need to be unique.</li>
--   <li><a>aDescription</a> - Human-readable description of an alias.</li>
--   </ul>
alias :: Alias

-- | 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)

-- | 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)

-- | Unique identifier for a fleet alias.
aAliasId :: Lens' Alias (Maybe Text)

-- | Undocumented member.
aRoutingStrategy :: Lens' Alias (Maybe RoutingStrategy)

-- | Descriptive label associated with an alias. Alias names do not need to
--   be unique.
aName :: Lens' Alias (Maybe Text)

-- | Human-readable description of an alias.
aDescription :: Lens' Alias (Maybe Text)

-- | Properties describing a game build.
--   
--   <i>See:</i> <a>build</a> smart constructor.
data Build

-- | Creates a value of <a>Build</a> with the minimum fields required to
--   make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>bCreationTime</a> - Time stamp indicating when this data object
--   was created. Format is a number expressed in Unix time as milliseconds
--   (ex: "1469498468.057").</li>
--   <li><a>bStatus</a> - Current status of the build. Possible build
--   statuses include the following: * <b>INITIALIZED</b> – 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. *
--   <b>READY</b> – The game build has been successfully uploaded. You can
--   now create new fleets for this build. * <b>FAILED</b> – The game build
--   upload failed. You cannot create new fleets for this build.</li>
--   <li><a>bOperatingSystem</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.</li>
--   <li><a>bBuildId</a> - Unique identifier for a build.</li>
--   <li><a>bName</a> - Descriptive label associated with a build. Build
--   names do not need to be unique. It can be set using
--   <tt>CreateBuild</tt> or <tt>UpdateBuild</tt> .</li>
--   <li><a>bVersion</a> - Version associated with this build. Version
--   strings do not need to be unique to a build. This value can be set
--   using <tt>CreateBuild</tt> or <tt>UpdateBuild</tt> .</li>
--   <li><a>bSizeOnDisk</a> - File size of the uploaded game build,
--   expressed in bytes. When the build status is <tt>INITIALIZED</tt> ,
--   this value is 0.</li>
--   </ul>
build :: Build

-- | 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)

-- | Current status of the build. Possible build statuses include the
--   following: * <b>INITIALIZED</b> – 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. * <b>READY</b> – The game build has been
--   successfully uploaded. You can now create new fleets for this build. *
--   <b>FAILED</b> – The game build upload failed. You cannot create new
--   fleets for this build.
bStatus :: Lens' Build (Maybe BuildStatus)

-- | 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)

-- | Unique identifier for a build.
bBuildId :: Lens' Build (Maybe Text)

-- | Descriptive label associated with a build. Build names do not need to
--   be unique. It can be set using <tt>CreateBuild</tt> or
--   <tt>UpdateBuild</tt> .
bName :: Lens' Build (Maybe Text)

-- | Version associated with this build. Version strings do not need to be
--   unique to a build. This value can be set using <tt>CreateBuild</tt> or
--   <tt>UpdateBuild</tt> .
bVersion :: Lens' Build (Maybe Text)

-- | File size of the uploaded game build, expressed in bytes. When the
--   build status is <tt>INITIALIZED</tt> , this value is 0.
bSizeOnDisk :: Lens' Build (Maybe Natural)

-- | 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 <tt>UpdateFleetCapacity</tt> request, or
--   if access to resources is temporarily affected.
--   
--   <i>See:</i> <a>ec2InstanceCounts</a> smart constructor.
data EC2InstanceCounts

-- | Creates a value of <a>EC2InstanceCounts</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>eicIdLE</a> - Number of active instances in the fleet that are
--   not currently hosting a game session.</li>
--   <li><a>eicTERMINATING</a> - Number of instances in the fleet that are
--   no longer active but haven't yet been terminated.</li>
--   <li><a>eicPENDING</a> - Number of instances in the fleet that are
--   starting but not yet active.</li>
--   <li><a>eicMAXIMUM</a> - Maximum value allowed for the fleet's instance
--   count.</li>
--   <li><a>eicDESIRED</a> - Ideal number of active instances in the
--   fleet.</li>
--   <li><a>eicMINIMUM</a> - Minimum value allowed for the fleet's instance
--   count.</li>
--   <li><a>eicACTIVE</a> - Actual number of active instances in the
--   fleet.</li>
--   </ul>
ec2InstanceCounts :: EC2InstanceCounts

-- | Number of active instances in the fleet that are not currently hosting
--   a game session.
eicIdLE :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Number of instances in the fleet that are no longer active but haven't
--   yet been terminated.
eicTERMINATING :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Number of instances in the fleet that are starting but not yet active.
eicPENDING :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Maximum value allowed for the fleet's instance count.
eicMAXIMUM :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Ideal number of active instances in the fleet.
eicDESIRED :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Minimum value allowed for the fleet's instance count.
eicMINIMUM :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Actual number of active instances in the fleet.
eicACTIVE :: Lens' EC2InstanceCounts (Maybe Natural)

-- | Maximum number of instances allowed based on the Amazon Elastic
--   Compute Cloud (Amazon EC2) instance type. Instance limits can be
--   retrieved by calling <tt>DescribeEC2InstanceLimits</tt> .
--   
--   <i>See:</i> <a>ec2InstanceLimit</a> smart constructor.
data EC2InstanceLimit

-- | Creates a value of <a>EC2InstanceLimit</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>eilEC2InstanceType</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 <a>Amazon EC2 Instance Types</a> for
--   detailed descriptions.</li>
--   <li><a>eilCurrentInstances</a> - Number of instances of the specified
--   type that are currently in use by this AWS account.</li>
--   <li><a>eilInstanceLimit</a> - Number of instances allowed.</li>
--   </ul>
ec2InstanceLimit :: EC2InstanceLimit

-- | 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
--   <a>Amazon EC2 Instance Types</a> for detailed descriptions.
eilEC2InstanceType :: Lens' EC2InstanceLimit (Maybe EC2InstanceType)

-- | Number of instances of the specified type that are currently in use by
--   this AWS account.
eilCurrentInstances :: Lens' EC2InstanceLimit (Maybe Natural)

-- | Number of instances allowed.
eilInstanceLimit :: Lens' EC2InstanceLimit (Maybe Natural)

-- | 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.
--   
--   <i>See:</i> <a>event</a> smart constructor.
data Event

-- | Creates a value of <a>Event</a> with the minimum fields required to
--   make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>eResourceId</a> - Unique identifier for the resource, such as a
--   fleet ID.</li>
--   <li><a>eEventTime</a> - Time stamp indicating when this event
--   occurred. Format is a number expressed in Unix time as milliseconds
--   (ex: "1469498468.057").</li>
--   <li><a>eMessage</a> - Additional information related to the
--   event.</li>
--   <li><a>eEventCode</a> - Type of event being logged.</li>
--   <li><a>eEventId</a> - Unique identifier for a fleet event.</li>
--   </ul>
event :: Event

-- | Unique identifier for the resource, such as a fleet ID.
eResourceId :: Lens' Event (Maybe Text)

-- | 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)

-- | Additional information related to the event.
eMessage :: Lens' Event (Maybe Text)

-- | Type of event being logged.
eEventCode :: Lens' Event (Maybe EventCode)

-- | Unique identifier for a fleet event.
eEventId :: Lens' Event (Maybe Text)

-- | General properties describing a fleet.
--   
--   <i>See:</i> <a>fleetAttributes</a> smart constructor.
data FleetAttributes

-- | Creates a value of <a>FleetAttributes</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>faCreationTime</a> - Time stamp indicating when this data
--   object was created. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>faStatus</a> - Current status of the fleet. Possible fleet
--   statuses include the following: * <b>NEW</b> – A new fleet has been
--   defined and desired instances is set to 1. *
--   <b>DOWNLOADING<i>VALIDATING</i>BUILDING/ACTIVATING</b> – GameLift is
--   setting up the new fleet, creating new instances with the game build
--   and starting server processes. * <b>ACTIVE</b> – Hosts can now accept
--   game sessions. * <b>ERROR</b> – An error occurred when downloading,
--   validating, building, or activating the fleet. * <b>DELETING</b> –
--   Hosts are responding to a delete fleet request. * <b>TERMINATED</b> –
--   The fleet no longer exists.</li>
--   <li><a>faServerLaunchParameters</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 <tt><a>RuntimeConfiguration</a> </tt>
--   .</li>
--   <li><a>faLogPaths</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 <a>Amazon GameLift
--   Developer Guide</a> . If no default log path for a fleet is specified,
--   GameLift will automatically upload logs that are stored on each
--   instance at <tt>C:gamelogs</tt> (for Windows) or
--   <tt><i>local</i>game/logs</tt> (for Linux). Use the GameLift console
--   to access stored logs.</li>
--   <li><a>faOperatingSystem</a> - 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.</li>
--   <li><a>faBuildId</a> - Unique identifier for a build.</li>
--   <li><a>faTerminationTime</a> - Time stamp indicating when this data
--   object was terminated. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>faNewGameSessionProtectionPolicy</a> - Type of game session
--   protection to set for all new instances started in the fleet. *
--   <b>NoProtection</b> – The game session can be terminated during a
--   scale-down event. * <b>FullProtection</b> – If the game session is in
--   an <tt>ACTIVE</tt> status, it cannot be terminated during a scale-down
--   event.</li>
--   <li><a>faName</a> - Descriptive label associated with a fleet. Fleet
--   names do not need to be unique.</li>
--   <li><a>faServerLaunchPath</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 <tt><a>RuntimeConfiguration</a>
--   </tt> .</li>
--   <li><a>faFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>faDescription</a> - Human-readable description of the
--   fleet.</li>
--   <li><a>faResourceCreationLimitPolicy</a> - Fleet policy to limit the
--   number of game sessions an individual player can create over a span of
--   time.</li>
--   </ul>
fleetAttributes :: FleetAttributes

-- | 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)

-- | Current status of the fleet. Possible fleet statuses include the
--   following: * <b>NEW</b> – A new fleet has been defined and desired
--   instances is set to 1. *
--   <b>DOWNLOADING<i>VALIDATING</i>BUILDING/ACTIVATING</b> – GameLift is
--   setting up the new fleet, creating new instances with the game build
--   and starting server processes. * <b>ACTIVE</b> – Hosts can now accept
--   game sessions. * <b>ERROR</b> – An error occurred when downloading,
--   validating, building, or activating the fleet. * <b>DELETING</b> –
--   Hosts are responding to a delete fleet request. * <b>TERMINATED</b> –
--   The fleet no longer exists.
faStatus :: Lens' FleetAttributes (Maybe FleetStatus)

-- | 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
--   <tt><a>RuntimeConfiguration</a> </tt> .
faServerLaunchParameters :: Lens' FleetAttributes (Maybe Text)

-- | Location of default log files. When a server process is shut down,
--   Amazon GameLift captures and stores any log files in this location.
--   These logs are in addition to game session logs; see more on game
--   session logs in the <a>Amazon GameLift Developer Guide</a> . If no
--   default log path for a fleet is specified, GameLift will automatically
--   upload logs that are stored on each instance at <tt>C:gamelogs</tt>
--   (for Windows) or <tt><i>local</i>game/logs</tt> (for Linux). Use the
--   GameLift console to access stored logs.
faLogPaths :: Lens' FleetAttributes [Text]

-- | 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)

-- | Unique identifier for a build.
faBuildId :: Lens' FleetAttributes (Maybe Text)

-- | 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)

-- | Type of game session protection to set for all new instances started
--   in the fleet. * <b>NoProtection</b> – The game session can be
--   terminated during a scale-down event. * <b>FullProtection</b> – If the
--   game session is in an <tt>ACTIVE</tt> status, it cannot be terminated
--   during a scale-down event.
faNewGameSessionProtectionPolicy :: Lens' FleetAttributes (Maybe ProtectionPolicy)

-- | Descriptive label associated with a fleet. Fleet names do not need to
--   be unique.
faName :: Lens' FleetAttributes (Maybe Text)

-- | 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 <tt><a>RuntimeConfiguration</a> </tt> .
faServerLaunchPath :: Lens' FleetAttributes (Maybe Text)

-- | Unique identifier for a fleet.
faFleetId :: Lens' FleetAttributes (Maybe Text)

-- | Human-readable description of the fleet.
faDescription :: Lens' FleetAttributes (Maybe Text)

-- | Fleet policy to limit the number of game sessions an individual player
--   can create over a span of time.
faResourceCreationLimitPolicy :: Lens' FleetAttributes (Maybe ResourceCreationLimitPolicy)

-- | 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.
--   
--   <i>See:</i> <a>fleetCapacity</a> smart constructor.
data FleetCapacity

-- | Creates a value of <a>FleetCapacity</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>fcInstanceType</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 <a>Amazon EC2 Instance Types</a> for
--   detailed descriptions.</li>
--   <li><a>fcFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>fcInstanceCounts</a> - Current status of fleet capacity.</li>
--   </ul>
fleetCapacity :: FleetCapacity

-- | 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
--   <a>Amazon EC2 Instance Types</a> for detailed descriptions.
fcInstanceType :: Lens' FleetCapacity (Maybe EC2InstanceType)

-- | Unique identifier for a fleet.
fcFleetId :: Lens' FleetCapacity (Maybe Text)

-- | Current status of fleet capacity.
fcInstanceCounts :: Lens' FleetCapacity (Maybe EC2InstanceCounts)

-- | Current status of fleet utilization, including the number of game and
--   player sessions being hosted.
--   
--   <i>See:</i> <a>fleetUtilization</a> smart constructor.
data FleetUtilization

-- | Creates a value of <a>FleetUtilization</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>fuActiveGameSessionCount</a> - Number of active game sessions
--   currently being hosted on all instances in the fleet.</li>
--   <li><a>fuMaximumPlayerSessionCount</a> - Maximum players allowed
--   across all game sessions currently being hosted on all instances in
--   the fleet.</li>
--   <li><a>fuCurrentPlayerSessionCount</a> - Number of active player
--   sessions currently being hosted on all instances in the fleet.</li>
--   <li><a>fuFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>fuActiveServerProcessCount</a> - Number of server processes in
--   an <tt>ACTIVE</tt> status currently running across all instances in
--   the fleet</li>
--   </ul>
fleetUtilization :: FleetUtilization

-- | Number of active game sessions currently being hosted on all instances
--   in the fleet.
fuActiveGameSessionCount :: Lens' FleetUtilization (Maybe Natural)

-- | Maximum players allowed across all game sessions currently being
--   hosted on all instances in the fleet.
fuMaximumPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)

-- | Number of active player sessions currently being hosted on all
--   instances in the fleet.
fuCurrentPlayerSessionCount :: Lens' FleetUtilization (Maybe Natural)

-- | Unique identifier for a fleet.
fuFleetId :: Lens' FleetUtilization (Maybe Text)

-- | Number of server processes in an <tt>ACTIVE</tt> status currently
--   running across all instances in the fleet
fuActiveServerProcessCount :: Lens' FleetUtilization (Maybe Natural)

-- | 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
--   <a>Amazon GameLift Developer Guide</a> .
--   
--   <i>See:</i> <a>gameProperty</a> smart constructor.
data GameProperty

-- | Creates a value of <a>GameProperty</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>gpKey</a> - TBD</li>
--   <li><a>gpValue</a> - TBD</li>
--   </ul>
gameProperty :: Text -> Text -> GameProperty

-- | TBD
gpKey :: Lens' GameProperty Text

-- | TBD
gpValue :: Lens' GameProperty Text

-- | Properties describing a game session.
--   
--   <i>See:</i> <a>gameSession</a> smart constructor.
data GameSession

-- | Creates a value of <a>GameSession</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>gsCreationTime</a> - Time stamp indicating when this data
--   object was created. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>gsStatus</a> - Current status of the game session. A game
--   session must be in an <tt>ACTIVE</tt> status to have player
--   sessions.</li>
--   <li><a>gsGameProperties</a> - Set of custom properties for the game
--   session.</li>
--   <li><a>gsIPAddress</a> - IP address of the game session. To connect to
--   a GameLift server process, an app needs both the IP address and port
--   number.</li>
--   <li><a>gsGameSessionId</a> - Unique identifier for a game session.
--   Game session ID format is as follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated
--   string.</li>
--   <li><a>gsMaximumPlayerSessionCount</a> - Maximum number of players
--   allowed in the game session.</li>
--   <li><a>gsTerminationTime</a> - Time stamp indicating when this data
--   object was terminated. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>gsPlayerSessionCreationPolicy</a> - Indicates whether or not
--   the game session is accepting new players.</li>
--   <li><a>gsName</a> - Descriptive label associated with a game session.
--   Session names do not need to be unique.</li>
--   <li><a>gsCurrentPlayerSessionCount</a> - Number of players currently
--   in the game session.</li>
--   <li><a>gsFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>gsCreatorId</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.</li>
--   <li><a>gsPort</a> - Port number for the game session. To connect to a
--   GameLift server process, an app needs both the IP address and port
--   number.</li>
--   </ul>
gameSession :: GameSession

-- | 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)

-- | Current status of the game session. A game session must be in an
--   <tt>ACTIVE</tt> status to have player sessions.
gsStatus :: Lens' GameSession (Maybe GameSessionStatus)

-- | Set of custom properties for the game session.
gsGameProperties :: Lens' GameSession [GameProperty]

-- | 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)

-- | Unique identifier for a game session. Game session ID format is as
--   follows:
--   "arn:aws:gamelift:<a>region</a>::gamesession<i>fleet-<a>ID</a></i><a>string</a>".
--   The value of <a>string</a> is either a custom ID string (if one was
--   specified when the game session was created) an autogenerated string.
gsGameSessionId :: Lens' GameSession (Maybe Text)

-- | Maximum number of players allowed in the game session.
gsMaximumPlayerSessionCount :: Lens' GameSession (Maybe Natural)

-- | 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)

-- | Indicates whether or not the game session is accepting new players.
gsPlayerSessionCreationPolicy :: Lens' GameSession (Maybe PlayerSessionCreationPolicy)

-- | Descriptive label associated with a game session. Session names do not
--   need to be unique.
gsName :: Lens' GameSession (Maybe Text)

-- | Number of players currently in the game session.
gsCurrentPlayerSessionCount :: Lens' GameSession (Maybe Natural)

-- | Unique identifier for a fleet.
gsFleetId :: Lens' GameSession (Maybe Text)

-- | 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)

-- | 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)

-- | A game session's properties and the protection policy currently in
--   force.
--   
--   <i>See:</i> <a>gameSessionDetail</a> smart constructor.
data GameSessionDetail

-- | Creates a value of <a>GameSessionDetail</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>gsdGameSession</a> - Undocumented member.</li>
--   <li><a>gsdProtectionPolicy</a> - Current status of protection for the
--   game session. * <b>NoProtection</b> – The game session can be
--   terminated during a scale-down event. * <b>FullProtection</b> – If the
--   game session is in an <tt>ACTIVE</tt> status, it cannot be terminated
--   during a scale-down event.</li>
--   </ul>
gameSessionDetail :: GameSessionDetail

-- | Undocumented member.
gsdGameSession :: Lens' GameSessionDetail (Maybe GameSession)

-- | Current status of protection for the game session. *
--   <b>NoProtection</b> – The game session can be terminated during a
--   scale-down event. * <b>FullProtection</b> – If the game session is in
--   an <tt>ACTIVE</tt> status, it cannot be terminated during a scale-down
--   event.
gsdProtectionPolicy :: Lens' GameSessionDetail (Maybe ProtectionPolicy)

-- | 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 <a>GameSession</a> object.
--   
--   <i>See:</i> <a>ipPermission</a> smart constructor.
data IPPermission

-- | Creates a value of <a>IPPermission</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>ipFromPort</a> - Starting value for a range of allowed port
--   numbers.</li>
--   <li><a>ipToPort</a> - Ending value for a range of allowed port
--   numbers. Port numbers are end-inclusive. This value must be higher
--   than <tt>FromPort</tt> .</li>
--   <li><a>ipIPRange</a> - Range of allowed IP addresses. This value must
--   be expressed in <a>CIDR notation</a> . Example:
--   "<tt>000.000.000.000/[subnet mask]</tt> " or optionally the shortened
--   version "<tt>0.0.0.0/[subnet mask]</tt> ".</li>
--   <li><a>ipProtocol</a> - Network communication protocol used by the
--   fleet.</li>
--   </ul>
ipPermission :: Natural -> Natural -> Text -> IPProtocol -> IPPermission

-- | Starting value for a range of allowed port numbers.
ipFromPort :: Lens' IPPermission Natural

-- | Ending value for a range of allowed port numbers. Port numbers are
--   end-inclusive. This value must be higher than <tt>FromPort</tt> .
ipToPort :: Lens' IPPermission Natural

-- | Range of allowed IP addresses. This value must be expressed in <a>CIDR
--   notation</a> . Example: "<tt>000.000.000.000/[subnet mask]</tt> " or
--   optionally the shortened version "<tt>0.0.0.0/[subnet mask]</tt> ".
ipIPRange :: Lens' IPPermission Text

-- | Network communication protocol used by the fleet.
ipProtocol :: Lens' IPPermission 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.
--   
--   <i>See:</i> <a>instance'</a> smart constructor.
data Instance

-- | Creates a value of <a>Instance</a> with the minimum fields required to
--   make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>iCreationTime</a> - Time stamp indicating when this data object
--   was created. Format is a number expressed in Unix time as milliseconds
--   (ex: "1469498468.057").</li>
--   <li><a>iInstanceId</a> - Unique identifier for the instance.</li>
--   <li><a>iStatus</a> - Current status of the instance. Possible statuses
--   include the following: * <b>PENDING</b> – The instance is in the
--   process of being created and launching server processes as defined in
--   the fleet's runtime configuration. * <b>ACTIVE</b> – 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. * <b>TERMINATING</b> – 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.</li>
--   <li><a>iIPAddress</a> - IP address assigned to the instance.</li>
--   <li><a>iOperatingSystem</a> - Operating system that is running on this
--   instance.</li>
--   <li><a>iType</a> - EC2 instance type that defines the computing
--   resources of this instance.</li>
--   <li><a>iFleetId</a> - Unique identifier for the fleet that the
--   instance belongs to.</li>
--   </ul>
instance' :: Instance

-- | 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)

-- | Unique identifier for the instance.
iInstanceId :: Lens' Instance (Maybe Text)

-- | Current status of the instance. Possible statuses include the
--   following: * <b>PENDING</b> – The instance is in the process of being
--   created and launching server processes as defined in the fleet's
--   runtime configuration. * <b>ACTIVE</b> – 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. *
--   <b>TERMINATING</b> – 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)

-- | IP address assigned to the instance.
iIPAddress :: Lens' Instance (Maybe Text)

-- | Operating system that is running on this instance.
iOperatingSystem :: Lens' Instance (Maybe OperatingSystem)

-- | EC2 instance type that defines the computing resources of this
--   instance.
iType :: Lens' Instance (Maybe EC2InstanceType)

-- | Unique identifier for the fleet that the instance belongs to.
iFleetId :: Lens' Instance (Maybe Text)

-- | Information required to remotely connect to a fleet instance. Access
--   is requested by calling <tt>GetInstanceAccess</tt> .
--   
--   <i>See:</i> <a>instanceAccess</a> smart constructor.
data InstanceAccess

-- | Creates a value of <a>InstanceAccess</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>iaInstanceId</a> - Unique identifier for the instance being
--   accessed.</li>
--   <li><a>iaIPAddress</a> - IP address assigned to the instance.</li>
--   <li><a>iaOperatingSystem</a> - Operating system that is running on the
--   instance.</li>
--   <li><a>iaCredentials</a> - Credentials required to access the
--   instance.</li>
--   <li><a>iaFleetId</a> - Unique identifier for the fleet containing the
--   instance being accessed.</li>
--   </ul>
instanceAccess :: InstanceAccess

-- | Unique identifier for the instance being accessed.
iaInstanceId :: Lens' InstanceAccess (Maybe Text)

-- | IP address assigned to the instance.
iaIPAddress :: Lens' InstanceAccess (Maybe Text)

-- | Operating system that is running on the instance.
iaOperatingSystem :: Lens' InstanceAccess (Maybe OperatingSystem)

-- | Credentials required to access the instance.
iaCredentials :: Lens' InstanceAccess (Maybe InstanceCredentials)

-- | Unique identifier for the fleet containing the instance being
--   accessed.
iaFleetId :: Lens' InstanceAccess (Maybe Text)

-- | Set of credentials required to remotely access a fleet instance.
--   Access credentials are requested by calling <tt>GetInstanceAccess</tt>
--   and returned in an <a>InstanceAccess</a> object.
--   
--   <i>See:</i> <a>instanceCredentials</a> smart constructor.
data InstanceCredentials

-- | Creates a value of <a>InstanceCredentials</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>icUserName</a> - User login string.</li>
--   <li><a>icSecret</a> - Secret string. For Windows instances, the secret
--   is a password. For Linux instances, it is a private key.</li>
--   </ul>
instanceCredentials :: InstanceCredentials

-- | User login string.
icUserName :: Lens' InstanceCredentials (Maybe Text)

-- | Secret string. For Windows instances, the secret is a password. For
--   Linux instances, it is a private key.
icSecret :: Lens' InstanceCredentials (Maybe Text)

-- | Properties describing a player session.
--   
--   <i>See:</i> <a>playerSession</a> smart constructor.
data PlayerSession

-- | Creates a value of <a>PlayerSession</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>psCreationTime</a> - Time stamp indicating when this data
--   object was created. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>psStatus</a> - Current status of the player session. Possible
--   player session statuses include the following: * <b>RESERVED</b> – The
--   player session request has been received, but the player has not yet
--   connected to the server process and<i>or been validated. *
--   <b>ACTIVE</b> – The player has been validated by the server process
--   and is currently connected. * <b>COMPLETED</b> – The player connection
--   has been dropped. * <b>TIMEDOUT</b> – A player session request was
--   received, but the player did not connect and</i>or was not validated
--   within the time-out limit (60 seconds).</li>
--   <li><a>psIPAddress</a> - Game session IP address. All player sessions
--   reference the game session location.</li>
--   <li><a>psGameSessionId</a> - Unique identifier for the game session
--   that the player session is connected to.</li>
--   <li><a>psTerminationTime</a> - Time stamp indicating when this data
--   object was terminated. Format is a number expressed in Unix time as
--   milliseconds (ex: "1469498468.057").</li>
--   <li><a>psPlayerSessionId</a> - Unique identifier for a player
--   session.</li>
--   <li><a>psFleetId</a> - Unique identifier for a fleet.</li>
--   <li><a>psPlayerId</a> - Unique identifier for a player.</li>
--   <li><a>psPort</a> - Port number for the game session. To connect to a
--   GameLift server process, an app needs both the IP address and port
--   number.</li>
--   </ul>
playerSession :: PlayerSession

-- | 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)

-- | Current status of the player session. Possible player session statuses
--   include the following: * <b>RESERVED</b> – The player session request
--   has been received, but the player has not yet connected to the server
--   process and<i>or been validated. * <b>ACTIVE</b> – The player has been
--   validated by the server process and is currently connected. *
--   <b>COMPLETED</b> – The player connection has been dropped. *
--   <b>TIMEDOUT</b> – A player session request was received, but the
--   player did not connect and</i>or was not validated within the time-out
--   limit (60 seconds).
psStatus :: Lens' PlayerSession (Maybe PlayerSessionStatus)

-- | Game session IP address. All player sessions reference the game
--   session location.
psIPAddress :: Lens' PlayerSession (Maybe Text)

-- | Unique identifier for the game session that the player session is
--   connected to.
psGameSessionId :: Lens' PlayerSession (Maybe Text)

-- | 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)

-- | Unique identifier for a player session.
psPlayerSessionId :: Lens' PlayerSession (Maybe Text)

-- | Unique identifier for a fleet.
psFleetId :: Lens' PlayerSession (Maybe Text)

-- | Unique identifier for a player.
psPlayerId :: Lens' PlayerSession (Maybe Text)

-- | 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)

-- | 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 <tt>CreateGameSession</tt>
--   request, GameLift checks that the player (identified by
--   <tt>CreatorId</tt> ) has created fewer than 10 game sessions in the
--   past 60 minutes.
--   
--   <i>See:</i> <a>resourceCreationLimitPolicy</a> smart constructor.
data ResourceCreationLimitPolicy

-- | Creates a value of <a>ResourceCreationLimitPolicy</a> with the minimum
--   fields required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>rclpNewGameSessionsPerCreator</a> - Maximum number of game
--   sessions that an individual can create during the policy period.</li>
--   <li><a>rclpPolicyPeriodInMinutes</a> - Time span used in evaluating
--   the resource creation limit policy.</li>
--   </ul>
resourceCreationLimitPolicy :: ResourceCreationLimitPolicy

-- | Maximum number of game sessions that an individual can create during
--   the policy period.
rclpNewGameSessionsPerCreator :: Lens' ResourceCreationLimitPolicy (Maybe Natural)

-- | Time span used in evaluating the resource creation limit policy.
rclpPolicyPeriodInMinutes :: Lens' ResourceCreationLimitPolicy (Maybe Natural)

-- | Routing configuration for a fleet alias.
--   
--   <i>See:</i> <a>routingStrategy</a> smart constructor.
data RoutingStrategy

-- | Creates a value of <a>RoutingStrategy</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>rsType</a> - Type of routing strategy. Possible routing types
--   include the following: * <b>SIMPLE</b> – The alias resolves to one
--   specific fleet. Use this type when routing to active fleets. *
--   <b>TERMINAL</b> – 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 <a>RoutingStrategy</a>
--   message embedded.</li>
--   <li><a>rsMessage</a> - Message text to be used with a terminal routing
--   strategy.</li>
--   <li><a>rsFleetId</a> - Unique identifier for a fleet.</li>
--   </ul>
routingStrategy :: RoutingStrategy

-- | Type of routing strategy. Possible routing types include the
--   following: * <b>SIMPLE</b> – The alias resolves to one specific fleet.
--   Use this type when routing to active fleets. * <b>TERMINAL</b> – 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 <a>RoutingStrategy</a>
--   message embedded.
rsType :: Lens' RoutingStrategy (Maybe RoutingStrategyType)

-- | Message text to be used with a terminal routing strategy.
rsMessage :: Lens' RoutingStrategy (Maybe Text)

-- | Unique identifier for a fleet.
rsFleetId :: Lens' RoutingStrategy (Maybe Text)

-- | 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 <tt>ConcurrentExecutions</tt>
--   parameter for each <tt><a>ServerProcess</a> </tt> object in the
--   runtime configuration.
--   
--   <i>See:</i> <a>runtimeConfiguration</a> smart constructor.
data RuntimeConfiguration

-- | Creates a value of <a>RuntimeConfiguration</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>rcServerProcesses</a> - Collection of server process
--   configurations describing what server processes to run on each
--   instance in a fleet</li>
--   </ul>
runtimeConfiguration :: RuntimeConfiguration

-- | Collection of server process configurations describing what server
--   processes to run on each instance in a fleet
rcServerProcesses :: Lens' RuntimeConfiguration (Maybe (NonEmpty ServerProcess))

-- | Location in Amazon Simple Storage Service (Amazon S3) where a build's
--   files are stored. This location is assigned in response to a
--   <tt>CreateBuild</tt> call, and is always in the same region as the
--   service used to create the build. For more details see the <a>Amazon
--   S3 documentation</a> .
--   
--   <i>See:</i> <a>s3Location</a> smart constructor.
data S3Location

-- | Creates a value of <a>S3Location</a> with the minimum fields required
--   to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>slBucket</a> - Amazon S3 bucket identifier.</li>
--   <li><a>slKey</a> - Amazon S3 bucket key.</li>
--   <li><a>slRoleARN</a> - Amazon resource number for the cross-account
--   access role that allows GameLift access to the S3 bucket.</li>
--   </ul>
s3Location :: S3Location

-- | Amazon S3 bucket identifier.
slBucket :: Lens' S3Location (Maybe Text)

-- | Amazon S3 bucket key.
slKey :: Lens' S3Location (Maybe Text)

-- | Amazon resource number for the cross-account access role that allows
--   GameLift access to the S3 bucket.
slRoleARN :: Lens' S3Location (Maybe Text)

-- | Rule that controls how a fleet is scaled. Scaling policies are
--   uniquely identified by the combination of name and fleet ID.
--   
--   <i>See:</i> <a>scalingPolicy</a> smart constructor.
data ScalingPolicy

-- | Creates a value of <a>ScalingPolicy</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>spStatus</a> - Current status of the scaling policy. The
--   scaling policy is only in force when in an <tt>ACTIVE</tt> status. *
--   <b>ACTIVE</b> – The scaling policy is currently in force. *
--   <b>UPDATE_REQUESTED</b> – A request to update the scaling policy has
--   been received. * <b>UPDATING</b> – A change is being made to the
--   scaling policy. * <b>DELETE_REQUESTED</b> – A request to delete the
--   scaling policy has been received. * <b>DELETING</b> – The scaling
--   policy is being deleted. * <b>DELETED</b> – The scaling policy has
--   been deleted. * <b>ERROR</b> – An error occurred in creating the
--   policy. It should be removed and recreated.</li>
--   <li><a>spScalingAdjustmentType</a> - Type of adjustment to make to a
--   fleet's instance count (see <a>FleetCapacity</a> ): *
--   <b>ChangeInCapacity</b> – add (or subtract) the scaling adjustment
--   value from the current instance count. Positive values scale up while
--   negative values scale down. * <b>ExactCapacity</b> – set the instance
--   count to the scaling adjustment value. *
--   <b>PercentChangeInCapacity</b> – increase or reduce the current
--   instance count by the scaling adjustment, read as a percentage.
--   Positive values scale up while negative values scale down.</li>
--   <li><a>spEvaluationPeriods</a> - Length of time (in minutes) the
--   metric must be at or beyond the threshold before a scaling event is
--   triggered.</li>
--   <li><a>spMetricName</a> - Name of the GameLift-defined metric that is
--   used to trigger an adjustment. * <b>ActivatingGameSessions</b> –
--   number of game sessions in the process of being created (game session
--   status = <tt>ACTIVATING</tt> ). * <b>ActiveGameSessions</b> – number
--   of game sessions currently running (game session status =
--   <tt>ACTIVE</tt> ). * <b>CurrentPlayerSessions</b> – number of active
--   or reserved player sessions (player session status = <tt>ACTIVE</tt>
--   or <tt>RESERVED</tt> ). * <b>AvailablePlayerSessions</b> – 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 <tt>PlayerSessionCreationPolicy</tt> =
--   <tt>DENY_ALL</tt> ). * <b>ActiveInstances</b> – number of instances
--   currently running a game session. * <b>IdleInstances</b> – number of
--   instances not currently running a game session.</li>
--   <li><a>spComparisonOperator</a> - Comparison operator to use when
--   measuring a metric against the threshold value.</li>
--   <li><a>spName</a> - Descriptive label associated with a scaling
--   policy. Policy names do not need to be unique.</li>
--   <li><a>spThreshold</a> - Metric value used to trigger a scaling
--   event.</li>
--   <li><a>spScalingAdjustment</a> - Amount of adjustment to make, based
--   on the scaling adjustment type.</li>
--   <li><a>spFleetId</a> - Unique identity for the fleet associated with
--   this scaling policy.</li>
--   </ul>
scalingPolicy :: ScalingPolicy

-- | Current status of the scaling policy. The scaling policy is only in
--   force when in an <tt>ACTIVE</tt> status. * <b>ACTIVE</b> – The scaling
--   policy is currently in force. * <b>UPDATE_REQUESTED</b> – A request to
--   update the scaling policy has been received. * <b>UPDATING</b> – A
--   change is being made to the scaling policy. * <b>DELETE_REQUESTED</b>
--   – A request to delete the scaling policy has been received. *
--   <b>DELETING</b> – The scaling policy is being deleted. *
--   <b>DELETED</b> – The scaling policy has been deleted. * <b>ERROR</b> –
--   An error occurred in creating the policy. It should be removed and
--   recreated.
spStatus :: Lens' ScalingPolicy (Maybe ScalingStatusType)

-- | Type of adjustment to make to a fleet's instance count (see
--   <a>FleetCapacity</a> ): * <b>ChangeInCapacity</b> – add (or subtract)
--   the scaling adjustment value from the current instance count. Positive
--   values scale up while negative values scale down. *
--   <b>ExactCapacity</b> – set the instance count to the scaling
--   adjustment value. * <b>PercentChangeInCapacity</b> – 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)

-- | 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)

-- | Name of the GameLift-defined metric that is used to trigger an
--   adjustment. * <b>ActivatingGameSessions</b> – number of game sessions
--   in the process of being created (game session status =
--   <tt>ACTIVATING</tt> ). * <b>ActiveGameSessions</b> – number of game
--   sessions currently running (game session status = <tt>ACTIVE</tt> ). *
--   <b>CurrentPlayerSessions</b> – number of active or reserved player
--   sessions (player session status = <tt>ACTIVE</tt> or <tt>RESERVED</tt>
--   ). * <b>AvailablePlayerSessions</b> – 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
--   <tt>PlayerSessionCreationPolicy</tt> = <tt>DENY_ALL</tt> ). *
--   <b>ActiveInstances</b> – number of instances currently running a game
--   session. * <b>IdleInstances</b> – number of instances not currently
--   running a game session.
spMetricName :: Lens' ScalingPolicy (Maybe MetricName)

-- | Comparison operator to use when measuring a metric against the
--   threshold value.
spComparisonOperator :: Lens' ScalingPolicy (Maybe ComparisonOperatorType)

-- | Descriptive label associated with a scaling policy. Policy names do
--   not need to be unique.
spName :: Lens' ScalingPolicy (Maybe Text)

-- | Metric value used to trigger a scaling event.
spThreshold :: Lens' ScalingPolicy (Maybe Double)

-- | Amount of adjustment to make, based on the scaling adjustment type.
spScalingAdjustment :: Lens' ScalingPolicy (Maybe Int)

-- | Unique identity for the fleet associated with this scaling policy.
spFleetId :: Lens' ScalingPolicy (Maybe Text)

-- | 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
--   <tt><a>RuntimeConfiguration</a> </tt> .
--   
--   <i>See:</i> <a>serverProcess</a> smart constructor.
data ServerProcess

-- | Creates a value of <a>ServerProcess</a> with the minimum fields
--   required to make a request.
--   
--   Use one of the following lenses to modify other fields as desired:
--   
--   <ul>
--   <li><a>spParameters</a> - Optional list of parameters to pass to the
--   server executable on launch.</li>
--   <li><a>spLaunchPath</a> - Location of the server executable in a game
--   build. All game builds are installed on instances at the root : for
--   Windows instances <tt>C:game</tt> , and for Linux instances
--   <tt><i>local</i>game</tt> . A Windows game build with an executable
--   file located at <tt>MyGamelatestserver.exe</tt> must have a launch
--   path of "<tt>C:gameMyGamelatestserver.exe</tt> ". A Linux game build
--   with an executable file located at
--   <tt>MyGame<i>latest</i>server.exe</tt> must have a launch path of
--   "<tt><i>local</i>game<i>MyGame</i>latest/server.exe</tt> ".</li>
--   <li><a>spConcurrentExecutions</a> - Number of server processes using
--   this configuration to run concurrently on an instance.</li>
--   </ul>
serverProcess :: Text -> Natural -> ServerProcess

-- | Optional list of parameters to pass to the server executable on
--   launch.
spParameters :: Lens' ServerProcess (Maybe Text)

-- | Location of the server executable in a game build. All game builds are
--   installed on instances at the root : for Windows instances
--   <tt>C:game</tt> , and for Linux instances <tt><i>local</i>game</tt> .
--   A Windows game build with an executable file located at
--   <tt>MyGamelatestserver.exe</tt> must have a launch path of
--   "<tt>C:gameMyGamelatestserver.exe</tt> ". A Linux game build with an
--   executable file located at <tt>MyGame<i>latest</i>server.exe</tt> must
--   have a launch path of
--   "<tt><i>local</i>game<i>MyGame</i>latest/server.exe</tt> ".
spLaunchPath :: Lens' ServerProcess Text

-- | Number of server processes using this configuration to run
--   concurrently on an instance.
spConcurrentExecutions :: Lens' ServerProcess Natural
