{-# 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.UpdateMatchmakingConfiguration -- 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 settings for a FlexMatch matchmaking configuration. These -- changes affect all matches and game sessions that are created after the -- update. To update settings, specify the configuration name to be updated -- and provide the new settings. -- -- __Learn more__ -- -- module Amazonka.GameLift.UpdateMatchmakingConfiguration ( -- * Creating a Request UpdateMatchmakingConfiguration (..), newUpdateMatchmakingConfiguration, -- * Request Lenses updateMatchmakingConfiguration_acceptanceRequired, updateMatchmakingConfiguration_acceptanceTimeoutSeconds, updateMatchmakingConfiguration_additionalPlayerCount, updateMatchmakingConfiguration_backfillMode, updateMatchmakingConfiguration_customEventData, updateMatchmakingConfiguration_description, updateMatchmakingConfiguration_flexMatchMode, updateMatchmakingConfiguration_gameProperties, updateMatchmakingConfiguration_gameSessionData, updateMatchmakingConfiguration_gameSessionQueueArns, updateMatchmakingConfiguration_notificationTarget, updateMatchmakingConfiguration_requestTimeoutSeconds, updateMatchmakingConfiguration_ruleSetName, updateMatchmakingConfiguration_name, -- * Destructuring the Response UpdateMatchmakingConfigurationResponse (..), newUpdateMatchmakingConfigurationResponse, -- * Response Lenses updateMatchmakingConfigurationResponse_configuration, updateMatchmakingConfigurationResponse_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:/ 'newUpdateMatchmakingConfiguration' smart constructor. data UpdateMatchmakingConfiguration = UpdateMatchmakingConfiguration' { -- | A flag that indicates whether a match that was created with this -- configuration must be accepted by the matched players. To require -- acceptance, set to TRUE. With this option enabled, matchmaking tickets -- use the status @REQUIRES_ACCEPTANCE@ to indicate when a completed -- potential match is waiting for player acceptance. acceptanceRequired :: Prelude.Maybe Prelude.Bool, -- | The length of time (in seconds) to wait for players to accept a proposed -- match, if acceptance is required. acceptanceTimeoutSeconds :: Prelude.Maybe Prelude.Natural, -- | The number of player slots in a match to keep open for future players. -- For example, if the configuration\'s rule set specifies a match for a -- single 12-person team, and the additional player count is set to 2, only -- 10 players are selected for the match. This parameter is not used if -- @FlexMatchMode@ is set to @STANDALONE@. additionalPlayerCount :: Prelude.Maybe Prelude.Natural, -- | The method that is used to backfill game sessions created with this -- matchmaking configuration. Specify MANUAL when your game manages -- backfill requests manually or does not use the match backfill feature. -- Specify AUTOMATIC to have GameLift create a match backfill request -- whenever a game session has one or more open slots. Learn more about -- manual and automatic backfill in -- . -- Automatic backfill is not available when @FlexMatchMode@ is set to -- @STANDALONE@. backfillMode :: Prelude.Maybe BackfillMode, -- | Information to add to all events related to the matchmaking -- configuration. customEventData :: Prelude.Maybe Prelude.Text, -- | A description for the matchmaking configuration. description :: Prelude.Maybe Prelude.Text, -- | Indicates whether this matchmaking configuration is being used with -- GameLift hosting or as a standalone matchmaking solution. -- -- - __STANDALONE__ - FlexMatch forms matches and returns match -- information, including players and team assignments, in a -- -- event. -- -- - __WITH_QUEUE__ - FlexMatch forms matches and uses the specified -- GameLift queue to start a game session for the match. flexMatchMode :: Prelude.Maybe FlexMatchMode, -- | A set of custom properties for a game session, formatted as key:value -- pairs. These properties are passed to a game server process with a -- request to start a new game session (see -- ). -- This information is added to the new @GameSession@ object that is -- created for a successful match. This parameter is not used if -- @FlexMatchMode@ is set to @STANDALONE@. gameProperties :: Prelude.Maybe [GameProperty], -- | A set of custom game session properties, formatted as a single string -- value. This data is passed to a game server process with a request to -- start a new game session (see -- ). -- This information is added to the game session that is created for a -- successful match. This parameter is not used if @FlexMatchMode@ is set -- to @STANDALONE@. gameSessionData :: Prelude.Maybe Prelude.Text, -- | The Amazon Resource Name -- () -- that is assigned to a GameLift game session queue resource and uniquely -- identifies it. ARNs are unique across all Regions. Format is -- @arn:aws:gamelift:\::gamesessionqueue\/\@. Queues -- can be located in any Region. Queues are used to start new -- GameLift-hosted game sessions for matches that are created with this -- matchmaking configuration. If @FlexMatchMode@ is set to @STANDALONE@, do -- not set this parameter. gameSessionQueueArns :: Prelude.Maybe [Prelude.Text], -- | An SNS topic ARN that is set up to receive matchmaking notifications. -- See -- -- for more information. notificationTarget :: Prelude.Maybe Prelude.Text, -- | The maximum duration, in seconds, that a matchmaking ticket can remain -- in process before timing out. Requests that fail due to timing out can -- be resubmitted as needed. requestTimeoutSeconds :: Prelude.Maybe Prelude.Natural, -- | A unique identifier for the matchmaking rule set to use with this -- configuration. You can use either the rule set name or ARN value. A -- matchmaking configuration can only use rule sets that are defined in the -- same Region. ruleSetName :: Prelude.Maybe Prelude.Text, -- | A unique identifier for the matchmaking configuration to update. You can -- use either the configuration name or ARN value. name :: Prelude.Text } deriving (Prelude.Eq, Prelude.Read, Prelude.Show, Prelude.Generic) -- | -- Create a value of 'UpdateMatchmakingConfiguration' 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: -- -- 'acceptanceRequired', 'updateMatchmakingConfiguration_acceptanceRequired' - A flag that indicates whether a match that was created with this -- configuration must be accepted by the matched players. To require -- acceptance, set to TRUE. With this option enabled, matchmaking tickets -- use the status @REQUIRES_ACCEPTANCE@ to indicate when a completed -- potential match is waiting for player acceptance. -- -- 'acceptanceTimeoutSeconds', 'updateMatchmakingConfiguration_acceptanceTimeoutSeconds' - The length of time (in seconds) to wait for players to accept a proposed -- match, if acceptance is required. -- -- 'additionalPlayerCount', 'updateMatchmakingConfiguration_additionalPlayerCount' - The number of player slots in a match to keep open for future players. -- For example, if the configuration\'s rule set specifies a match for a -- single 12-person team, and the additional player count is set to 2, only -- 10 players are selected for the match. This parameter is not used if -- @FlexMatchMode@ is set to @STANDALONE@. -- -- 'backfillMode', 'updateMatchmakingConfiguration_backfillMode' - The method that is used to backfill game sessions created with this -- matchmaking configuration. Specify MANUAL when your game manages -- backfill requests manually or does not use the match backfill feature. -- Specify AUTOMATIC to have GameLift create a match backfill request -- whenever a game session has one or more open slots. Learn more about -- manual and automatic backfill in -- . -- Automatic backfill is not available when @FlexMatchMode@ is set to -- @STANDALONE@. -- -- 'customEventData', 'updateMatchmakingConfiguration_customEventData' - Information to add to all events related to the matchmaking -- configuration. -- -- 'description', 'updateMatchmakingConfiguration_description' - A description for the matchmaking configuration. -- -- 'flexMatchMode', 'updateMatchmakingConfiguration_flexMatchMode' - Indicates whether this matchmaking configuration is being used with -- GameLift hosting or as a standalone matchmaking solution. -- -- - __STANDALONE__ - FlexMatch forms matches and returns match -- information, including players and team assignments, in a -- -- event. -- -- - __WITH_QUEUE__ - FlexMatch forms matches and uses the specified -- GameLift queue to start a game session for the match. -- -- 'gameProperties', 'updateMatchmakingConfiguration_gameProperties' - A set of custom properties for a game session, formatted as key:value -- pairs. These properties are passed to a game server process with a -- request to start a new game session (see -- ). -- This information is added to the new @GameSession@ object that is -- created for a successful match. This parameter is not used if -- @FlexMatchMode@ is set to @STANDALONE@. -- -- 'gameSessionData', 'updateMatchmakingConfiguration_gameSessionData' - A set of custom game session properties, formatted as a single string -- value. This data is passed to a game server process with a request to -- start a new game session (see -- ). -- This information is added to the game session that is created for a -- successful match. This parameter is not used if @FlexMatchMode@ is set -- to @STANDALONE@. -- -- 'gameSessionQueueArns', 'updateMatchmakingConfiguration_gameSessionQueueArns' - The Amazon Resource Name -- () -- that is assigned to a GameLift game session queue resource and uniquely -- identifies it. ARNs are unique across all Regions. Format is -- @arn:aws:gamelift:\::gamesessionqueue\/\@. Queues -- can be located in any Region. Queues are used to start new -- GameLift-hosted game sessions for matches that are created with this -- matchmaking configuration. If @FlexMatchMode@ is set to @STANDALONE@, do -- not set this parameter. -- -- 'notificationTarget', 'updateMatchmakingConfiguration_notificationTarget' - An SNS topic ARN that is set up to receive matchmaking notifications. -- See -- -- for more information. -- -- 'requestTimeoutSeconds', 'updateMatchmakingConfiguration_requestTimeoutSeconds' - The maximum duration, in seconds, that a matchmaking ticket can remain -- in process before timing out. Requests that fail due to timing out can -- be resubmitted as needed. -- -- 'ruleSetName', 'updateMatchmakingConfiguration_ruleSetName' - A unique identifier for the matchmaking rule set to use with this -- configuration. You can use either the rule set name or ARN value. A -- matchmaking configuration can only use rule sets that are defined in the -- same Region. -- -- 'name', 'updateMatchmakingConfiguration_name' - A unique identifier for the matchmaking configuration to update. You can -- use either the configuration name or ARN value. newUpdateMatchmakingConfiguration :: -- | 'name' Prelude.Text -> UpdateMatchmakingConfiguration newUpdateMatchmakingConfiguration pName_ = UpdateMatchmakingConfiguration' { acceptanceRequired = Prelude.Nothing, acceptanceTimeoutSeconds = Prelude.Nothing, additionalPlayerCount = Prelude.Nothing, backfillMode = Prelude.Nothing, customEventData = Prelude.Nothing, description = Prelude.Nothing, flexMatchMode = Prelude.Nothing, gameProperties = Prelude.Nothing, gameSessionData = Prelude.Nothing, gameSessionQueueArns = Prelude.Nothing, notificationTarget = Prelude.Nothing, requestTimeoutSeconds = Prelude.Nothing, ruleSetName = Prelude.Nothing, name = pName_ } -- | A flag that indicates whether a match that was created with this -- configuration must be accepted by the matched players. To require -- acceptance, set to TRUE. With this option enabled, matchmaking tickets -- use the status @REQUIRES_ACCEPTANCE@ to indicate when a completed -- potential match is waiting for player acceptance. updateMatchmakingConfiguration_acceptanceRequired :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe Prelude.Bool) updateMatchmakingConfiguration_acceptanceRequired = Lens.lens (\UpdateMatchmakingConfiguration' {acceptanceRequired} -> acceptanceRequired) (\s@UpdateMatchmakingConfiguration' {} a -> s {acceptanceRequired = a} :: UpdateMatchmakingConfiguration) -- | The length of time (in seconds) to wait for players to accept a proposed -- match, if acceptance is required. updateMatchmakingConfiguration_acceptanceTimeoutSeconds :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe Prelude.Natural) updateMatchmakingConfiguration_acceptanceTimeoutSeconds = Lens.lens (\UpdateMatchmakingConfiguration' {acceptanceTimeoutSeconds} -> acceptanceTimeoutSeconds) (\s@UpdateMatchmakingConfiguration' {} a -> s {acceptanceTimeoutSeconds = a} :: UpdateMatchmakingConfiguration) -- | The number of player slots in a match to keep open for future players. -- For example, if the configuration\'s rule set specifies a match for a -- single 12-person team, and the additional player count is set to 2, only -- 10 players are selected for the match. This parameter is not used if -- @FlexMatchMode@ is set to @STANDALONE@. updateMatchmakingConfiguration_additionalPlayerCount :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe Prelude.Natural) updateMatchmakingConfiguration_additionalPlayerCount = Lens.lens (\UpdateMatchmakingConfiguration' {additionalPlayerCount} -> additionalPlayerCount) (\s@UpdateMatchmakingConfiguration' {} a -> s {additionalPlayerCount = a} :: UpdateMatchmakingConfiguration) -- | The method that is used to backfill game sessions created with this -- matchmaking configuration. Specify MANUAL when your game manages -- backfill requests manually or does not use the match backfill feature. -- Specify AUTOMATIC to have GameLift create a match backfill request -- whenever a game session has one or more open slots. Learn more about -- manual and automatic backfill in -- . -- Automatic backfill is not available when @FlexMatchMode@ is set to -- @STANDALONE@. updateMatchmakingConfiguration_backfillMode :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe BackfillMode) updateMatchmakingConfiguration_backfillMode = Lens.lens (\UpdateMatchmakingConfiguration' {backfillMode} -> backfillMode) (\s@UpdateMatchmakingConfiguration' {} a -> s {backfillMode = a} :: UpdateMatchmakingConfiguration) -- | Information to add to all events related to the matchmaking -- configuration. updateMatchmakingConfiguration_customEventData :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe Prelude.Text) updateMatchmakingConfiguration_customEventData = Lens.lens (\UpdateMatchmakingConfiguration' {customEventData} -> customEventData) (\s@UpdateMatchmakingConfiguration' {} a -> s {customEventData = a} :: UpdateMatchmakingConfiguration) -- | A description for the matchmaking configuration. updateMatchmakingConfiguration_description :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe Prelude.Text) updateMatchmakingConfiguration_description = Lens.lens (\UpdateMatchmakingConfiguration' {description} -> description) (\s@UpdateMatchmakingConfiguration' {} a -> s {description = a} :: UpdateMatchmakingConfiguration) -- | Indicates whether this matchmaking configuration is being used with -- GameLift hosting or as a standalone matchmaking solution. -- -- - __STANDALONE__ - FlexMatch forms matches and returns match -- information, including players and team assignments, in a -- -- event. -- -- - __WITH_QUEUE__ - FlexMatch forms matches and uses the specified -- GameLift queue to start a game session for the match. updateMatchmakingConfiguration_flexMatchMode :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe FlexMatchMode) updateMatchmakingConfiguration_flexMatchMode = Lens.lens (\UpdateMatchmakingConfiguration' {flexMatchMode} -> flexMatchMode) (\s@UpdateMatchmakingConfiguration' {} a -> s {flexMatchMode = a} :: UpdateMatchmakingConfiguration) -- | A set of custom properties for a game session, formatted as key:value -- pairs. These properties are passed to a game server process with a -- request to start a new game session (see -- ). -- This information is added to the new @GameSession@ object that is -- created for a successful match. This parameter is not used if -- @FlexMatchMode@ is set to @STANDALONE@. updateMatchmakingConfiguration_gameProperties :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe [GameProperty]) updateMatchmakingConfiguration_gameProperties = Lens.lens (\UpdateMatchmakingConfiguration' {gameProperties} -> gameProperties) (\s@UpdateMatchmakingConfiguration' {} a -> s {gameProperties = a} :: UpdateMatchmakingConfiguration) Prelude.. Lens.mapping Lens.coerced -- | A set of custom game session properties, formatted as a single string -- value. This data is passed to a game server process with a request to -- start a new game session (see -- ). -- This information is added to the game session that is created for a -- successful match. This parameter is not used if @FlexMatchMode@ is set -- to @STANDALONE@. updateMatchmakingConfiguration_gameSessionData :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe Prelude.Text) updateMatchmakingConfiguration_gameSessionData = Lens.lens (\UpdateMatchmakingConfiguration' {gameSessionData} -> gameSessionData) (\s@UpdateMatchmakingConfiguration' {} a -> s {gameSessionData = a} :: UpdateMatchmakingConfiguration) -- | The Amazon Resource Name -- () -- that is assigned to a GameLift game session queue resource and uniquely -- identifies it. ARNs are unique across all Regions. Format is -- @arn:aws:gamelift:\::gamesessionqueue\/\@. Queues -- can be located in any Region. Queues are used to start new -- GameLift-hosted game sessions for matches that are created with this -- matchmaking configuration. If @FlexMatchMode@ is set to @STANDALONE@, do -- not set this parameter. updateMatchmakingConfiguration_gameSessionQueueArns :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe [Prelude.Text]) updateMatchmakingConfiguration_gameSessionQueueArns = Lens.lens (\UpdateMatchmakingConfiguration' {gameSessionQueueArns} -> gameSessionQueueArns) (\s@UpdateMatchmakingConfiguration' {} a -> s {gameSessionQueueArns = a} :: UpdateMatchmakingConfiguration) Prelude.. Lens.mapping Lens.coerced -- | An SNS topic ARN that is set up to receive matchmaking notifications. -- See -- -- for more information. updateMatchmakingConfiguration_notificationTarget :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe Prelude.Text) updateMatchmakingConfiguration_notificationTarget = Lens.lens (\UpdateMatchmakingConfiguration' {notificationTarget} -> notificationTarget) (\s@UpdateMatchmakingConfiguration' {} a -> s {notificationTarget = a} :: UpdateMatchmakingConfiguration) -- | The maximum duration, in seconds, that a matchmaking ticket can remain -- in process before timing out. Requests that fail due to timing out can -- be resubmitted as needed. updateMatchmakingConfiguration_requestTimeoutSeconds :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe Prelude.Natural) updateMatchmakingConfiguration_requestTimeoutSeconds = Lens.lens (\UpdateMatchmakingConfiguration' {requestTimeoutSeconds} -> requestTimeoutSeconds) (\s@UpdateMatchmakingConfiguration' {} a -> s {requestTimeoutSeconds = a} :: UpdateMatchmakingConfiguration) -- | A unique identifier for the matchmaking rule set to use with this -- configuration. You can use either the rule set name or ARN value. A -- matchmaking configuration can only use rule sets that are defined in the -- same Region. updateMatchmakingConfiguration_ruleSetName :: Lens.Lens' UpdateMatchmakingConfiguration (Prelude.Maybe Prelude.Text) updateMatchmakingConfiguration_ruleSetName = Lens.lens (\UpdateMatchmakingConfiguration' {ruleSetName} -> ruleSetName) (\s@UpdateMatchmakingConfiguration' {} a -> s {ruleSetName = a} :: UpdateMatchmakingConfiguration) -- | A unique identifier for the matchmaking configuration to update. You can -- use either the configuration name or ARN value. updateMatchmakingConfiguration_name :: Lens.Lens' UpdateMatchmakingConfiguration Prelude.Text updateMatchmakingConfiguration_name = Lens.lens (\UpdateMatchmakingConfiguration' {name} -> name) (\s@UpdateMatchmakingConfiguration' {} a -> s {name = a} :: UpdateMatchmakingConfiguration) instance Core.AWSRequest UpdateMatchmakingConfiguration where type AWSResponse UpdateMatchmakingConfiguration = UpdateMatchmakingConfigurationResponse request overrides = Request.postJSON (overrides defaultService) response = Response.receiveJSON ( \s h x -> UpdateMatchmakingConfigurationResponse' Prelude.<$> (x Data..?> "Configuration") Prelude.<*> (Prelude.pure (Prelude.fromEnum s)) ) instance Prelude.Hashable UpdateMatchmakingConfiguration where hashWithSalt _salt UpdateMatchmakingConfiguration' {..} = _salt `Prelude.hashWithSalt` acceptanceRequired `Prelude.hashWithSalt` acceptanceTimeoutSeconds `Prelude.hashWithSalt` additionalPlayerCount `Prelude.hashWithSalt` backfillMode `Prelude.hashWithSalt` customEventData `Prelude.hashWithSalt` description `Prelude.hashWithSalt` flexMatchMode `Prelude.hashWithSalt` gameProperties `Prelude.hashWithSalt` gameSessionData `Prelude.hashWithSalt` gameSessionQueueArns `Prelude.hashWithSalt` notificationTarget `Prelude.hashWithSalt` requestTimeoutSeconds `Prelude.hashWithSalt` ruleSetName `Prelude.hashWithSalt` name instance Prelude.NFData UpdateMatchmakingConfiguration where rnf UpdateMatchmakingConfiguration' {..} = Prelude.rnf acceptanceRequired `Prelude.seq` Prelude.rnf acceptanceTimeoutSeconds `Prelude.seq` Prelude.rnf additionalPlayerCount `Prelude.seq` Prelude.rnf backfillMode `Prelude.seq` Prelude.rnf customEventData `Prelude.seq` Prelude.rnf description `Prelude.seq` Prelude.rnf flexMatchMode `Prelude.seq` Prelude.rnf gameProperties `Prelude.seq` Prelude.rnf gameSessionData `Prelude.seq` Prelude.rnf gameSessionQueueArns `Prelude.seq` Prelude.rnf notificationTarget `Prelude.seq` Prelude.rnf requestTimeoutSeconds `Prelude.seq` Prelude.rnf ruleSetName `Prelude.seq` Prelude.rnf name instance Data.ToHeaders UpdateMatchmakingConfiguration where toHeaders = Prelude.const ( Prelude.mconcat [ "X-Amz-Target" Data.=# ( "GameLift.UpdateMatchmakingConfiguration" :: Prelude.ByteString ), "Content-Type" Data.=# ( "application/x-amz-json-1.1" :: Prelude.ByteString ) ] ) instance Data.ToJSON UpdateMatchmakingConfiguration where toJSON UpdateMatchmakingConfiguration' {..} = Data.object ( Prelude.catMaybes [ ("AcceptanceRequired" Data..=) Prelude.<$> acceptanceRequired, ("AcceptanceTimeoutSeconds" Data..=) Prelude.<$> acceptanceTimeoutSeconds, ("AdditionalPlayerCount" Data..=) Prelude.<$> additionalPlayerCount, ("BackfillMode" Data..=) Prelude.<$> backfillMode, ("CustomEventData" Data..=) Prelude.<$> customEventData, ("Description" Data..=) Prelude.<$> description, ("FlexMatchMode" Data..=) Prelude.<$> flexMatchMode, ("GameProperties" Data..=) Prelude.<$> gameProperties, ("GameSessionData" Data..=) Prelude.<$> gameSessionData, ("GameSessionQueueArns" Data..=) Prelude.<$> gameSessionQueueArns, ("NotificationTarget" Data..=) Prelude.<$> notificationTarget, ("RequestTimeoutSeconds" Data..=) Prelude.<$> requestTimeoutSeconds, ("RuleSetName" Data..=) Prelude.<$> ruleSetName, Prelude.Just ("Name" Data..= name) ] ) instance Data.ToPath UpdateMatchmakingConfiguration where toPath = Prelude.const "/" instance Data.ToQuery UpdateMatchmakingConfiguration where toQuery = Prelude.const Prelude.mempty -- | /See:/ 'newUpdateMatchmakingConfigurationResponse' smart constructor. data UpdateMatchmakingConfigurationResponse = UpdateMatchmakingConfigurationResponse' { -- | The updated matchmaking configuration. configuration :: Prelude.Maybe MatchmakingConfiguration, -- | The response's http status code. httpStatus :: Prelude.Int } deriving (Prelude.Eq, Prelude.Read, Prelude.Show, Prelude.Generic) -- | -- Create a value of 'UpdateMatchmakingConfigurationResponse' 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: -- -- 'configuration', 'updateMatchmakingConfigurationResponse_configuration' - The updated matchmaking configuration. -- -- 'httpStatus', 'updateMatchmakingConfigurationResponse_httpStatus' - The response's http status code. newUpdateMatchmakingConfigurationResponse :: -- | 'httpStatus' Prelude.Int -> UpdateMatchmakingConfigurationResponse newUpdateMatchmakingConfigurationResponse pHttpStatus_ = UpdateMatchmakingConfigurationResponse' { configuration = Prelude.Nothing, httpStatus = pHttpStatus_ } -- | The updated matchmaking configuration. updateMatchmakingConfigurationResponse_configuration :: Lens.Lens' UpdateMatchmakingConfigurationResponse (Prelude.Maybe MatchmakingConfiguration) updateMatchmakingConfigurationResponse_configuration = Lens.lens (\UpdateMatchmakingConfigurationResponse' {configuration} -> configuration) (\s@UpdateMatchmakingConfigurationResponse' {} a -> s {configuration = a} :: UpdateMatchmakingConfigurationResponse) -- | The response's http status code. updateMatchmakingConfigurationResponse_httpStatus :: Lens.Lens' UpdateMatchmakingConfigurationResponse Prelude.Int updateMatchmakingConfigurationResponse_httpStatus = Lens.lens (\UpdateMatchmakingConfigurationResponse' {httpStatus} -> httpStatus) (\s@UpdateMatchmakingConfigurationResponse' {} a -> s {httpStatus = a} :: UpdateMatchmakingConfigurationResponse) instance Prelude.NFData UpdateMatchmakingConfigurationResponse where rnf UpdateMatchmakingConfigurationResponse' {..} = Prelude.rnf configuration `Prelude.seq` Prelude.rnf httpStatus