{-# 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.GameServerUtilizationStatus
( GameServerUtilizationStatus
( ..,
GameServerUtilizationStatus_AVAILABLE,
GameServerUtilizationStatus_UTILIZED
),
)
where
import qualified Amazonka.Core as Core
import qualified Amazonka.Prelude as Prelude
newtype GameServerUtilizationStatus = GameServerUtilizationStatus'
{ GameServerUtilizationStatus -> Text
fromGameServerUtilizationStatus ::
Core.Text
}
deriving stock
( Int -> GameServerUtilizationStatus -> ShowS
[GameServerUtilizationStatus] -> ShowS
GameServerUtilizationStatus -> String
(Int -> GameServerUtilizationStatus -> ShowS)
-> (GameServerUtilizationStatus -> String)
-> ([GameServerUtilizationStatus] -> ShowS)
-> Show GameServerUtilizationStatus
forall a.
(Int -> a -> ShowS) -> (a -> String) -> ([a] -> ShowS) -> Show a
showList :: [GameServerUtilizationStatus] -> ShowS
$cshowList :: [GameServerUtilizationStatus] -> ShowS
show :: GameServerUtilizationStatus -> String
$cshow :: GameServerUtilizationStatus -> String
showsPrec :: Int -> GameServerUtilizationStatus -> ShowS
$cshowsPrec :: Int -> GameServerUtilizationStatus -> ShowS
Prelude.Show,
ReadPrec [GameServerUtilizationStatus]
ReadPrec GameServerUtilizationStatus
Int -> ReadS GameServerUtilizationStatus
ReadS [GameServerUtilizationStatus]
(Int -> ReadS GameServerUtilizationStatus)
-> ReadS [GameServerUtilizationStatus]
-> ReadPrec GameServerUtilizationStatus
-> ReadPrec [GameServerUtilizationStatus]
-> Read GameServerUtilizationStatus
forall a.
(Int -> ReadS a)
-> ReadS [a] -> ReadPrec a -> ReadPrec [a] -> Read a
readListPrec :: ReadPrec [GameServerUtilizationStatus]
$creadListPrec :: ReadPrec [GameServerUtilizationStatus]
readPrec :: ReadPrec GameServerUtilizationStatus
$creadPrec :: ReadPrec GameServerUtilizationStatus
readList :: ReadS [GameServerUtilizationStatus]
$creadList :: ReadS [GameServerUtilizationStatus]
readsPrec :: Int -> ReadS GameServerUtilizationStatus
$creadsPrec :: Int -> ReadS GameServerUtilizationStatus
Prelude.Read,
GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
(GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Bool)
-> (GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Bool)
-> Eq GameServerUtilizationStatus
forall a. (a -> a -> Bool) -> (a -> a -> Bool) -> Eq a
/= :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
$c/= :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
== :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
$c== :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
Prelude.Eq,
Eq GameServerUtilizationStatus
Eq GameServerUtilizationStatus
-> (GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Ordering)
-> (GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Bool)
-> (GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Bool)
-> (GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Bool)
-> (GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Bool)
-> (GameServerUtilizationStatus
-> GameServerUtilizationStatus -> GameServerUtilizationStatus)
-> (GameServerUtilizationStatus
-> GameServerUtilizationStatus -> GameServerUtilizationStatus)
-> Ord GameServerUtilizationStatus
GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Ordering
GameServerUtilizationStatus
-> GameServerUtilizationStatus -> GameServerUtilizationStatus
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 :: GameServerUtilizationStatus
-> GameServerUtilizationStatus -> GameServerUtilizationStatus
$cmin :: GameServerUtilizationStatus
-> GameServerUtilizationStatus -> GameServerUtilizationStatus
max :: GameServerUtilizationStatus
-> GameServerUtilizationStatus -> GameServerUtilizationStatus
$cmax :: GameServerUtilizationStatus
-> GameServerUtilizationStatus -> GameServerUtilizationStatus
>= :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
$c>= :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
> :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
$c> :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
<= :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
$c<= :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
< :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
$c< :: GameServerUtilizationStatus -> GameServerUtilizationStatus -> Bool
compare :: GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Ordering
$ccompare :: GameServerUtilizationStatus
-> GameServerUtilizationStatus -> Ordering
$cp1Ord :: Eq GameServerUtilizationStatus
Prelude.Ord,
(forall x.
GameServerUtilizationStatus -> Rep GameServerUtilizationStatus x)
-> (forall x.
Rep GameServerUtilizationStatus x -> GameServerUtilizationStatus)
-> Generic GameServerUtilizationStatus
forall x.
Rep GameServerUtilizationStatus x -> GameServerUtilizationStatus
forall x.
GameServerUtilizationStatus -> Rep GameServerUtilizationStatus x
forall a.
(forall x. a -> Rep a x) -> (forall x. Rep a x -> a) -> Generic a
$cto :: forall x.
Rep GameServerUtilizationStatus x -> GameServerUtilizationStatus
$cfrom :: forall x.
GameServerUtilizationStatus -> Rep GameServerUtilizationStatus x
Prelude.Generic
)
deriving newtype
( Int -> GameServerUtilizationStatus -> Int
GameServerUtilizationStatus -> Int
(Int -> GameServerUtilizationStatus -> Int)
-> (GameServerUtilizationStatus -> Int)
-> Hashable GameServerUtilizationStatus
forall a. (Int -> a -> Int) -> (a -> Int) -> Hashable a
hash :: GameServerUtilizationStatus -> Int
$chash :: GameServerUtilizationStatus -> Int
hashWithSalt :: Int -> GameServerUtilizationStatus -> Int
$chashWithSalt :: Int -> GameServerUtilizationStatus -> Int
Prelude.Hashable,
GameServerUtilizationStatus -> ()
(GameServerUtilizationStatus -> ())
-> NFData GameServerUtilizationStatus
forall a. (a -> ()) -> NFData a
rnf :: GameServerUtilizationStatus -> ()
$crnf :: GameServerUtilizationStatus -> ()
Prelude.NFData,
Text -> Either String GameServerUtilizationStatus
(Text -> Either String GameServerUtilizationStatus)
-> FromText GameServerUtilizationStatus
forall a. (Text -> Either String a) -> FromText a
fromText :: Text -> Either String GameServerUtilizationStatus
$cfromText :: Text -> Either String GameServerUtilizationStatus
Core.FromText,
GameServerUtilizationStatus -> Text
(GameServerUtilizationStatus -> Text)
-> ToText GameServerUtilizationStatus
forall a. (a -> Text) -> ToText a
toText :: GameServerUtilizationStatus -> Text
$ctoText :: GameServerUtilizationStatus -> Text
Core.ToText,
GameServerUtilizationStatus -> ByteString
(GameServerUtilizationStatus -> ByteString)
-> ToByteString GameServerUtilizationStatus
forall a. (a -> ByteString) -> ToByteString a
toBS :: GameServerUtilizationStatus -> ByteString
$ctoBS :: GameServerUtilizationStatus -> ByteString
Core.ToByteString,
GameServerUtilizationStatus -> ByteStringBuilder
(GameServerUtilizationStatus -> ByteStringBuilder)
-> ToLog GameServerUtilizationStatus
forall a. (a -> ByteStringBuilder) -> ToLog a
build :: GameServerUtilizationStatus -> ByteStringBuilder
$cbuild :: GameServerUtilizationStatus -> ByteStringBuilder
Core.ToLog,
HeaderName -> GameServerUtilizationStatus -> [Header]
(HeaderName -> GameServerUtilizationStatus -> [Header])
-> ToHeader GameServerUtilizationStatus
forall a. (HeaderName -> a -> [Header]) -> ToHeader a
toHeader :: HeaderName -> GameServerUtilizationStatus -> [Header]
$ctoHeader :: HeaderName -> GameServerUtilizationStatus -> [Header]
Core.ToHeader,
GameServerUtilizationStatus -> QueryString
(GameServerUtilizationStatus -> QueryString)
-> ToQuery GameServerUtilizationStatus
forall a. (a -> QueryString) -> ToQuery a
toQuery :: GameServerUtilizationStatus -> QueryString
$ctoQuery :: GameServerUtilizationStatus -> QueryString
Core.ToQuery,
Value -> Parser [GameServerUtilizationStatus]
Value -> Parser GameServerUtilizationStatus
(Value -> Parser GameServerUtilizationStatus)
-> (Value -> Parser [GameServerUtilizationStatus])
-> FromJSON GameServerUtilizationStatus
forall a.
(Value -> Parser a) -> (Value -> Parser [a]) -> FromJSON a
parseJSONList :: Value -> Parser [GameServerUtilizationStatus]
$cparseJSONList :: Value -> Parser [GameServerUtilizationStatus]
parseJSON :: Value -> Parser GameServerUtilizationStatus
$cparseJSON :: Value -> Parser GameServerUtilizationStatus
Core.FromJSON,
FromJSONKeyFunction [GameServerUtilizationStatus]
FromJSONKeyFunction GameServerUtilizationStatus
FromJSONKeyFunction GameServerUtilizationStatus
-> FromJSONKeyFunction [GameServerUtilizationStatus]
-> FromJSONKey GameServerUtilizationStatus
forall a.
FromJSONKeyFunction a -> FromJSONKeyFunction [a] -> FromJSONKey a
fromJSONKeyList :: FromJSONKeyFunction [GameServerUtilizationStatus]
$cfromJSONKeyList :: FromJSONKeyFunction [GameServerUtilizationStatus]
fromJSONKey :: FromJSONKeyFunction GameServerUtilizationStatus
$cfromJSONKey :: FromJSONKeyFunction GameServerUtilizationStatus
Core.FromJSONKey,
[GameServerUtilizationStatus] -> Encoding
[GameServerUtilizationStatus] -> Value
GameServerUtilizationStatus -> Encoding
GameServerUtilizationStatus -> Value
(GameServerUtilizationStatus -> Value)
-> (GameServerUtilizationStatus -> Encoding)
-> ([GameServerUtilizationStatus] -> Value)
-> ([GameServerUtilizationStatus] -> Encoding)
-> ToJSON GameServerUtilizationStatus
forall a.
(a -> Value)
-> (a -> Encoding)
-> ([a] -> Value)
-> ([a] -> Encoding)
-> ToJSON a
toEncodingList :: [GameServerUtilizationStatus] -> Encoding
$ctoEncodingList :: [GameServerUtilizationStatus] -> Encoding
toJSONList :: [GameServerUtilizationStatus] -> Value
$ctoJSONList :: [GameServerUtilizationStatus] -> Value
toEncoding :: GameServerUtilizationStatus -> Encoding
$ctoEncoding :: GameServerUtilizationStatus -> Encoding
toJSON :: GameServerUtilizationStatus -> Value
$ctoJSON :: GameServerUtilizationStatus -> Value
Core.ToJSON,
ToJSONKeyFunction [GameServerUtilizationStatus]
ToJSONKeyFunction GameServerUtilizationStatus
ToJSONKeyFunction GameServerUtilizationStatus
-> ToJSONKeyFunction [GameServerUtilizationStatus]
-> ToJSONKey GameServerUtilizationStatus
forall a.
ToJSONKeyFunction a -> ToJSONKeyFunction [a] -> ToJSONKey a
toJSONKeyList :: ToJSONKeyFunction [GameServerUtilizationStatus]
$ctoJSONKeyList :: ToJSONKeyFunction [GameServerUtilizationStatus]
toJSONKey :: ToJSONKeyFunction GameServerUtilizationStatus
$ctoJSONKey :: ToJSONKeyFunction GameServerUtilizationStatus
Core.ToJSONKey,
[Node] -> Either String GameServerUtilizationStatus
([Node] -> Either String GameServerUtilizationStatus)
-> FromXML GameServerUtilizationStatus
forall a. ([Node] -> Either String a) -> FromXML a
parseXML :: [Node] -> Either String GameServerUtilizationStatus
$cparseXML :: [Node] -> Either String GameServerUtilizationStatus
Core.FromXML,
GameServerUtilizationStatus -> XML
(GameServerUtilizationStatus -> XML)
-> ToXML GameServerUtilizationStatus
forall a. (a -> XML) -> ToXML a
toXML :: GameServerUtilizationStatus -> XML
$ctoXML :: GameServerUtilizationStatus -> XML
Core.ToXML
)
pattern GameServerUtilizationStatus_AVAILABLE :: GameServerUtilizationStatus
pattern $bGameServerUtilizationStatus_AVAILABLE :: GameServerUtilizationStatus
$mGameServerUtilizationStatus_AVAILABLE :: forall r.
GameServerUtilizationStatus -> (Void# -> r) -> (Void# -> r) -> r
GameServerUtilizationStatus_AVAILABLE = GameServerUtilizationStatus' "AVAILABLE"
pattern GameServerUtilizationStatus_UTILIZED :: GameServerUtilizationStatus
pattern $bGameServerUtilizationStatus_UTILIZED :: GameServerUtilizationStatus
$mGameServerUtilizationStatus_UTILIZED :: forall r.
GameServerUtilizationStatus -> (Void# -> r) -> (Void# -> r) -> r
GameServerUtilizationStatus_UTILIZED = GameServerUtilizationStatus' "UTILIZED"
{-# COMPLETE
GameServerUtilizationStatus_AVAILABLE,
GameServerUtilizationStatus_UTILIZED,
GameServerUtilizationStatus'
#-}