{-# LANGUAGE DeriveGeneric #-}
{-# LANGUAGE DuplicateRecordFields #-}
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE RecordWildCards #-}
{-# LANGUAGE StrictData #-}
{-# LANGUAGE NoImplicitPrelude #-}
{-# 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.Types.MatchmakingConfiguration
-- Copyright   : (c) 2013-2023 Brendan Hay
-- License     : Mozilla Public License, v. 2.0.
-- Maintainer  : Brendan Hay
-- Stability   : auto-generated
-- Portability : non-portable (GHC extensions)
module Amazonka.GameLift.Types.MatchmakingConfiguration 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.BackfillMode
import Amazonka.GameLift.Types.FlexMatchMode
import Amazonka.GameLift.Types.GameProperty
import qualified Amazonka.Prelude as Prelude

-- | Guidelines for use with FlexMatch to match players into games. All
-- matchmaking requests must specify a matchmaking configuration.
--
-- /See:/ 'newMatchmakingConfiguration' smart constructor.
data MatchmakingConfiguration = MatchmakingConfiguration'
  { -- | 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. When this option is enabled, matchmaking
    -- tickets use the status @REQUIRES_ACCEPTANCE@ to indicate when a
    -- completed potential match is waiting for player acceptance.
    MatchmakingConfiguration -> Maybe Bool
acceptanceRequired :: Prelude.Maybe Prelude.Bool,
    -- | The length of time (in seconds) to wait for players to accept a proposed
    -- match, if acceptance is required. If any player rejects the match or
    -- fails to accept before the timeout, the ticket continues to look for an
    -- acceptable match.
    MatchmakingConfiguration -> Maybe Natural
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 when
    -- @FlexMatchMode@ is set to @STANDALONE@.
    MatchmakingConfiguration -> Maybe Natural
additionalPlayerCount :: Prelude.Maybe Prelude.Natural,
    -- | The method used to backfill game sessions created with this matchmaking
    -- configuration. MANUAL indicates that the game makes backfill requests or
    -- does not use the match backfill feature. AUTOMATIC indicates that
    -- GameLift creates backfill requests whenever a game session has one or
    -- more open slots. Learn more about manual and automatic backfill in
    -- <https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html Backfill existing games with FlexMatch>.
    -- Automatic backfill is not available when @FlexMatchMode@ is set to
    -- @STANDALONE@.
    MatchmakingConfiguration -> Maybe BackfillMode
backfillMode :: Prelude.Maybe BackfillMode,
    -- | The Amazon Resource Name
    -- (<https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN>)
    -- that is assigned to a GameLift matchmaking configuration resource and
    -- uniquely identifies it. ARNs are unique across all Regions. Format is
    -- @arn:aws:gamelift:\<region>::matchmakingconfiguration\/\<matchmaking configuration name>@.
    -- In a GameLift configuration ARN, the resource ID matches the /Name/
    -- value.
    MatchmakingConfiguration -> Maybe Text
configurationArn :: Prelude.Maybe Prelude.Text,
    -- | A time stamp indicating when this data object was created. Format is a
    -- number expressed in Unix time as milliseconds (for example
    -- @\"1469498468.057\"@).
    MatchmakingConfiguration -> Maybe POSIX
creationTime :: Prelude.Maybe Data.POSIX,
    -- | Information to attach to all events related to the matchmaking
    -- configuration.
    MatchmakingConfiguration -> Maybe Text
customEventData :: Prelude.Maybe Prelude.Text,
    -- | A descriptive label that is associated with matchmaking configuration.
    MatchmakingConfiguration -> Maybe Text
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
    --     <https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded MatchmakingSucceeded>
    --     event.
    --
    -- -   __WITH_QUEUE__ - FlexMatch forms matches and uses the specified
    --     GameLift queue to start a game session for the match.
    MatchmakingConfiguration -> Maybe FlexMatchMode
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
    -- <https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session>).
    -- This information is added to the new @GameSession@ object that is
    -- created for a successful match. This parameter is not used when
    -- @FlexMatchMode@ is set to @STANDALONE@.
    MatchmakingConfiguration -> Maybe [GameProperty]
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
    -- <https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session>).
    -- This information is added to the new @GameSession@ object that is
    -- created for a successful match. This parameter is not used when
    -- @FlexMatchMode@ is set to @STANDALONE@.
    MatchmakingConfiguration -> Maybe Text
gameSessionData :: Prelude.Maybe Prelude.Text,
    -- | The Amazon Resource Name
    -- (<https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN>)
    -- 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:\<region>::gamesessionqueue\/\<queue name>@. 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. This property is not set when @FlexMatchMode@
    -- is set to @STANDALONE@.
    MatchmakingConfiguration -> Maybe [Text]
gameSessionQueueArns :: Prelude.Maybe [Prelude.Text],
    -- | A unique identifier for the matchmaking configuration. This name is used
    -- to identify the configuration associated with a matchmaking request or
    -- ticket.
    MatchmakingConfiguration -> Maybe Text
name :: Prelude.Maybe Prelude.Text,
    -- | An SNS topic ARN that is set up to receive matchmaking notifications.
    MatchmakingConfiguration -> Maybe Text
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.
    MatchmakingConfiguration -> Maybe Natural
requestTimeoutSeconds :: Prelude.Maybe Prelude.Natural,
    -- | The Amazon Resource Name
    -- (<https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN>)
    -- associated with the GameLift matchmaking rule set resource that this
    -- configuration uses.
    MatchmakingConfiguration -> Maybe Text
ruleSetArn :: Prelude.Maybe Prelude.Text,
    -- | A unique identifier for the matchmaking rule set to use with this
    -- configuration. A matchmaking configuration can only use rule sets that
    -- are defined in the same Region.
    MatchmakingConfiguration -> Maybe Text
ruleSetName :: Prelude.Maybe Prelude.Text
  }
  deriving (MatchmakingConfiguration -> MatchmakingConfiguration -> Bool
forall a. (a -> a -> Bool) -> (a -> a -> Bool) -> Eq a
/= :: MatchmakingConfiguration -> MatchmakingConfiguration -> Bool
$c/= :: MatchmakingConfiguration -> MatchmakingConfiguration -> Bool
== :: MatchmakingConfiguration -> MatchmakingConfiguration -> Bool
$c== :: MatchmakingConfiguration -> MatchmakingConfiguration -> Bool
Prelude.Eq, ReadPrec [MatchmakingConfiguration]
ReadPrec MatchmakingConfiguration
Int -> ReadS MatchmakingConfiguration
ReadS [MatchmakingConfiguration]
forall a.
(Int -> ReadS a)
-> ReadS [a] -> ReadPrec a -> ReadPrec [a] -> Read a
readListPrec :: ReadPrec [MatchmakingConfiguration]
$creadListPrec :: ReadPrec [MatchmakingConfiguration]
readPrec :: ReadPrec MatchmakingConfiguration
$creadPrec :: ReadPrec MatchmakingConfiguration
readList :: ReadS [MatchmakingConfiguration]
$creadList :: ReadS [MatchmakingConfiguration]
readsPrec :: Int -> ReadS MatchmakingConfiguration
$creadsPrec :: Int -> ReadS MatchmakingConfiguration
Prelude.Read, Int -> MatchmakingConfiguration -> ShowS
[MatchmakingConfiguration] -> ShowS
MatchmakingConfiguration -> String
forall a.
(Int -> a -> ShowS) -> (a -> String) -> ([a] -> ShowS) -> Show a
showList :: [MatchmakingConfiguration] -> ShowS
$cshowList :: [MatchmakingConfiguration] -> ShowS
show :: MatchmakingConfiguration -> String
$cshow :: MatchmakingConfiguration -> String
showsPrec :: Int -> MatchmakingConfiguration -> ShowS
$cshowsPrec :: Int -> MatchmakingConfiguration -> ShowS
Prelude.Show, forall x.
Rep MatchmakingConfiguration x -> MatchmakingConfiguration
forall x.
MatchmakingConfiguration -> Rep MatchmakingConfiguration x
forall a.
(forall x. a -> Rep a x) -> (forall x. Rep a x -> a) -> Generic a
$cto :: forall x.
Rep MatchmakingConfiguration x -> MatchmakingConfiguration
$cfrom :: forall x.
MatchmakingConfiguration -> Rep MatchmakingConfiguration x
Prelude.Generic)

-- |
-- Create a value of 'MatchmakingConfiguration' with all optional fields omitted.
--
-- Use <https://hackage.haskell.org/package/generic-lens generic-lens> or <https://hackage.haskell.org/package/optics optics> to modify other optional fields.
--
-- The following record fields are available, with the corresponding lenses provided
-- for backwards compatibility:
--
-- 'acceptanceRequired', 'matchmakingConfiguration_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. When this option is enabled, matchmaking
-- tickets use the status @REQUIRES_ACCEPTANCE@ to indicate when a
-- completed potential match is waiting for player acceptance.
--
-- 'acceptanceTimeoutSeconds', 'matchmakingConfiguration_acceptanceTimeoutSeconds' - The length of time (in seconds) to wait for players to accept a proposed
-- match, if acceptance is required. If any player rejects the match or
-- fails to accept before the timeout, the ticket continues to look for an
-- acceptable match.
--
-- 'additionalPlayerCount', 'matchmakingConfiguration_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 when
-- @FlexMatchMode@ is set to @STANDALONE@.
--
-- 'backfillMode', 'matchmakingConfiguration_backfillMode' - The method used to backfill game sessions created with this matchmaking
-- configuration. MANUAL indicates that the game makes backfill requests or
-- does not use the match backfill feature. AUTOMATIC indicates that
-- GameLift creates backfill requests whenever a game session has one or
-- more open slots. Learn more about manual and automatic backfill in
-- <https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html Backfill existing games with FlexMatch>.
-- Automatic backfill is not available when @FlexMatchMode@ is set to
-- @STANDALONE@.
--
-- 'configurationArn', 'matchmakingConfiguration_configurationArn' - The Amazon Resource Name
-- (<https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN>)
-- that is assigned to a GameLift matchmaking configuration resource and
-- uniquely identifies it. ARNs are unique across all Regions. Format is
-- @arn:aws:gamelift:\<region>::matchmakingconfiguration\/\<matchmaking configuration name>@.
-- In a GameLift configuration ARN, the resource ID matches the /Name/
-- value.
--
-- 'creationTime', 'matchmakingConfiguration_creationTime' - A time stamp indicating when this data object was created. Format is a
-- number expressed in Unix time as milliseconds (for example
-- @\"1469498468.057\"@).
--
-- 'customEventData', 'matchmakingConfiguration_customEventData' - Information to attach to all events related to the matchmaking
-- configuration.
--
-- 'description', 'matchmakingConfiguration_description' - A descriptive label that is associated with matchmaking configuration.
--
-- 'flexMatchMode', 'matchmakingConfiguration_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
--     <https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded MatchmakingSucceeded>
--     event.
--
-- -   __WITH_QUEUE__ - FlexMatch forms matches and uses the specified
--     GameLift queue to start a game session for the match.
--
-- 'gameProperties', 'matchmakingConfiguration_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
-- <https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session>).
-- This information is added to the new @GameSession@ object that is
-- created for a successful match. This parameter is not used when
-- @FlexMatchMode@ is set to @STANDALONE@.
--
-- 'gameSessionData', 'matchmakingConfiguration_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
-- <https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session>).
-- This information is added to the new @GameSession@ object that is
-- created for a successful match. This parameter is not used when
-- @FlexMatchMode@ is set to @STANDALONE@.
--
-- 'gameSessionQueueArns', 'matchmakingConfiguration_gameSessionQueueArns' - The Amazon Resource Name
-- (<https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN>)
-- 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:\<region>::gamesessionqueue\/\<queue name>@. 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. This property is not set when @FlexMatchMode@
-- is set to @STANDALONE@.
--
-- 'name', 'matchmakingConfiguration_name' - A unique identifier for the matchmaking configuration. This name is used
-- to identify the configuration associated with a matchmaking request or
-- ticket.
--
-- 'notificationTarget', 'matchmakingConfiguration_notificationTarget' - An SNS topic ARN that is set up to receive matchmaking notifications.
--
-- 'requestTimeoutSeconds', 'matchmakingConfiguration_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.
--
-- 'ruleSetArn', 'matchmakingConfiguration_ruleSetArn' - The Amazon Resource Name
-- (<https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN>)
-- associated with the GameLift matchmaking rule set resource that this
-- configuration uses.
--
-- 'ruleSetName', 'matchmakingConfiguration_ruleSetName' - A unique identifier for the matchmaking rule set to use with this
-- configuration. A matchmaking configuration can only use rule sets that
-- are defined in the same Region.
newMatchmakingConfiguration ::
  MatchmakingConfiguration
newMatchmakingConfiguration :: MatchmakingConfiguration
newMatchmakingConfiguration =
  MatchmakingConfiguration'
    { $sel:acceptanceRequired:MatchmakingConfiguration' :: Maybe Bool
acceptanceRequired =
        forall a. Maybe a
Prelude.Nothing,
      $sel:acceptanceTimeoutSeconds:MatchmakingConfiguration' :: Maybe Natural
acceptanceTimeoutSeconds = forall a. Maybe a
Prelude.Nothing,
      $sel:additionalPlayerCount:MatchmakingConfiguration' :: Maybe Natural
additionalPlayerCount = forall a. Maybe a
Prelude.Nothing,
      $sel:backfillMode:MatchmakingConfiguration' :: Maybe BackfillMode
backfillMode = forall a. Maybe a
Prelude.Nothing,
      $sel:configurationArn:MatchmakingConfiguration' :: Maybe Text
configurationArn = forall a. Maybe a
Prelude.Nothing,
      $sel:creationTime:MatchmakingConfiguration' :: Maybe POSIX
creationTime = forall a. Maybe a
Prelude.Nothing,
      $sel:customEventData:MatchmakingConfiguration' :: Maybe Text
customEventData = forall a. Maybe a
Prelude.Nothing,
      $sel:description:MatchmakingConfiguration' :: Maybe Text
description = forall a. Maybe a
Prelude.Nothing,
      $sel:flexMatchMode:MatchmakingConfiguration' :: Maybe FlexMatchMode
flexMatchMode = forall a. Maybe a
Prelude.Nothing,
      $sel:gameProperties:MatchmakingConfiguration' :: Maybe [GameProperty]
gameProperties = forall a. Maybe a
Prelude.Nothing,
      $sel:gameSessionData:MatchmakingConfiguration' :: Maybe Text
gameSessionData = forall a. Maybe a
Prelude.Nothing,
      $sel:gameSessionQueueArns:MatchmakingConfiguration' :: Maybe [Text]
gameSessionQueueArns = forall a. Maybe a
Prelude.Nothing,
      $sel:name:MatchmakingConfiguration' :: Maybe Text
name = forall a. Maybe a
Prelude.Nothing,
      $sel:notificationTarget:MatchmakingConfiguration' :: Maybe Text
notificationTarget = forall a. Maybe a
Prelude.Nothing,
      $sel:requestTimeoutSeconds:MatchmakingConfiguration' :: Maybe Natural
requestTimeoutSeconds = forall a. Maybe a
Prelude.Nothing,
      $sel:ruleSetArn:MatchmakingConfiguration' :: Maybe Text
ruleSetArn = forall a. Maybe a
Prelude.Nothing,
      $sel:ruleSetName:MatchmakingConfiguration' :: Maybe Text
ruleSetName = forall a. Maybe a
Prelude.Nothing
    }

-- | 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. When this option is enabled, matchmaking
-- tickets use the status @REQUIRES_ACCEPTANCE@ to indicate when a
-- completed potential match is waiting for player acceptance.
matchmakingConfiguration_acceptanceRequired :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Bool)
matchmakingConfiguration_acceptanceRequired :: Lens' MatchmakingConfiguration (Maybe Bool)
matchmakingConfiguration_acceptanceRequired = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Bool
acceptanceRequired :: Maybe Bool
$sel:acceptanceRequired:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Bool
acceptanceRequired} -> Maybe Bool
acceptanceRequired) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Bool
a -> MatchmakingConfiguration
s {$sel:acceptanceRequired:MatchmakingConfiguration' :: Maybe Bool
acceptanceRequired = Maybe Bool
a} :: MatchmakingConfiguration)

-- | The length of time (in seconds) to wait for players to accept a proposed
-- match, if acceptance is required. If any player rejects the match or
-- fails to accept before the timeout, the ticket continues to look for an
-- acceptable match.
matchmakingConfiguration_acceptanceTimeoutSeconds :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Natural)
matchmakingConfiguration_acceptanceTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
matchmakingConfiguration_acceptanceTimeoutSeconds = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Natural
acceptanceTimeoutSeconds :: Maybe Natural
$sel:acceptanceTimeoutSeconds:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Natural
acceptanceTimeoutSeconds} -> Maybe Natural
acceptanceTimeoutSeconds) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Natural
a -> MatchmakingConfiguration
s {$sel:acceptanceTimeoutSeconds:MatchmakingConfiguration' :: Maybe Natural
acceptanceTimeoutSeconds = Maybe Natural
a} :: MatchmakingConfiguration)

-- | 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 when
-- @FlexMatchMode@ is set to @STANDALONE@.
matchmakingConfiguration_additionalPlayerCount :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Natural)
matchmakingConfiguration_additionalPlayerCount :: Lens' MatchmakingConfiguration (Maybe Natural)
matchmakingConfiguration_additionalPlayerCount = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Natural
additionalPlayerCount :: Maybe Natural
$sel:additionalPlayerCount:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Natural
additionalPlayerCount} -> Maybe Natural
additionalPlayerCount) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Natural
a -> MatchmakingConfiguration
s {$sel:additionalPlayerCount:MatchmakingConfiguration' :: Maybe Natural
additionalPlayerCount = Maybe Natural
a} :: MatchmakingConfiguration)

-- | The method used to backfill game sessions created with this matchmaking
-- configuration. MANUAL indicates that the game makes backfill requests or
-- does not use the match backfill feature. AUTOMATIC indicates that
-- GameLift creates backfill requests whenever a game session has one or
-- more open slots. Learn more about manual and automatic backfill in
-- <https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html Backfill existing games with FlexMatch>.
-- Automatic backfill is not available when @FlexMatchMode@ is set to
-- @STANDALONE@.
matchmakingConfiguration_backfillMode :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe BackfillMode)
matchmakingConfiguration_backfillMode :: Lens' MatchmakingConfiguration (Maybe BackfillMode)
matchmakingConfiguration_backfillMode = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe BackfillMode
backfillMode :: Maybe BackfillMode
$sel:backfillMode:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe BackfillMode
backfillMode} -> Maybe BackfillMode
backfillMode) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe BackfillMode
a -> MatchmakingConfiguration
s {$sel:backfillMode:MatchmakingConfiguration' :: Maybe BackfillMode
backfillMode = Maybe BackfillMode
a} :: MatchmakingConfiguration)

-- | The Amazon Resource Name
-- (<https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN>)
-- that is assigned to a GameLift matchmaking configuration resource and
-- uniquely identifies it. ARNs are unique across all Regions. Format is
-- @arn:aws:gamelift:\<region>::matchmakingconfiguration\/\<matchmaking configuration name>@.
-- In a GameLift configuration ARN, the resource ID matches the /Name/
-- value.
matchmakingConfiguration_configurationArn :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Text)
matchmakingConfiguration_configurationArn :: Lens' MatchmakingConfiguration (Maybe Text)
matchmakingConfiguration_configurationArn = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Text
configurationArn :: Maybe Text
$sel:configurationArn:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
configurationArn} -> Maybe Text
configurationArn) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Text
a -> MatchmakingConfiguration
s {$sel:configurationArn:MatchmakingConfiguration' :: Maybe Text
configurationArn = Maybe Text
a} :: MatchmakingConfiguration)

-- | A time stamp indicating when this data object was created. Format is a
-- number expressed in Unix time as milliseconds (for example
-- @\"1469498468.057\"@).
matchmakingConfiguration_creationTime :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.UTCTime)
matchmakingConfiguration_creationTime :: Lens' MatchmakingConfiguration (Maybe UTCTime)
matchmakingConfiguration_creationTime = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe POSIX
creationTime :: Maybe POSIX
$sel:creationTime:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe POSIX
creationTime} -> Maybe POSIX
creationTime) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe POSIX
a -> MatchmakingConfiguration
s {$sel:creationTime:MatchmakingConfiguration' :: Maybe POSIX
creationTime = Maybe POSIX
a} :: MatchmakingConfiguration) forall b c a. (b -> c) -> (a -> b) -> a -> c
Prelude.. forall (f :: * -> *) (g :: * -> *) s t a b.
(Functor f, Functor g) =>
AnIso s t a b -> Iso (f s) (g t) (f a) (g b)
Lens.mapping forall (a :: Format). Iso' (Time a) UTCTime
Data._Time

-- | Information to attach to all events related to the matchmaking
-- configuration.
matchmakingConfiguration_customEventData :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Text)
matchmakingConfiguration_customEventData :: Lens' MatchmakingConfiguration (Maybe Text)
matchmakingConfiguration_customEventData = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Text
customEventData :: Maybe Text
$sel:customEventData:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
customEventData} -> Maybe Text
customEventData) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Text
a -> MatchmakingConfiguration
s {$sel:customEventData:MatchmakingConfiguration' :: Maybe Text
customEventData = Maybe Text
a} :: MatchmakingConfiguration)

-- | A descriptive label that is associated with matchmaking configuration.
matchmakingConfiguration_description :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Text)
matchmakingConfiguration_description :: Lens' MatchmakingConfiguration (Maybe Text)
matchmakingConfiguration_description = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Text
description :: Maybe Text
$sel:description:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
description} -> Maybe Text
description) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Text
a -> MatchmakingConfiguration
s {$sel:description:MatchmakingConfiguration' :: Maybe Text
description = Maybe Text
a} :: MatchmakingConfiguration)

-- | 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
--     <https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded MatchmakingSucceeded>
--     event.
--
-- -   __WITH_QUEUE__ - FlexMatch forms matches and uses the specified
--     GameLift queue to start a game session for the match.
matchmakingConfiguration_flexMatchMode :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe FlexMatchMode)
matchmakingConfiguration_flexMatchMode :: Lens' MatchmakingConfiguration (Maybe FlexMatchMode)
matchmakingConfiguration_flexMatchMode = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe FlexMatchMode
flexMatchMode :: Maybe FlexMatchMode
$sel:flexMatchMode:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe FlexMatchMode
flexMatchMode} -> Maybe FlexMatchMode
flexMatchMode) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe FlexMatchMode
a -> MatchmakingConfiguration
s {$sel:flexMatchMode:MatchmakingConfiguration' :: Maybe FlexMatchMode
flexMatchMode = Maybe FlexMatchMode
a} :: MatchmakingConfiguration)

-- | 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
-- <https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session>).
-- This information is added to the new @GameSession@ object that is
-- created for a successful match. This parameter is not used when
-- @FlexMatchMode@ is set to @STANDALONE@.
matchmakingConfiguration_gameProperties :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe [GameProperty])
matchmakingConfiguration_gameProperties :: Lens' MatchmakingConfiguration (Maybe [GameProperty])
matchmakingConfiguration_gameProperties = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe [GameProperty]
gameProperties :: Maybe [GameProperty]
$sel:gameProperties:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe [GameProperty]
gameProperties} -> Maybe [GameProperty]
gameProperties) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe [GameProperty]
a -> MatchmakingConfiguration
s {$sel:gameProperties:MatchmakingConfiguration' :: Maybe [GameProperty]
gameProperties = Maybe [GameProperty]
a} :: MatchmakingConfiguration) forall b c a. (b -> c) -> (a -> b) -> a -> c
Prelude.. forall (f :: * -> *) (g :: * -> *) s t a b.
(Functor f, Functor g) =>
AnIso s t a b -> Iso (f s) (g t) (f a) (g b)
Lens.mapping forall s t a b. (Coercible s a, Coercible t b) => Iso s t a b
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
-- <https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession Start a Game Session>).
-- This information is added to the new @GameSession@ object that is
-- created for a successful match. This parameter is not used when
-- @FlexMatchMode@ is set to @STANDALONE@.
matchmakingConfiguration_gameSessionData :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Text)
matchmakingConfiguration_gameSessionData :: Lens' MatchmakingConfiguration (Maybe Text)
matchmakingConfiguration_gameSessionData = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Text
gameSessionData :: Maybe Text
$sel:gameSessionData:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
gameSessionData} -> Maybe Text
gameSessionData) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Text
a -> MatchmakingConfiguration
s {$sel:gameSessionData:MatchmakingConfiguration' :: Maybe Text
gameSessionData = Maybe Text
a} :: MatchmakingConfiguration)

-- | The Amazon Resource Name
-- (<https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN>)
-- 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:\<region>::gamesessionqueue\/\<queue name>@. 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. This property is not set when @FlexMatchMode@
-- is set to @STANDALONE@.
matchmakingConfiguration_gameSessionQueueArns :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe [Prelude.Text])
matchmakingConfiguration_gameSessionQueueArns :: Lens' MatchmakingConfiguration (Maybe [Text])
matchmakingConfiguration_gameSessionQueueArns = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe [Text]
gameSessionQueueArns :: Maybe [Text]
$sel:gameSessionQueueArns:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe [Text]
gameSessionQueueArns} -> Maybe [Text]
gameSessionQueueArns) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe [Text]
a -> MatchmakingConfiguration
s {$sel:gameSessionQueueArns:MatchmakingConfiguration' :: Maybe [Text]
gameSessionQueueArns = Maybe [Text]
a} :: MatchmakingConfiguration) forall b c a. (b -> c) -> (a -> b) -> a -> c
Prelude.. forall (f :: * -> *) (g :: * -> *) s t a b.
(Functor f, Functor g) =>
AnIso s t a b -> Iso (f s) (g t) (f a) (g b)
Lens.mapping forall s t a b. (Coercible s a, Coercible t b) => Iso s t a b
Lens.coerced

-- | A unique identifier for the matchmaking configuration. This name is used
-- to identify the configuration associated with a matchmaking request or
-- ticket.
matchmakingConfiguration_name :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Text)
matchmakingConfiguration_name :: Lens' MatchmakingConfiguration (Maybe Text)
matchmakingConfiguration_name = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Text
name :: Maybe Text
$sel:name:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
name} -> Maybe Text
name) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Text
a -> MatchmakingConfiguration
s {$sel:name:MatchmakingConfiguration' :: Maybe Text
name = Maybe Text
a} :: MatchmakingConfiguration)

-- | An SNS topic ARN that is set up to receive matchmaking notifications.
matchmakingConfiguration_notificationTarget :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Text)
matchmakingConfiguration_notificationTarget :: Lens' MatchmakingConfiguration (Maybe Text)
matchmakingConfiguration_notificationTarget = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Text
notificationTarget :: Maybe Text
$sel:notificationTarget:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
notificationTarget} -> Maybe Text
notificationTarget) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Text
a -> MatchmakingConfiguration
s {$sel:notificationTarget:MatchmakingConfiguration' :: Maybe Text
notificationTarget = Maybe Text
a} :: MatchmakingConfiguration)

-- | 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.
matchmakingConfiguration_requestTimeoutSeconds :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Natural)
matchmakingConfiguration_requestTimeoutSeconds :: Lens' MatchmakingConfiguration (Maybe Natural)
matchmakingConfiguration_requestTimeoutSeconds = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Natural
requestTimeoutSeconds :: Maybe Natural
$sel:requestTimeoutSeconds:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Natural
requestTimeoutSeconds} -> Maybe Natural
requestTimeoutSeconds) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Natural
a -> MatchmakingConfiguration
s {$sel:requestTimeoutSeconds:MatchmakingConfiguration' :: Maybe Natural
requestTimeoutSeconds = Maybe Natural
a} :: MatchmakingConfiguration)

-- | The Amazon Resource Name
-- (<https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html ARN>)
-- associated with the GameLift matchmaking rule set resource that this
-- configuration uses.
matchmakingConfiguration_ruleSetArn :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Text)
matchmakingConfiguration_ruleSetArn :: Lens' MatchmakingConfiguration (Maybe Text)
matchmakingConfiguration_ruleSetArn = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Text
ruleSetArn :: Maybe Text
$sel:ruleSetArn:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
ruleSetArn} -> Maybe Text
ruleSetArn) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Text
a -> MatchmakingConfiguration
s {$sel:ruleSetArn:MatchmakingConfiguration' :: Maybe Text
ruleSetArn = Maybe Text
a} :: MatchmakingConfiguration)

-- | A unique identifier for the matchmaking rule set to use with this
-- configuration. A matchmaking configuration can only use rule sets that
-- are defined in the same Region.
matchmakingConfiguration_ruleSetName :: Lens.Lens' MatchmakingConfiguration (Prelude.Maybe Prelude.Text)
matchmakingConfiguration_ruleSetName :: Lens' MatchmakingConfiguration (Maybe Text)
matchmakingConfiguration_ruleSetName = forall s a b t. (s -> a) -> (s -> b -> t) -> Lens s t a b
Lens.lens (\MatchmakingConfiguration' {Maybe Text
ruleSetName :: Maybe Text
$sel:ruleSetName:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
ruleSetName} -> Maybe Text
ruleSetName) (\s :: MatchmakingConfiguration
s@MatchmakingConfiguration' {} Maybe Text
a -> MatchmakingConfiguration
s {$sel:ruleSetName:MatchmakingConfiguration' :: Maybe Text
ruleSetName = Maybe Text
a} :: MatchmakingConfiguration)

instance Data.FromJSON MatchmakingConfiguration where
  parseJSON :: Value -> Parser MatchmakingConfiguration
parseJSON =
    forall a. String -> (Object -> Parser a) -> Value -> Parser a
Data.withObject
      String
"MatchmakingConfiguration"
      ( \Object
x ->
          Maybe Bool
-> Maybe Natural
-> Maybe Natural
-> Maybe BackfillMode
-> Maybe Text
-> Maybe POSIX
-> Maybe Text
-> Maybe Text
-> Maybe FlexMatchMode
-> Maybe [GameProperty]
-> Maybe Text
-> Maybe [Text]
-> Maybe Text
-> Maybe Text
-> Maybe Natural
-> Maybe Text
-> Maybe Text
-> MatchmakingConfiguration
MatchmakingConfiguration'
            forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
Prelude.<$> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"AcceptanceRequired")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"AcceptanceTimeoutSeconds")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"AdditionalPlayerCount")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"BackfillMode")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"ConfigurationArn")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"CreationTime")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"CustomEventData")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"Description")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"FlexMatchMode")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"GameProperties" forall a. Parser (Maybe a) -> a -> Parser a
Data..!= forall a. Monoid a => a
Prelude.mempty)
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"GameSessionData")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> ( Object
x
                            forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"GameSessionQueueArns"
                            forall a. Parser (Maybe a) -> a -> Parser a
Data..!= forall a. Monoid a => a
Prelude.mempty
                        )
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"Name")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"NotificationTarget")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"RequestTimeoutSeconds")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"RuleSetArn")
            forall (f :: * -> *) a b. Applicative f => f (a -> b) -> f a -> f b
Prelude.<*> (Object
x forall a. FromJSON a => Object -> Key -> Parser (Maybe a)
Data..:? Key
"RuleSetName")
      )

instance Prelude.Hashable MatchmakingConfiguration where
  hashWithSalt :: Int -> MatchmakingConfiguration -> Int
hashWithSalt Int
_salt MatchmakingConfiguration' {Maybe Bool
Maybe Natural
Maybe [Text]
Maybe [GameProperty]
Maybe Text
Maybe POSIX
Maybe BackfillMode
Maybe FlexMatchMode
ruleSetName :: Maybe Text
ruleSetArn :: Maybe Text
requestTimeoutSeconds :: Maybe Natural
notificationTarget :: Maybe Text
name :: Maybe Text
gameSessionQueueArns :: Maybe [Text]
gameSessionData :: Maybe Text
gameProperties :: Maybe [GameProperty]
flexMatchMode :: Maybe FlexMatchMode
description :: Maybe Text
customEventData :: Maybe Text
creationTime :: Maybe POSIX
configurationArn :: Maybe Text
backfillMode :: Maybe BackfillMode
additionalPlayerCount :: Maybe Natural
acceptanceTimeoutSeconds :: Maybe Natural
acceptanceRequired :: Maybe Bool
$sel:ruleSetName:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:ruleSetArn:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:requestTimeoutSeconds:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Natural
$sel:notificationTarget:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:name:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:gameSessionQueueArns:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe [Text]
$sel:gameSessionData:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:gameProperties:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe [GameProperty]
$sel:flexMatchMode:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe FlexMatchMode
$sel:description:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:customEventData:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:creationTime:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe POSIX
$sel:configurationArn:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:backfillMode:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe BackfillMode
$sel:additionalPlayerCount:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Natural
$sel:acceptanceTimeoutSeconds:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Natural
$sel:acceptanceRequired:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Bool
..} =
    Int
_salt
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Bool
acceptanceRequired
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Natural
acceptanceTimeoutSeconds
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Natural
additionalPlayerCount
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe BackfillMode
backfillMode
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Text
configurationArn
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe POSIX
creationTime
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Text
customEventData
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Text
description
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe FlexMatchMode
flexMatchMode
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe [GameProperty]
gameProperties
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Text
gameSessionData
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe [Text]
gameSessionQueueArns
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Text
name
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Text
notificationTarget
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Natural
requestTimeoutSeconds
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Text
ruleSetArn
      forall a. Hashable a => Int -> a -> Int
`Prelude.hashWithSalt` Maybe Text
ruleSetName

instance Prelude.NFData MatchmakingConfiguration where
  rnf :: MatchmakingConfiguration -> ()
rnf MatchmakingConfiguration' {Maybe Bool
Maybe Natural
Maybe [Text]
Maybe [GameProperty]
Maybe Text
Maybe POSIX
Maybe BackfillMode
Maybe FlexMatchMode
ruleSetName :: Maybe Text
ruleSetArn :: Maybe Text
requestTimeoutSeconds :: Maybe Natural
notificationTarget :: Maybe Text
name :: Maybe Text
gameSessionQueueArns :: Maybe [Text]
gameSessionData :: Maybe Text
gameProperties :: Maybe [GameProperty]
flexMatchMode :: Maybe FlexMatchMode
description :: Maybe Text
customEventData :: Maybe Text
creationTime :: Maybe POSIX
configurationArn :: Maybe Text
backfillMode :: Maybe BackfillMode
additionalPlayerCount :: Maybe Natural
acceptanceTimeoutSeconds :: Maybe Natural
acceptanceRequired :: Maybe Bool
$sel:ruleSetName:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:ruleSetArn:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:requestTimeoutSeconds:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Natural
$sel:notificationTarget:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:name:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:gameSessionQueueArns:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe [Text]
$sel:gameSessionData:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:gameProperties:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe [GameProperty]
$sel:flexMatchMode:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe FlexMatchMode
$sel:description:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:customEventData:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:creationTime:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe POSIX
$sel:configurationArn:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Text
$sel:backfillMode:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe BackfillMode
$sel:additionalPlayerCount:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Natural
$sel:acceptanceTimeoutSeconds:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Natural
$sel:acceptanceRequired:MatchmakingConfiguration' :: MatchmakingConfiguration -> Maybe Bool
..} =
    forall a. NFData a => a -> ()
Prelude.rnf Maybe Bool
acceptanceRequired
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Natural
acceptanceTimeoutSeconds
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Natural
additionalPlayerCount
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe BackfillMode
backfillMode
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Text
configurationArn
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe POSIX
creationTime
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Text
customEventData
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Text
description
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe FlexMatchMode
flexMatchMode
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe [GameProperty]
gameProperties
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Text
gameSessionData
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe [Text]
gameSessionQueueArns
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Text
name
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Text
notificationTarget
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Natural
requestTimeoutSeconds
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Text
ruleSetArn
      seq :: forall a b. a -> b -> b
`Prelude.seq` forall a. NFData a => a -> ()
Prelude.rnf Maybe Text
ruleSetName