{-# LANGUAGE DeriveGeneric #-} {-# LANGUAGE DuplicateRecordFields #-} {-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE RecordWildCards #-} {-# LANGUAGE StrictData #-} {-# LANGUAGE TypeFamilies #-} {-# LANGUAGE NoImplicitPrelude #-} {-# OPTIONS_GHC -fno-warn-unused-binds #-} {-# OPTIONS_GHC -fno-warn-unused-imports #-} {-# OPTIONS_GHC -fno-warn-unused-matches #-} -- Derived from AWS service descriptions, licensed under Apache 2.0. -- | -- Module : Amazonka.GameLift.UpdateGameSessionQueue -- Copyright : (c) 2013-2023 Brendan Hay -- License : Mozilla Public License, v. 2.0. -- Maintainer : Brendan Hay -- Stability : auto-generated -- Portability : non-portable (GHC extensions) -- -- Updates the configuration of a game session queue, which determines how -- the queue processes new game session requests. To update settings, -- specify the queue name to be updated and provide the new settings. When -- updating destinations, provide a complete list of destinations. -- -- __Learn more__ -- -- module Amazonka.GameLift.UpdateGameSessionQueue ( -- * Creating a Request UpdateGameSessionQueue (..), newUpdateGameSessionQueue, -- * Request Lenses updateGameSessionQueue_customEventData, updateGameSessionQueue_destinations, updateGameSessionQueue_filterConfiguration, updateGameSessionQueue_notificationTarget, updateGameSessionQueue_playerLatencyPolicies, updateGameSessionQueue_priorityConfiguration, updateGameSessionQueue_timeoutInSeconds, updateGameSessionQueue_name, -- * Destructuring the Response UpdateGameSessionQueueResponse (..), newUpdateGameSessionQueueResponse, -- * Response Lenses updateGameSessionQueueResponse_gameSessionQueue, updateGameSessionQueueResponse_httpStatus, ) where import qualified Amazonka.Core as Core import qualified Amazonka.Core.Lens.Internal as Lens import qualified Amazonka.Data as Data import Amazonka.GameLift.Types import qualified Amazonka.Prelude as Prelude import qualified Amazonka.Request as Request import qualified Amazonka.Response as Response -- | /See:/ 'newUpdateGameSessionQueue' smart constructor. data UpdateGameSessionQueue = UpdateGameSessionQueue' { -- | Information to be added to all events that are related to this game -- session queue. customEventData :: Prelude.Maybe Prelude.Text, -- | A list of fleets and\/or fleet aliases that can be used to fulfill game -- session placement requests in the queue. Destinations are identified by -- either a fleet ARN or a fleet alias ARN, and are listed in order of -- placement preference. When updating this list, provide a complete list -- of destinations. destinations :: Prelude.Maybe [GameSessionQueueDestination], -- | A list of locations where a queue is allowed to place new game sessions. -- Locations are specified in the form of Amazon Web Services Region codes, -- such as @us-west-2@. If this parameter is not set, game sessions can be -- placed in any queue location. To remove an existing filter -- configuration, pass in an empty set. filterConfiguration :: Prelude.Maybe FilterConfiguration, -- | An SNS topic ARN that is set up to receive game session placement -- notifications. See -- . notificationTarget :: Prelude.Maybe Prelude.Text, -- | A set of policies that act as a sliding cap on player latency. FleetIQ -- works to deliver low latency for most players in a game session. These -- policies ensure that no individual player can be placed into a game with -- unreasonably high latency. Use multiple policies to gradually relax -- latency requirements a step at a time. Multiple policies are applied -- based on their maximum allowed latency, starting with the lowest value. -- When updating policies, provide a complete collection of policies. playerLatencyPolicies :: Prelude.Maybe [PlayerLatencyPolicy], -- | Custom settings to use when prioritizing destinations and locations for -- game session placements. This configuration replaces the FleetIQ default -- prioritization process. Priority types that are not explicitly named -- will be automatically applied at the end of the prioritization process. -- To remove an existing priority configuration, pass in an empty set. priorityConfiguration :: Prelude.Maybe PriorityConfiguration, -- | The maximum time, in seconds, that a new game session placement request -- remains in the queue. When a request exceeds this time, the game session -- placement changes to a @TIMED_OUT@ status. timeoutInSeconds :: Prelude.Maybe Prelude.Natural, -- | A descriptive label that is associated with game session queue. Queue -- names must be unique within each Region. You can use either the queue ID -- or ARN value. name :: Prelude.Text } deriving (Prelude.Eq, Prelude.Read, Prelude.Show, Prelude.Generic) -- | -- Create a value of 'UpdateGameSessionQueue' with all optional fields omitted. -- -- Use or to modify other optional fields. -- -- The following record fields are available, with the corresponding lenses provided -- for backwards compatibility: -- -- 'customEventData', 'updateGameSessionQueue_customEventData' - Information to be added to all events that are related to this game -- session queue. -- -- 'destinations', 'updateGameSessionQueue_destinations' - A list of fleets and\/or fleet aliases that can be used to fulfill game -- session placement requests in the queue. Destinations are identified by -- either a fleet ARN or a fleet alias ARN, and are listed in order of -- placement preference. When updating this list, provide a complete list -- of destinations. -- -- 'filterConfiguration', 'updateGameSessionQueue_filterConfiguration' - A list of locations where a queue is allowed to place new game sessions. -- Locations are specified in the form of Amazon Web Services Region codes, -- such as @us-west-2@. If this parameter is not set, game sessions can be -- placed in any queue location. To remove an existing filter -- configuration, pass in an empty set. -- -- 'notificationTarget', 'updateGameSessionQueue_notificationTarget' - An SNS topic ARN that is set up to receive game session placement -- notifications. See -- . -- -- 'playerLatencyPolicies', 'updateGameSessionQueue_playerLatencyPolicies' - A set of policies that act as a sliding cap on player latency. FleetIQ -- works to deliver low latency for most players in a game session. These -- policies ensure that no individual player can be placed into a game with -- unreasonably high latency. Use multiple policies to gradually relax -- latency requirements a step at a time. Multiple policies are applied -- based on their maximum allowed latency, starting with the lowest value. -- When updating policies, provide a complete collection of policies. -- -- 'priorityConfiguration', 'updateGameSessionQueue_priorityConfiguration' - Custom settings to use when prioritizing destinations and locations for -- game session placements. This configuration replaces the FleetIQ default -- prioritization process. Priority types that are not explicitly named -- will be automatically applied at the end of the prioritization process. -- To remove an existing priority configuration, pass in an empty set. -- -- 'timeoutInSeconds', 'updateGameSessionQueue_timeoutInSeconds' - The maximum time, in seconds, that a new game session placement request -- remains in the queue. When a request exceeds this time, the game session -- placement changes to a @TIMED_OUT@ status. -- -- 'name', 'updateGameSessionQueue_name' - A descriptive label that is associated with game session queue. Queue -- names must be unique within each Region. You can use either the queue ID -- or ARN value. newUpdateGameSessionQueue :: -- | 'name' Prelude.Text -> UpdateGameSessionQueue newUpdateGameSessionQueue pName_ = UpdateGameSessionQueue' { customEventData = Prelude.Nothing, destinations = Prelude.Nothing, filterConfiguration = Prelude.Nothing, notificationTarget = Prelude.Nothing, playerLatencyPolicies = Prelude.Nothing, priorityConfiguration = Prelude.Nothing, timeoutInSeconds = Prelude.Nothing, name = pName_ } -- | Information to be added to all events that are related to this game -- session queue. updateGameSessionQueue_customEventData :: Lens.Lens' UpdateGameSessionQueue (Prelude.Maybe Prelude.Text) updateGameSessionQueue_customEventData = Lens.lens (\UpdateGameSessionQueue' {customEventData} -> customEventData) (\s@UpdateGameSessionQueue' {} a -> s {customEventData = a} :: UpdateGameSessionQueue) -- | A list of fleets and\/or fleet aliases that can be used to fulfill game -- session placement requests in the queue. Destinations are identified by -- either a fleet ARN or a fleet alias ARN, and are listed in order of -- placement preference. When updating this list, provide a complete list -- of destinations. updateGameSessionQueue_destinations :: Lens.Lens' UpdateGameSessionQueue (Prelude.Maybe [GameSessionQueueDestination]) updateGameSessionQueue_destinations = Lens.lens (\UpdateGameSessionQueue' {destinations} -> destinations) (\s@UpdateGameSessionQueue' {} a -> s {destinations = a} :: UpdateGameSessionQueue) Prelude.. Lens.mapping Lens.coerced -- | A list of locations where a queue is allowed to place new game sessions. -- Locations are specified in the form of Amazon Web Services Region codes, -- such as @us-west-2@. If this parameter is not set, game sessions can be -- placed in any queue location. To remove an existing filter -- configuration, pass in an empty set. updateGameSessionQueue_filterConfiguration :: Lens.Lens' UpdateGameSessionQueue (Prelude.Maybe FilterConfiguration) updateGameSessionQueue_filterConfiguration = Lens.lens (\UpdateGameSessionQueue' {filterConfiguration} -> filterConfiguration) (\s@UpdateGameSessionQueue' {} a -> s {filterConfiguration = a} :: UpdateGameSessionQueue) -- | An SNS topic ARN that is set up to receive game session placement -- notifications. See -- . updateGameSessionQueue_notificationTarget :: Lens.Lens' UpdateGameSessionQueue (Prelude.Maybe Prelude.Text) updateGameSessionQueue_notificationTarget = Lens.lens (\UpdateGameSessionQueue' {notificationTarget} -> notificationTarget) (\s@UpdateGameSessionQueue' {} a -> s {notificationTarget = a} :: UpdateGameSessionQueue) -- | A set of policies that act as a sliding cap on player latency. FleetIQ -- works to deliver low latency for most players in a game session. These -- policies ensure that no individual player can be placed into a game with -- unreasonably high latency. Use multiple policies to gradually relax -- latency requirements a step at a time. Multiple policies are applied -- based on their maximum allowed latency, starting with the lowest value. -- When updating policies, provide a complete collection of policies. updateGameSessionQueue_playerLatencyPolicies :: Lens.Lens' UpdateGameSessionQueue (Prelude.Maybe [PlayerLatencyPolicy]) updateGameSessionQueue_playerLatencyPolicies = Lens.lens (\UpdateGameSessionQueue' {playerLatencyPolicies} -> playerLatencyPolicies) (\s@UpdateGameSessionQueue' {} a -> s {playerLatencyPolicies = a} :: UpdateGameSessionQueue) Prelude.. Lens.mapping Lens.coerced -- | Custom settings to use when prioritizing destinations and locations for -- game session placements. This configuration replaces the FleetIQ default -- prioritization process. Priority types that are not explicitly named -- will be automatically applied at the end of the prioritization process. -- To remove an existing priority configuration, pass in an empty set. updateGameSessionQueue_priorityConfiguration :: Lens.Lens' UpdateGameSessionQueue (Prelude.Maybe PriorityConfiguration) updateGameSessionQueue_priorityConfiguration = Lens.lens (\UpdateGameSessionQueue' {priorityConfiguration} -> priorityConfiguration) (\s@UpdateGameSessionQueue' {} a -> s {priorityConfiguration = a} :: UpdateGameSessionQueue) -- | The maximum time, in seconds, that a new game session placement request -- remains in the queue. When a request exceeds this time, the game session -- placement changes to a @TIMED_OUT@ status. updateGameSessionQueue_timeoutInSeconds :: Lens.Lens' UpdateGameSessionQueue (Prelude.Maybe Prelude.Natural) updateGameSessionQueue_timeoutInSeconds = Lens.lens (\UpdateGameSessionQueue' {timeoutInSeconds} -> timeoutInSeconds) (\s@UpdateGameSessionQueue' {} a -> s {timeoutInSeconds = a} :: UpdateGameSessionQueue) -- | A descriptive label that is associated with game session queue. Queue -- names must be unique within each Region. You can use either the queue ID -- or ARN value. updateGameSessionQueue_name :: Lens.Lens' UpdateGameSessionQueue Prelude.Text updateGameSessionQueue_name = Lens.lens (\UpdateGameSessionQueue' {name} -> name) (\s@UpdateGameSessionQueue' {} a -> s {name = a} :: UpdateGameSessionQueue) instance Core.AWSRequest UpdateGameSessionQueue where type AWSResponse UpdateGameSessionQueue = UpdateGameSessionQueueResponse request overrides = Request.postJSON (overrides defaultService) response = Response.receiveJSON ( \s h x -> UpdateGameSessionQueueResponse' Prelude.<$> (x Data..?> "GameSessionQueue") Prelude.<*> (Prelude.pure (Prelude.fromEnum s)) ) instance Prelude.Hashable UpdateGameSessionQueue where hashWithSalt _salt UpdateGameSessionQueue' {..} = _salt `Prelude.hashWithSalt` customEventData `Prelude.hashWithSalt` destinations `Prelude.hashWithSalt` filterConfiguration `Prelude.hashWithSalt` notificationTarget `Prelude.hashWithSalt` playerLatencyPolicies `Prelude.hashWithSalt` priorityConfiguration `Prelude.hashWithSalt` timeoutInSeconds `Prelude.hashWithSalt` name instance Prelude.NFData UpdateGameSessionQueue where rnf UpdateGameSessionQueue' {..} = Prelude.rnf customEventData `Prelude.seq` Prelude.rnf destinations `Prelude.seq` Prelude.rnf filterConfiguration `Prelude.seq` Prelude.rnf notificationTarget `Prelude.seq` Prelude.rnf playerLatencyPolicies `Prelude.seq` Prelude.rnf priorityConfiguration `Prelude.seq` Prelude.rnf timeoutInSeconds `Prelude.seq` Prelude.rnf name instance Data.ToHeaders UpdateGameSessionQueue where toHeaders = Prelude.const ( Prelude.mconcat [ "X-Amz-Target" Data.=# ( "GameLift.UpdateGameSessionQueue" :: Prelude.ByteString ), "Content-Type" Data.=# ( "application/x-amz-json-1.1" :: Prelude.ByteString ) ] ) instance Data.ToJSON UpdateGameSessionQueue where toJSON UpdateGameSessionQueue' {..} = Data.object ( Prelude.catMaybes [ ("CustomEventData" Data..=) Prelude.<$> customEventData, ("Destinations" Data..=) Prelude.<$> destinations, ("FilterConfiguration" Data..=) Prelude.<$> filterConfiguration, ("NotificationTarget" Data..=) Prelude.<$> notificationTarget, ("PlayerLatencyPolicies" Data..=) Prelude.<$> playerLatencyPolicies, ("PriorityConfiguration" Data..=) Prelude.<$> priorityConfiguration, ("TimeoutInSeconds" Data..=) Prelude.<$> timeoutInSeconds, Prelude.Just ("Name" Data..= name) ] ) instance Data.ToPath UpdateGameSessionQueue where toPath = Prelude.const "/" instance Data.ToQuery UpdateGameSessionQueue where toQuery = Prelude.const Prelude.mempty -- | /See:/ 'newUpdateGameSessionQueueResponse' smart constructor. data UpdateGameSessionQueueResponse = UpdateGameSessionQueueResponse' { -- | An object that describes the newly updated game session queue. gameSessionQueue :: Prelude.Maybe GameSessionQueue, -- | The response's http status code. httpStatus :: Prelude.Int } deriving (Prelude.Eq, Prelude.Read, Prelude.Show, Prelude.Generic) -- | -- Create a value of 'UpdateGameSessionQueueResponse' with all optional fields omitted. -- -- Use or to modify other optional fields. -- -- The following record fields are available, with the corresponding lenses provided -- for backwards compatibility: -- -- 'gameSessionQueue', 'updateGameSessionQueueResponse_gameSessionQueue' - An object that describes the newly updated game session queue. -- -- 'httpStatus', 'updateGameSessionQueueResponse_httpStatus' - The response's http status code. newUpdateGameSessionQueueResponse :: -- | 'httpStatus' Prelude.Int -> UpdateGameSessionQueueResponse newUpdateGameSessionQueueResponse pHttpStatus_ = UpdateGameSessionQueueResponse' { gameSessionQueue = Prelude.Nothing, httpStatus = pHttpStatus_ } -- | An object that describes the newly updated game session queue. updateGameSessionQueueResponse_gameSessionQueue :: Lens.Lens' UpdateGameSessionQueueResponse (Prelude.Maybe GameSessionQueue) updateGameSessionQueueResponse_gameSessionQueue = Lens.lens (\UpdateGameSessionQueueResponse' {gameSessionQueue} -> gameSessionQueue) (\s@UpdateGameSessionQueueResponse' {} a -> s {gameSessionQueue = a} :: UpdateGameSessionQueueResponse) -- | The response's http status code. updateGameSessionQueueResponse_httpStatus :: Lens.Lens' UpdateGameSessionQueueResponse Prelude.Int updateGameSessionQueueResponse_httpStatus = Lens.lens (\UpdateGameSessionQueueResponse' {httpStatus} -> httpStatus) (\s@UpdateGameSessionQueueResponse' {} a -> s {httpStatus = a} :: UpdateGameSessionQueueResponse) instance Prelude.NFData UpdateGameSessionQueueResponse where rnf UpdateGameSessionQueueResponse' {..} = Prelude.rnf gameSessionQueue `Prelude.seq` Prelude.rnf httpStatus