{-# LANGUAGE DeriveGeneric #-}
{-# LANGUAGE DerivingStrategies #-}
{-# LANGUAGE GeneralizedNewtypeDeriving #-}
{-# LANGUAGE LambdaCase #-}
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE PatternSynonyms #-}
{-# LANGUAGE StrictData #-}
{-# LANGUAGE NoImplicitPrelude #-}
{-# OPTIONS_GHC -fno-warn-unused-imports #-}
module Amazonka.GameLift.Types.GameServerGroupStatus
( GameServerGroupStatus
( ..,
GameServerGroupStatus_ACTIVATING,
GameServerGroupStatus_ACTIVE,
GameServerGroupStatus_DELETED,
GameServerGroupStatus_DELETE_SCHEDULED,
GameServerGroupStatus_DELETING,
GameServerGroupStatus_ERROR,
GameServerGroupStatus_NEW
),
)
where
import qualified Amazonka.Core as Core
import qualified Amazonka.Data as Data
import qualified Amazonka.Prelude as Prelude
newtype GameServerGroupStatus = GameServerGroupStatus'
{ GameServerGroupStatus -> Text
fromGameServerGroupStatus ::
Data.Text
}
deriving stock
( Int -> GameServerGroupStatus -> ShowS
[GameServerGroupStatus] -> ShowS
GameServerGroupStatus -> String
forall a.
(Int -> a -> ShowS) -> (a -> String) -> ([a] -> ShowS) -> Show a
showList :: [GameServerGroupStatus] -> ShowS
$cshowList :: [GameServerGroupStatus] -> ShowS
show :: GameServerGroupStatus -> String
$cshow :: GameServerGroupStatus -> String
showsPrec :: Int -> GameServerGroupStatus -> ShowS
$cshowsPrec :: Int -> GameServerGroupStatus -> ShowS
Prelude.Show,
ReadPrec [GameServerGroupStatus]
ReadPrec GameServerGroupStatus
Int -> ReadS GameServerGroupStatus
ReadS [GameServerGroupStatus]
forall a.
(Int -> ReadS a)
-> ReadS [a] -> ReadPrec a -> ReadPrec [a] -> Read a
readListPrec :: ReadPrec [GameServerGroupStatus]
$creadListPrec :: ReadPrec [GameServerGroupStatus]
readPrec :: ReadPrec GameServerGroupStatus
$creadPrec :: ReadPrec GameServerGroupStatus
readList :: ReadS [GameServerGroupStatus]
$creadList :: ReadS [GameServerGroupStatus]
readsPrec :: Int -> ReadS GameServerGroupStatus
$creadsPrec :: Int -> ReadS GameServerGroupStatus
Prelude.Read,
GameServerGroupStatus -> GameServerGroupStatus -> Bool
forall a. (a -> a -> Bool) -> (a -> a -> Bool) -> Eq a
/= :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
$c/= :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
== :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
$c== :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
Prelude.Eq,
Eq GameServerGroupStatus
GameServerGroupStatus -> GameServerGroupStatus -> Bool
GameServerGroupStatus -> GameServerGroupStatus -> Ordering
GameServerGroupStatus
-> GameServerGroupStatus -> GameServerGroupStatus
forall a.
Eq a
-> (a -> a -> Ordering)
-> (a -> a -> Bool)
-> (a -> a -> Bool)
-> (a -> a -> Bool)
-> (a -> a -> Bool)
-> (a -> a -> a)
-> (a -> a -> a)
-> Ord a
min :: GameServerGroupStatus
-> GameServerGroupStatus -> GameServerGroupStatus
$cmin :: GameServerGroupStatus
-> GameServerGroupStatus -> GameServerGroupStatus
max :: GameServerGroupStatus
-> GameServerGroupStatus -> GameServerGroupStatus
$cmax :: GameServerGroupStatus
-> GameServerGroupStatus -> GameServerGroupStatus
>= :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
$c>= :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
> :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
$c> :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
<= :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
$c<= :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
< :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
$c< :: GameServerGroupStatus -> GameServerGroupStatus -> Bool
compare :: GameServerGroupStatus -> GameServerGroupStatus -> Ordering
$ccompare :: GameServerGroupStatus -> GameServerGroupStatus -> Ordering
Prelude.Ord,
forall x. Rep GameServerGroupStatus x -> GameServerGroupStatus
forall x. GameServerGroupStatus -> Rep GameServerGroupStatus x
forall a.
(forall x. a -> Rep a x) -> (forall x. Rep a x -> a) -> Generic a
$cto :: forall x. Rep GameServerGroupStatus x -> GameServerGroupStatus
$cfrom :: forall x. GameServerGroupStatus -> Rep GameServerGroupStatus x
Prelude.Generic
)
deriving newtype
( Eq GameServerGroupStatus
Int -> GameServerGroupStatus -> Int
GameServerGroupStatus -> Int
forall a. Eq a -> (Int -> a -> Int) -> (a -> Int) -> Hashable a
hash :: GameServerGroupStatus -> Int
$chash :: GameServerGroupStatus -> Int
hashWithSalt :: Int -> GameServerGroupStatus -> Int
$chashWithSalt :: Int -> GameServerGroupStatus -> Int
Prelude.Hashable,
GameServerGroupStatus -> ()
forall a. (a -> ()) -> NFData a
rnf :: GameServerGroupStatus -> ()
$crnf :: GameServerGroupStatus -> ()
Prelude.NFData,
Text -> Either String GameServerGroupStatus
forall a. (Text -> Either String a) -> FromText a
fromText :: Text -> Either String GameServerGroupStatus
$cfromText :: Text -> Either String GameServerGroupStatus
Data.FromText,
GameServerGroupStatus -> Text
forall a. (a -> Text) -> ToText a
toText :: GameServerGroupStatus -> Text
$ctoText :: GameServerGroupStatus -> Text
Data.ToText,
GameServerGroupStatus -> ByteString
forall a. (a -> ByteString) -> ToByteString a
toBS :: GameServerGroupStatus -> ByteString
$ctoBS :: GameServerGroupStatus -> ByteString
Data.ToByteString,
GameServerGroupStatus -> ByteStringBuilder
forall a. (a -> ByteStringBuilder) -> ToLog a
build :: GameServerGroupStatus -> ByteStringBuilder
$cbuild :: GameServerGroupStatus -> ByteStringBuilder
Data.ToLog,
HeaderName -> GameServerGroupStatus -> [Header]
forall a. (HeaderName -> a -> [Header]) -> ToHeader a
toHeader :: HeaderName -> GameServerGroupStatus -> [Header]
$ctoHeader :: HeaderName -> GameServerGroupStatus -> [Header]
Data.ToHeader,
GameServerGroupStatus -> QueryString
forall a. (a -> QueryString) -> ToQuery a
toQuery :: GameServerGroupStatus -> QueryString
$ctoQuery :: GameServerGroupStatus -> QueryString
Data.ToQuery,
Value -> Parser [GameServerGroupStatus]
Value -> Parser GameServerGroupStatus
forall a.
(Value -> Parser a) -> (Value -> Parser [a]) -> FromJSON a
parseJSONList :: Value -> Parser [GameServerGroupStatus]
$cparseJSONList :: Value -> Parser [GameServerGroupStatus]
parseJSON :: Value -> Parser GameServerGroupStatus
$cparseJSON :: Value -> Parser GameServerGroupStatus
Data.FromJSON,
FromJSONKeyFunction [GameServerGroupStatus]
FromJSONKeyFunction GameServerGroupStatus
forall a.
FromJSONKeyFunction a -> FromJSONKeyFunction [a] -> FromJSONKey a
fromJSONKeyList :: FromJSONKeyFunction [GameServerGroupStatus]
$cfromJSONKeyList :: FromJSONKeyFunction [GameServerGroupStatus]
fromJSONKey :: FromJSONKeyFunction GameServerGroupStatus
$cfromJSONKey :: FromJSONKeyFunction GameServerGroupStatus
Data.FromJSONKey,
[GameServerGroupStatus] -> Encoding
[GameServerGroupStatus] -> Value
GameServerGroupStatus -> Encoding
GameServerGroupStatus -> Value
forall a.
(a -> Value)
-> (a -> Encoding)
-> ([a] -> Value)
-> ([a] -> Encoding)
-> ToJSON a
toEncodingList :: [GameServerGroupStatus] -> Encoding
$ctoEncodingList :: [GameServerGroupStatus] -> Encoding
toJSONList :: [GameServerGroupStatus] -> Value
$ctoJSONList :: [GameServerGroupStatus] -> Value
toEncoding :: GameServerGroupStatus -> Encoding
$ctoEncoding :: GameServerGroupStatus -> Encoding
toJSON :: GameServerGroupStatus -> Value
$ctoJSON :: GameServerGroupStatus -> Value
Data.ToJSON,
ToJSONKeyFunction [GameServerGroupStatus]
ToJSONKeyFunction GameServerGroupStatus
forall a.
ToJSONKeyFunction a -> ToJSONKeyFunction [a] -> ToJSONKey a
toJSONKeyList :: ToJSONKeyFunction [GameServerGroupStatus]
$ctoJSONKeyList :: ToJSONKeyFunction [GameServerGroupStatus]
toJSONKey :: ToJSONKeyFunction GameServerGroupStatus
$ctoJSONKey :: ToJSONKeyFunction GameServerGroupStatus
Data.ToJSONKey,
[Node] -> Either String GameServerGroupStatus
forall a. ([Node] -> Either String a) -> FromXML a
parseXML :: [Node] -> Either String GameServerGroupStatus
$cparseXML :: [Node] -> Either String GameServerGroupStatus
Data.FromXML,
GameServerGroupStatus -> XML
forall a. (a -> XML) -> ToXML a
toXML :: GameServerGroupStatus -> XML
$ctoXML :: GameServerGroupStatus -> XML
Data.ToXML
)
pattern GameServerGroupStatus_ACTIVATING :: GameServerGroupStatus
pattern $bGameServerGroupStatus_ACTIVATING :: GameServerGroupStatus
$mGameServerGroupStatus_ACTIVATING :: forall {r}.
GameServerGroupStatus -> ((# #) -> r) -> ((# #) -> r) -> r
GameServerGroupStatus_ACTIVATING = GameServerGroupStatus' "ACTIVATING"
pattern GameServerGroupStatus_ACTIVE :: GameServerGroupStatus
pattern $bGameServerGroupStatus_ACTIVE :: GameServerGroupStatus
$mGameServerGroupStatus_ACTIVE :: forall {r}.
GameServerGroupStatus -> ((# #) -> r) -> ((# #) -> r) -> r
GameServerGroupStatus_ACTIVE = GameServerGroupStatus' "ACTIVE"
pattern GameServerGroupStatus_DELETED :: GameServerGroupStatus
pattern $bGameServerGroupStatus_DELETED :: GameServerGroupStatus
$mGameServerGroupStatus_DELETED :: forall {r}.
GameServerGroupStatus -> ((# #) -> r) -> ((# #) -> r) -> r
GameServerGroupStatus_DELETED = GameServerGroupStatus' "DELETED"
pattern GameServerGroupStatus_DELETE_SCHEDULED :: GameServerGroupStatus
pattern $bGameServerGroupStatus_DELETE_SCHEDULED :: GameServerGroupStatus
$mGameServerGroupStatus_DELETE_SCHEDULED :: forall {r}.
GameServerGroupStatus -> ((# #) -> r) -> ((# #) -> r) -> r
GameServerGroupStatus_DELETE_SCHEDULED = GameServerGroupStatus' "DELETE_SCHEDULED"
pattern GameServerGroupStatus_DELETING :: GameServerGroupStatus
pattern $bGameServerGroupStatus_DELETING :: GameServerGroupStatus
$mGameServerGroupStatus_DELETING :: forall {r}.
GameServerGroupStatus -> ((# #) -> r) -> ((# #) -> r) -> r
GameServerGroupStatus_DELETING = GameServerGroupStatus' "DELETING"
pattern GameServerGroupStatus_ERROR :: GameServerGroupStatus
pattern $bGameServerGroupStatus_ERROR :: GameServerGroupStatus
$mGameServerGroupStatus_ERROR :: forall {r}.
GameServerGroupStatus -> ((# #) -> r) -> ((# #) -> r) -> r
GameServerGroupStatus_ERROR = GameServerGroupStatus' "ERROR"
pattern GameServerGroupStatus_NEW :: GameServerGroupStatus
pattern $bGameServerGroupStatus_NEW :: GameServerGroupStatus
$mGameServerGroupStatus_NEW :: forall {r}.
GameServerGroupStatus -> ((# #) -> r) -> ((# #) -> r) -> r
GameServerGroupStatus_NEW = GameServerGroupStatus' "NEW"
{-# COMPLETE
GameServerGroupStatus_ACTIVATING,
GameServerGroupStatus_ACTIVE,
GameServerGroupStatus_DELETED,
GameServerGroupStatus_DELETE_SCHEDULED,
GameServerGroupStatus_DELETING,
GameServerGroupStatus_ERROR,
GameServerGroupStatus_NEW,
GameServerGroupStatus'
#-}