Documentation ¶
Index ¶
- func CfnAlias_CFN_RESOURCE_TYPE_NAME() *string
- func CfnAlias_IsCfnElement(x interface{}) *bool
- func CfnAlias_IsCfnResource(construct constructs.IConstruct) *bool
- func CfnAlias_IsConstruct(x interface{}) *bool
- func CfnBuild_CFN_RESOURCE_TYPE_NAME() *string
- func CfnBuild_IsCfnElement(x interface{}) *bool
- func CfnBuild_IsCfnResource(construct constructs.IConstruct) *bool
- func CfnBuild_IsConstruct(x interface{}) *bool
- func CfnFleet_CFN_RESOURCE_TYPE_NAME() *string
- func CfnFleet_IsCfnElement(x interface{}) *bool
- func CfnFleet_IsCfnResource(construct constructs.IConstruct) *bool
- func CfnFleet_IsConstruct(x interface{}) *bool
- func CfnGameServerGroup_CFN_RESOURCE_TYPE_NAME() *string
- func CfnGameServerGroup_IsCfnElement(x interface{}) *bool
- func CfnGameServerGroup_IsCfnResource(construct constructs.IConstruct) *bool
- func CfnGameServerGroup_IsConstruct(x interface{}) *bool
- func CfnGameSessionQueue_CFN_RESOURCE_TYPE_NAME() *string
- func CfnGameSessionQueue_IsCfnElement(x interface{}) *bool
- func CfnGameSessionQueue_IsCfnResource(construct constructs.IConstruct) *bool
- func CfnGameSessionQueue_IsConstruct(x interface{}) *bool
- func CfnMatchmakingConfiguration_CFN_RESOURCE_TYPE_NAME() *string
- func CfnMatchmakingConfiguration_IsCfnElement(x interface{}) *bool
- func CfnMatchmakingConfiguration_IsCfnResource(construct constructs.IConstruct) *bool
- func CfnMatchmakingConfiguration_IsConstruct(x interface{}) *bool
- func CfnMatchmakingRuleSet_CFN_RESOURCE_TYPE_NAME() *string
- func CfnMatchmakingRuleSet_IsCfnElement(x interface{}) *bool
- func CfnMatchmakingRuleSet_IsCfnResource(construct constructs.IConstruct) *bool
- func CfnMatchmakingRuleSet_IsConstruct(x interface{}) *bool
- func CfnScript_CFN_RESOURCE_TYPE_NAME() *string
- func CfnScript_IsCfnElement(x interface{}) *bool
- func CfnScript_IsCfnResource(construct constructs.IConstruct) *bool
- func CfnScript_IsConstruct(x interface{}) *bool
- func NewCfnAlias_Override(c CfnAlias, scope constructs.Construct, id *string, props *CfnAliasProps)
- func NewCfnBuild_Override(c CfnBuild, scope constructs.Construct, id *string, props *CfnBuildProps)
- func NewCfnFleet_Override(c CfnFleet, scope constructs.Construct, id *string, props *CfnFleetProps)
- func NewCfnGameServerGroup_Override(c CfnGameServerGroup, scope constructs.Construct, id *string, ...)
- func NewCfnGameSessionQueue_Override(c CfnGameSessionQueue, scope constructs.Construct, id *string, ...)
- func NewCfnMatchmakingConfiguration_Override(c CfnMatchmakingConfiguration, scope constructs.Construct, id *string, ...)
- func NewCfnMatchmakingRuleSet_Override(c CfnMatchmakingRuleSet, scope constructs.Construct, id *string, ...)
- func NewCfnScript_Override(c CfnScript, scope constructs.Construct, id *string, props *CfnScriptProps)
- type CfnAlias
- type CfnAliasProps
- type CfnAlias_RoutingStrategyProperty
- type CfnBuild
- type CfnBuildProps
- type CfnBuild_S3LocationProperty
- type CfnFleet
- type CfnFleetProps
- type CfnFleet_CertificateConfigurationProperty
- type CfnFleet_IpPermissionProperty
- type CfnFleet_LocationCapacityProperty
- type CfnFleet_LocationConfigurationProperty
- type CfnFleet_ResourceCreationLimitPolicyProperty
- type CfnFleet_RuntimeConfigurationProperty
- type CfnFleet_ServerProcessProperty
- type CfnGameServerGroup
- type CfnGameServerGroupProps
- type CfnGameServerGroup_AutoScalingPolicyProperty
- type CfnGameServerGroup_InstanceDefinitionProperty
- type CfnGameServerGroup_LaunchTemplateProperty
- type CfnGameServerGroup_TargetTrackingConfigurationProperty
- type CfnGameSessionQueue
- type CfnGameSessionQueueProps
- type CfnGameSessionQueue_DestinationProperty
- type CfnGameSessionQueue_FilterConfigurationProperty
- type CfnGameSessionQueue_PlayerLatencyPolicyProperty
- type CfnGameSessionQueue_PriorityConfigurationProperty
- type CfnMatchmakingConfiguration
- type CfnMatchmakingConfigurationProps
- type CfnMatchmakingConfiguration_GamePropertyProperty
- type CfnMatchmakingRuleSet
- type CfnMatchmakingRuleSetProps
- type CfnScript
- type CfnScriptProps
- type CfnScript_S3LocationProperty
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func CfnAlias_CFN_RESOURCE_TYPE_NAME ¶
func CfnAlias_CFN_RESOURCE_TYPE_NAME() *string
func CfnAlias_IsCfnElement ¶
func CfnAlias_IsCfnElement(x interface{}) *bool
Returns `true` if a construct is a stack element (i.e. part of the synthesized cloudformation template).
Uses duck-typing instead of `instanceof` to allow stack elements from different versions of this library to be included in the same stack.
Returns: The construct as a stack element or undefined if it is not a stack element.
func CfnAlias_IsCfnResource ¶
func CfnAlias_IsCfnResource(construct constructs.IConstruct) *bool
Check whether the given construct is a CfnResource.
func CfnAlias_IsConstruct ¶
func CfnAlias_IsConstruct(x interface{}) *bool
Checks if `x` is a construct.
Returns: true if `x` is an object created from a class which extends `Construct`. Deprecated: use `x instanceof Construct` instead
func CfnBuild_CFN_RESOURCE_TYPE_NAME ¶
func CfnBuild_CFN_RESOURCE_TYPE_NAME() *string
func CfnBuild_IsCfnElement ¶
func CfnBuild_IsCfnElement(x interface{}) *bool
Returns `true` if a construct is a stack element (i.e. part of the synthesized cloudformation template).
Uses duck-typing instead of `instanceof` to allow stack elements from different versions of this library to be included in the same stack.
Returns: The construct as a stack element or undefined if it is not a stack element.
func CfnBuild_IsCfnResource ¶
func CfnBuild_IsCfnResource(construct constructs.IConstruct) *bool
Check whether the given construct is a CfnResource.
func CfnBuild_IsConstruct ¶
func CfnBuild_IsConstruct(x interface{}) *bool
Checks if `x` is a construct.
Returns: true if `x` is an object created from a class which extends `Construct`. Deprecated: use `x instanceof Construct` instead
func CfnFleet_CFN_RESOURCE_TYPE_NAME ¶
func CfnFleet_CFN_RESOURCE_TYPE_NAME() *string
func CfnFleet_IsCfnElement ¶
func CfnFleet_IsCfnElement(x interface{}) *bool
Returns `true` if a construct is a stack element (i.e. part of the synthesized cloudformation template).
Uses duck-typing instead of `instanceof` to allow stack elements from different versions of this library to be included in the same stack.
Returns: The construct as a stack element or undefined if it is not a stack element.
func CfnFleet_IsCfnResource ¶
func CfnFleet_IsCfnResource(construct constructs.IConstruct) *bool
Check whether the given construct is a CfnResource.
func CfnFleet_IsConstruct ¶
func CfnFleet_IsConstruct(x interface{}) *bool
Checks if `x` is a construct.
Returns: true if `x` is an object created from a class which extends `Construct`. Deprecated: use `x instanceof Construct` instead
func CfnGameServerGroup_CFN_RESOURCE_TYPE_NAME ¶
func CfnGameServerGroup_CFN_RESOURCE_TYPE_NAME() *string
func CfnGameServerGroup_IsCfnElement ¶
func CfnGameServerGroup_IsCfnElement(x interface{}) *bool
Returns `true` if a construct is a stack element (i.e. part of the synthesized cloudformation template).
Uses duck-typing instead of `instanceof` to allow stack elements from different versions of this library to be included in the same stack.
Returns: The construct as a stack element or undefined if it is not a stack element.
func CfnGameServerGroup_IsCfnResource ¶
func CfnGameServerGroup_IsCfnResource(construct constructs.IConstruct) *bool
Check whether the given construct is a CfnResource.
func CfnGameServerGroup_IsConstruct ¶
func CfnGameServerGroup_IsConstruct(x interface{}) *bool
Checks if `x` is a construct.
Returns: true if `x` is an object created from a class which extends `Construct`. Deprecated: use `x instanceof Construct` instead
func CfnGameSessionQueue_CFN_RESOURCE_TYPE_NAME ¶
func CfnGameSessionQueue_CFN_RESOURCE_TYPE_NAME() *string
func CfnGameSessionQueue_IsCfnElement ¶
func CfnGameSessionQueue_IsCfnElement(x interface{}) *bool
Returns `true` if a construct is a stack element (i.e. part of the synthesized cloudformation template).
Uses duck-typing instead of `instanceof` to allow stack elements from different versions of this library to be included in the same stack.
Returns: The construct as a stack element or undefined if it is not a stack element.
func CfnGameSessionQueue_IsCfnResource ¶
func CfnGameSessionQueue_IsCfnResource(construct constructs.IConstruct) *bool
Check whether the given construct is a CfnResource.
func CfnGameSessionQueue_IsConstruct ¶
func CfnGameSessionQueue_IsConstruct(x interface{}) *bool
Checks if `x` is a construct.
Returns: true if `x` is an object created from a class which extends `Construct`. Deprecated: use `x instanceof Construct` instead
func CfnMatchmakingConfiguration_CFN_RESOURCE_TYPE_NAME ¶
func CfnMatchmakingConfiguration_CFN_RESOURCE_TYPE_NAME() *string
func CfnMatchmakingConfiguration_IsCfnElement ¶
func CfnMatchmakingConfiguration_IsCfnElement(x interface{}) *bool
Returns `true` if a construct is a stack element (i.e. part of the synthesized cloudformation template).
Uses duck-typing instead of `instanceof` to allow stack elements from different versions of this library to be included in the same stack.
Returns: The construct as a stack element or undefined if it is not a stack element.
func CfnMatchmakingConfiguration_IsCfnResource ¶
func CfnMatchmakingConfiguration_IsCfnResource(construct constructs.IConstruct) *bool
Check whether the given construct is a CfnResource.
func CfnMatchmakingConfiguration_IsConstruct ¶
func CfnMatchmakingConfiguration_IsConstruct(x interface{}) *bool
Checks if `x` is a construct.
Returns: true if `x` is an object created from a class which extends `Construct`. Deprecated: use `x instanceof Construct` instead
func CfnMatchmakingRuleSet_CFN_RESOURCE_TYPE_NAME ¶
func CfnMatchmakingRuleSet_CFN_RESOURCE_TYPE_NAME() *string
func CfnMatchmakingRuleSet_IsCfnElement ¶
func CfnMatchmakingRuleSet_IsCfnElement(x interface{}) *bool
Returns `true` if a construct is a stack element (i.e. part of the synthesized cloudformation template).
Uses duck-typing instead of `instanceof` to allow stack elements from different versions of this library to be included in the same stack.
Returns: The construct as a stack element or undefined if it is not a stack element.
func CfnMatchmakingRuleSet_IsCfnResource ¶
func CfnMatchmakingRuleSet_IsCfnResource(construct constructs.IConstruct) *bool
Check whether the given construct is a CfnResource.
func CfnMatchmakingRuleSet_IsConstruct ¶
func CfnMatchmakingRuleSet_IsConstruct(x interface{}) *bool
Checks if `x` is a construct.
Returns: true if `x` is an object created from a class which extends `Construct`. Deprecated: use `x instanceof Construct` instead
func CfnScript_CFN_RESOURCE_TYPE_NAME ¶
func CfnScript_CFN_RESOURCE_TYPE_NAME() *string
func CfnScript_IsCfnElement ¶
func CfnScript_IsCfnElement(x interface{}) *bool
Returns `true` if a construct is a stack element (i.e. part of the synthesized cloudformation template).
Uses duck-typing instead of `instanceof` to allow stack elements from different versions of this library to be included in the same stack.
Returns: The construct as a stack element or undefined if it is not a stack element.
func CfnScript_IsCfnResource ¶
func CfnScript_IsCfnResource(construct constructs.IConstruct) *bool
Check whether the given construct is a CfnResource.
func CfnScript_IsConstruct ¶
func CfnScript_IsConstruct(x interface{}) *bool
Checks if `x` is a construct.
Returns: true if `x` is an object created from a class which extends `Construct`. Deprecated: use `x instanceof Construct` instead
func NewCfnAlias_Override ¶
func NewCfnAlias_Override(c CfnAlias, scope constructs.Construct, id *string, props *CfnAliasProps)
Create a new `AWS::GameLift::Alias`.
func NewCfnBuild_Override ¶
func NewCfnBuild_Override(c CfnBuild, scope constructs.Construct, id *string, props *CfnBuildProps)
Create a new `AWS::GameLift::Build`.
func NewCfnFleet_Override ¶
func NewCfnFleet_Override(c CfnFleet, scope constructs.Construct, id *string, props *CfnFleetProps)
Create a new `AWS::GameLift::Fleet`.
func NewCfnGameServerGroup_Override ¶
func NewCfnGameServerGroup_Override(c CfnGameServerGroup, scope constructs.Construct, id *string, props *CfnGameServerGroupProps)
Create a new `AWS::GameLift::GameServerGroup`.
func NewCfnGameSessionQueue_Override ¶
func NewCfnGameSessionQueue_Override(c CfnGameSessionQueue, scope constructs.Construct, id *string, props *CfnGameSessionQueueProps)
Create a new `AWS::GameLift::GameSessionQueue`.
func NewCfnMatchmakingConfiguration_Override ¶
func NewCfnMatchmakingConfiguration_Override(c CfnMatchmakingConfiguration, scope constructs.Construct, id *string, props *CfnMatchmakingConfigurationProps)
Create a new `AWS::GameLift::MatchmakingConfiguration`.
func NewCfnMatchmakingRuleSet_Override ¶
func NewCfnMatchmakingRuleSet_Override(c CfnMatchmakingRuleSet, scope constructs.Construct, id *string, props *CfnMatchmakingRuleSetProps)
Create a new `AWS::GameLift::MatchmakingRuleSet`.
func NewCfnScript_Override ¶
func NewCfnScript_Override(c CfnScript, scope constructs.Construct, id *string, props *CfnScriptProps)
Create a new `AWS::GameLift::Script`.
Types ¶
type CfnAlias ¶
type CfnAlias interface { awscdk.CfnResource awscdk.IInspectable AttrAliasId() *string CfnOptions() awscdk.ICfnResourceOptions CfnProperties() *map[string]interface{} CfnResourceType() *string CreationStack() *[]*string Description() *string SetDescription(val *string) LogicalId() *string Name() *string SetName(val *string) Node() constructs.Node Ref() *string RoutingStrategy() interface{} SetRoutingStrategy(val interface{}) Stack() awscdk.Stack UpdatedProperites() *map[string]interface{} AddDeletionOverride(path *string) AddDependsOn(target awscdk.CfnResource) AddMetadata(key *string, value interface{}) AddOverride(path *string, value interface{}) AddPropertyDeletionOverride(propertyPath *string) AddPropertyOverride(propertyPath *string, value interface{}) ApplyRemovalPolicy(policy awscdk.RemovalPolicy, options *awscdk.RemovalPolicyOptions) GetAtt(attributeName *string) awscdk.Reference GetMetadata(key *string) interface{} Inspect(inspector awscdk.TreeInspector) OverrideLogicalId(newLogicalId *string) RenderProperties(props *map[string]interface{}) *map[string]interface{} ShouldSynthesize() *bool ToString() *string ValidateProperties(_properties interface{}) }
A CloudFormation `AWS::GameLift::Alias`.
The `AWS::GameLift::Alias` resource creates an alias for an Amazon GameLift (GameLift) fleet destination. There are two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias displays a message instead of routing players to an active fleet. For example, a terminal alias might display a URL link that directs players to an upgrade site. You can use aliases to define destinations in a game session queue or when requesting new game sessions.
TODO: EXAMPLE
func NewCfnAlias ¶
func NewCfnAlias(scope constructs.Construct, id *string, props *CfnAliasProps) CfnAlias
Create a new `AWS::GameLift::Alias`.
type CfnAliasProps ¶
type CfnAliasProps struct { // A descriptive label that is associated with an alias. // // Alias names do not need to be unique. Name *string `json:"name"` // A routing configuration that specifies where traffic is directed for this alias, such as to a fleet or to a message. RoutingStrategy interface{} `json:"routingStrategy"` // A human-readable description of the alias. Description *string `json:"description"` }
Properties for defining a `CfnAlias`.
TODO: EXAMPLE
type CfnAlias_RoutingStrategyProperty ¶
type CfnAlias_RoutingStrategyProperty struct { // A type of routing strategy. // // Possible routing types include the following: // // - *SIMPLE* - The alias resolves to one specific fleet. Use this type when routing to active fleets. // - *TERMINAL* - The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a `TerminalRoutingStrategyException` with the message that you specified in the `Message` property. Type *string `json:"type"` // A unique identifier for a fleet that the alias points to. // // If you specify `SIMPLE` for the `Type` property, you must specify this property. FleetId *string `json:"fleetId"` // The message text to be used with a terminal routing strategy. // // If you specify `TERMINAL` for the `Type` property, you must specify this property. Message *string `json:"message"` }
The routing configuration for a fleet alias.
TODO: EXAMPLE
type CfnBuild ¶
type CfnBuild interface { awscdk.CfnResource awscdk.IInspectable CfnOptions() awscdk.ICfnResourceOptions CfnProperties() *map[string]interface{} CfnResourceType() *string CreationStack() *[]*string LogicalId() *string Name() *string SetName(val *string) Node() constructs.Node OperatingSystem() *string SetOperatingSystem(val *string) Ref() *string Stack() awscdk.Stack StorageLocation() interface{} SetStorageLocation(val interface{}) UpdatedProperites() *map[string]interface{} Version() *string SetVersion(val *string) AddDeletionOverride(path *string) AddDependsOn(target awscdk.CfnResource) AddMetadata(key *string, value interface{}) AddOverride(path *string, value interface{}) AddPropertyDeletionOverride(propertyPath *string) AddPropertyOverride(propertyPath *string, value interface{}) ApplyRemovalPolicy(policy awscdk.RemovalPolicy, options *awscdk.RemovalPolicyOptions) GetAtt(attributeName *string) awscdk.Reference GetMetadata(key *string) interface{} Inspect(inspector awscdk.TreeInspector) OverrideLogicalId(newLogicalId *string) RenderProperties(props *map[string]interface{}) *map[string]interface{} ShouldSynthesize() *bool ToString() *string ValidateProperties(_properties interface{}) }
A CloudFormation `AWS::GameLift::Build`.
The `AWS::GameLift::Build` resource creates a game server build that is installed and run on instances in an Amazon GameLift fleet. This resource points to an Amazon S3 location that contains a zip file with all of the components of the game server build.
TODO: EXAMPLE
func NewCfnBuild ¶
func NewCfnBuild(scope constructs.Construct, id *string, props *CfnBuildProps) CfnBuild
Create a new `AWS::GameLift::Build`.
type CfnBuildProps ¶
type CfnBuildProps struct { // A descriptive label that is associated with a build. // // Build names do not need to be unique. Name *string `json:"name"` // The operating system that the game server binaries are built to run on. // // This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be changed later. OperatingSystem *string `json:"operatingSystem"` // Information indicating where your game build files are stored. // // Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon Web Services to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region. // // If a `StorageLocation` is specified, the size of your file can be found in your Amazon S3 bucket. Amazon Web Services will report a `SizeOnDisk` of 0. StorageLocation interface{} `json:"storageLocation"` // Version information that is associated with this build. // // Version strings do not need to be unique. Version *string `json:"version"` }
Properties for defining a `CfnBuild`.
TODO: EXAMPLE
type CfnBuild_S3LocationProperty ¶
type CfnBuild_S3LocationProperty struct { // An Amazon S3 bucket identifier. This is the name of the S3 bucket. // // > GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.). Bucket *string `json:"bucket"` // The name of the zip file that contains the build files or script files. Key *string `json:"key"` // The Amazon Resource Name ( [ARN](https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) ) for an IAM role that allows Amazon Web Services to access the S3 bucket. RoleArn *string `json:"roleArn"` // The version of the file, if object versioning is turned on for the bucket. // // Amazon GameLift uses this information when retrieving files from your S3 bucket. To retrieve a specific version of the file, provide an object version. To retrieve the latest version of the file, do not set this parameter. ObjectVersion *string `json:"objectVersion"` }
The location in Amazon S3 where build or script files are stored for access by Amazon GameLift.
TODO: EXAMPLE
type CfnFleet ¶
type CfnFleet interface { awscdk.CfnResource awscdk.IInspectable AttrFleetId() *string BuildId() *string SetBuildId(val *string) CertificateConfiguration() interface{} SetCertificateConfiguration(val interface{}) CfnOptions() awscdk.ICfnResourceOptions CfnProperties() *map[string]interface{} CfnResourceType() *string CreationStack() *[]*string Description() *string SetDescription(val *string) DesiredEc2Instances() *float64 SetDesiredEc2Instances(val *float64) Ec2InboundPermissions() interface{} SetEc2InboundPermissions(val interface{}) Ec2InstanceType() *string SetEc2InstanceType(val *string) FleetType() *string SetFleetType(val *string) InstanceRoleArn() *string SetInstanceRoleArn(val *string) Locations() interface{} SetLocations(val interface{}) LogicalId() *string MaxSize() *float64 SetMaxSize(val *float64) MetricGroups() *[]*string SetMetricGroups(val *[]*string) MinSize() *float64 SetMinSize(val *float64) Name() *string SetName(val *string) NewGameSessionProtectionPolicy() *string SetNewGameSessionProtectionPolicy(val *string) Node() constructs.Node PeerVpcAwsAccountId() *string SetPeerVpcAwsAccountId(val *string) PeerVpcId() *string SetPeerVpcId(val *string) Ref() *string ResourceCreationLimitPolicy() interface{} SetResourceCreationLimitPolicy(val interface{}) RuntimeConfiguration() interface{} SetRuntimeConfiguration(val interface{}) ScriptId() *string SetScriptId(val *string) Stack() awscdk.Stack UpdatedProperites() *map[string]interface{} AddDeletionOverride(path *string) AddDependsOn(target awscdk.CfnResource) AddMetadata(key *string, value interface{}) AddOverride(path *string, value interface{}) AddPropertyDeletionOverride(propertyPath *string) AddPropertyOverride(propertyPath *string, value interface{}) ApplyRemovalPolicy(policy awscdk.RemovalPolicy, options *awscdk.RemovalPolicyOptions) GetAtt(attributeName *string) awscdk.Reference GetMetadata(key *string) interface{} Inspect(inspector awscdk.TreeInspector) OverrideLogicalId(newLogicalId *string) RenderProperties(props *map[string]interface{}) *map[string]interface{} ShouldSynthesize() *bool ToString() *string ValidateProperties(_properties interface{}) }
A CloudFormation `AWS::GameLift::Fleet`.
The `AWS::GameLift::Fleet` resource creates an Amazon GameLift (GameLift) fleet to host game servers. A fleet is a set of EC2 instances, each of which can host multiple game sessions.
TODO: EXAMPLE
func NewCfnFleet ¶
func NewCfnFleet(scope constructs.Construct, id *string, props *CfnFleetProps) CfnFleet
Create a new `AWS::GameLift::Fleet`.
type CfnFleetProps ¶
type CfnFleetProps struct { // A unique identifier for a build to be deployed on the new fleet. // // If you are deploying the fleet with a custom game build, you must specify this property. The build must have been successfully uploaded to Amazon GameLift and be in a `READY` status. This fleet setting cannot be changed once the fleet is created. BuildId *string `json:"buildId"` // Indicates whether to generate a TLS/SSL certificate for the new fleet. // // TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not set, certificate generation is disabled. This fleet setting cannot be changed once the fleet is created. Learn more at [Securing Client/Server Communication](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security) . // // Note: This feature requires the AWS Certificate Manager service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported region error. CertificateConfiguration interface{} `json:"certificateConfiguration"` // A human-readable description of the fleet. Description *string `json:"description"` // The number of EC2 instances that you want this fleet to host. // // When creating a new fleet, GameLift automatically sets this value to "1" and initiates a single instance. Once the fleet is active, update this value to trigger GameLift to add or remove instances from the fleet. DesiredEc2Instances *float64 `json:"desiredEc2Instances"` // A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server. Ec2InboundPermissions interface{} `json:"ec2InboundPermissions"` // The GameLift-supported Amazon EC2 instance type to use for all fleet instances. // // Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See [Amazon Elastic Compute Cloud Instance Types](https://docs.aws.amazon.com/ec2/instance-types/) for detailed descriptions of Amazon EC2 instance types. Ec2InstanceType *string `json:"ec2InstanceType"` // Indicates whether to use On-Demand or Spot instances for this fleet. // // By default, this property is set to `ON_DEMAND` . Learn more about when to use [On-Demand versus Spot Instances](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot) . This property cannot be changed after the fleet is created. FleetType *string `json:"fleetType"` // A unique identifier for an IAM role that manages access to your AWS services. // // With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the [IAM dashboard](https://docs.aws.amazon.com/iam/) in the AWS Management Console . Learn more about using on-box credentials for your game servers at [Access external resources from a game server](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html) . This property cannot be changed after the fleet is created. InstanceRoleArn *string `json:"instanceRoleArn"` // A set of remote locations to deploy additional instances to and manage as part of the fleet. // // This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as `us-west-2` . To create a fleet with instances in the home Region only, omit this parameter. Locations interface{} `json:"locations"` // The maximum value that is allowed for the fleet's instance count. // // When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value. MaxSize *float64 `json:"maxSize"` // The name of an Amazon CloudWatch metric group. // // A metric group aggregates the metrics for all fleets in the group. Specify a string containing the metric group name. You can use an existing name or use a new name to create a new metric group. Currently, this parameter can have only one string. MetricGroups *[]*string `json:"metricGroups"` // The minimum value allowed for the fleet's instance count. // // When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value. MinSize *float64 `json:"minSize"` // A descriptive label that is associated with a fleet. // // Fleet names do not need to be unique. Name *string `json:"name"` // A game session protection policy to apply to all game sessions hosted on instances in this fleet. // // When protected, active game sessions cannot be terminated during a scale-down event. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy to affect future game sessions on the fleet. You can also set protection for individual game sessions. NewGameSessionProtectionPolicy *string `json:"newGameSessionProtectionPolicy"` // Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. // // You can find your account ID in the AWS Management Console under account settings. PeerVpcAwsAccountId *string `json:"peerVpcAwsAccountId"` // A unique identifier for a VPC with resources to be accessed by your GameLift fleet. // // The VPC must be in the same Region as your fleet. To look up a VPC ID, use the [VPC Dashboard](https://docs.aws.amazon.com/vpc/) in the AWS Management Console . Learn more about VPC peering in [VPC Peering with GameLift Fleets](https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html) . PeerVpcId *string `json:"peerVpcId"` // A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time. ResourceCreationLimitPolicy interface{} `json:"resourceCreationLimitPolicy"` // Instructions for launching server processes on each instance in the fleet. // // Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception. // // This parameter is required unless the parameters `ServerLaunchPath` and `ServerLaunchParameters` are defined. Runtime configuration has replaced these parameters, but fleets that use them will continue to work. RuntimeConfiguration interface{} `json:"runtimeConfiguration"` // A unique identifier for a Realtime script to be deployed on a new Realtime Servers fleet. // // The script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created. // // Note: It is not currently possible to use the `!Ref` command to reference a script created with a CloudFormation template for the fleet property `ScriptId` . Instead, use `Fn::GetAtt Script.Arn` or `Fn::GetAtt Script.Id` to retrieve either of these properties as input for `ScriptId` . Alternatively, enter a `ScriptId` string manually. ScriptId *string `json:"scriptId"` }
Properties for defining a `CfnFleet`.
TODO: EXAMPLE
type CfnFleet_CertificateConfigurationProperty ¶
type CfnFleet_CertificateConfigurationProperty struct { // Indicates whether a TLS/SSL certificate is generated for the fleet. CertificateType *string `json:"certificateType"` }
Information about the use of a TLS/SSL certificate for a fleet.
TLS certificate generation is enabled at the fleet level, with one certificate generated for the fleet. When this feature is enabled, the certificate can be retrieved using the GameLift Server SDK call `GetInstanceCertificate` . All instances in a fleet share the same certificate.
TODO: EXAMPLE
type CfnFleet_IpPermissionProperty ¶
type CfnFleet_IpPermissionProperty struct { // A starting value for a range of allowed port numbers. // // For fleets using Linux builds, only port 22, 443, 1026-60000 are valid. For fleets using Windows builds, only port 443, 1026-60000 are valid. FromPort *float64 `json:"fromPort"` // A range of allowed IP addresses. // // This value must be expressed in CIDR notation. Example: " `000.000.000.000/[subnet mask]` " or optionally the shortened version " `0.0.0.0/[subnet mask]` ". IpRange *string `json:"ipRange"` // The network communication protocol used by the fleet. Protocol *string `json:"protocol"` // An ending value for a range of allowed port numbers. // // Port numbers are end-inclusive. This value must be higher than `FromPort` . // // For fleets using Linux builds, only port 22, 443, 1026-60000 are valid. For fleets using Windows builds, only port 443, 1026-60000 are valid. ToPort *float64 `json:"toPort"` }
A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift hosting resource.
New game sessions that are started on the fleet are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For fleets created with a custom game server, the ranges reflect the server's game session assignments. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP, for use by the Realtime servers.
TODO: EXAMPLE
type CfnFleet_LocationCapacityProperty ¶
type CfnFleet_LocationCapacityProperty struct { // The number of Amazon EC2 instances you want to maintain in the specified fleet location. // // This value must fall between the minimum and maximum size limits. DesiredEc2Instances *float64 `json:"desiredEc2Instances"` // The maximum number of instances that are allowed in the specified fleet location. // // If this parameter is not set, the default is 1. MaxSize *float64 `json:"maxSize"` // The minimum number of instances that are allowed in the specified fleet location. // // If this parameter is not set, the default is 0. MinSize *float64 `json:"minSize"` }
Current resource capacity settings in a specified fleet or location.
The location value might refer to a fleet's remote location or its home Region.
*Related actions*
[DescribeFleetCapacity](https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html) | [DescribeFleetLocationCapacity](https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html) | [UpdateFleetCapacity](https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetCapacity.html)
TODO: EXAMPLE
type CfnFleet_LocationConfigurationProperty ¶
type CfnFleet_LocationConfigurationProperty struct { // An AWS Region code, such as `us-west-2` . Location *string `json:"location"` // Current resource capacity settings in a specified fleet or location. // // The location value might refer to a fleet's remote location or its home Region. // // *Related actions* // // [DescribeFleetCapacity](https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html) | [DescribeFleetLocationCapacity](https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html) | [UpdateFleetCapacity](https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetCapacity.html) LocationCapacity interface{} `json:"locationCapacity"` }
A remote location where a multi-location fleet can deploy EC2 instances for game hosting.
*Related actions*
[CreateFleet](https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateFleet.html)
TODO: EXAMPLE
type CfnFleet_ResourceCreationLimitPolicyProperty ¶
type CfnFleet_ResourceCreationLimitPolicyProperty struct { // The maximum number of game sessions that an individual can create during the policy period. NewGameSessionsPerCreator *float64 `json:"newGameSessionsPerCreator"` // The time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *float64 `json:"policyPeriodInMinutes"` }
A policy that limits the number of game sessions a player can create on the same fleet.
This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: "An individual player can create a maximum number of new game sessions within a specified time period".
The policy is evaluated when a player tries to create a new game session. For example, assume you have a policy of 10 new game sessions and a time period of 60 minutes. On receiving a `CreateGameSession` request, Amazon GameLift checks that the player (identified by `CreatorId` ) has created fewer than 10 game sessions in the past 60 minutes.
TODO: EXAMPLE
type CfnFleet_RuntimeConfigurationProperty ¶
type CfnFleet_RuntimeConfigurationProperty struct { // The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. // // During this time, the game session is in status `ACTIVATING` . If the game session does not become active before the timeout, it is ended and the game session status is changed to `TERMINATED` . GameSessionActivationTimeoutSeconds *float64 `json:"gameSessionActivationTimeoutSeconds"` // The number of game sessions in status `ACTIVATING` to allow on an instance. // // This setting limits the instance resources that can be used for new game activations at any one time. MaxConcurrentGameSessionActivations *float64 `json:"maxConcurrentGameSessionActivations"` // A collection of server process configurations that identify what server processes to run on each instance in a fleet. ServerProcesses interface{} `json:"serverProcesses"` }
A collection of server process configurations that describe the processes to run on each instance in a fleet.
All fleets must have a runtime configuration. Each instance in the fleet maintains server processes as specified in the runtime configuration, launching new ones as existing processes end. Each instance regularly checks for an updated runtime configuration makes adjustments as called for.
The runtime configuration enables the instances in a fleet to run multiple processes simultaneously. Potential scenarios are as follows: (1) Run multiple processes of a single game server executable to maximize usage of your hosting resources. (2) Run one or more processes of different executables, such as your game server and a metrics tracking program. (3) Run multiple processes of a single game server but with different launch parameters, for example to run one process on each instance in debug mode.
An Amazon GameLift instance is limited to 50 processes running simultaneously. A runtime configuration must specify fewer than this limit. To calculate the total number of processes specified in a runtime configuration, add the values of the `ConcurrentExecutions` parameter for each `ServerProcess` object in the runtime configuration.
TODO: EXAMPLE
type CfnFleet_ServerProcessProperty ¶
type CfnFleet_ServerProcessProperty struct { // The number of server processes using this configuration that run concurrently on each instance. ConcurrentExecutions *float64 `json:"concurrentExecutions"` // The location of a game build executable or the Realtime script file that contains the `Init()` function. // // Game builds and Realtime scripts are installed on instances at the root: // // - Windows (custom game builds only): `C:\game` . Example: " `C:\game\MyGame\server.exe` " // - Linux: `/local/game` . Examples: " `/local/game/MyGame/server.exe` " or " `/local/game/MyRealtimeScript.js` " LaunchPath *string `json:"launchPath"` // An optional list of parameters to pass to the server executable or Realtime script on launch. Parameters *string `json:"parameters"` }
A set of instructions for launching server processes on each instance in a fleet.
Each instruction set identifies the location of the server executable, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's `RuntimeConfiguration` .
TODO: EXAMPLE
type CfnGameServerGroup ¶
type CfnGameServerGroup interface { awscdk.CfnResource awscdk.IInspectable AttrAutoScalingGroupArn() *string AttrGameServerGroupArn() *string AutoScalingPolicy() interface{} SetAutoScalingPolicy(val interface{}) BalancingStrategy() *string SetBalancingStrategy(val *string) CfnOptions() awscdk.ICfnResourceOptions CfnProperties() *map[string]interface{} CfnResourceType() *string CreationStack() *[]*string DeleteOption() *string SetDeleteOption(val *string) GameServerGroupName() *string SetGameServerGroupName(val *string) GameServerProtectionPolicy() *string SetGameServerProtectionPolicy(val *string) InstanceDefinitions() interface{} SetInstanceDefinitions(val interface{}) LaunchTemplate() interface{} SetLaunchTemplate(val interface{}) LogicalId() *string MaxSize() *float64 SetMaxSize(val *float64) MinSize() *float64 SetMinSize(val *float64) Node() constructs.Node Ref() *string RoleArn() *string SetRoleArn(val *string) Stack() awscdk.Stack Tags() awscdk.TagManager UpdatedProperites() *map[string]interface{} VpcSubnets() *[]*string SetVpcSubnets(val *[]*string) AddDeletionOverride(path *string) AddDependsOn(target awscdk.CfnResource) AddMetadata(key *string, value interface{}) AddOverride(path *string, value interface{}) AddPropertyDeletionOverride(propertyPath *string) AddPropertyOverride(propertyPath *string, value interface{}) ApplyRemovalPolicy(policy awscdk.RemovalPolicy, options *awscdk.RemovalPolicyOptions) GetAtt(attributeName *string) awscdk.Reference GetMetadata(key *string) interface{} Inspect(inspector awscdk.TreeInspector) OverrideLogicalId(newLogicalId *string) RenderProperties(props *map[string]interface{}) *map[string]interface{} ShouldSynthesize() *bool ToString() *string ValidateProperties(_properties interface{}) }
A CloudFormation `AWS::GameLift::GameServerGroup`.
*This operation is used with the Amazon GameLift FleetIQ solution and game server groups.*
Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account , and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.
Before creating a new game server group, you must have the following:
- An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. For more information, see [Launching an Instance from a Launch Template](https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html) in the *Amazon EC2 User Guide* . - An IAM role that extends limited access to your AWS account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. For more information, see [Create IAM roles for cross-service interaction](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html) in the *GameLift FleetIQ Developer Guide* .
To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.
Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.
*Learn more*
[GameLift FleetIQ Guide](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html)
TODO: EXAMPLE
func NewCfnGameServerGroup ¶
func NewCfnGameServerGroup(scope constructs.Construct, id *string, props *CfnGameServerGroupProps) CfnGameServerGroup
Create a new `AWS::GameLift::GameServerGroup`.
type CfnGameServerGroupProps ¶
type CfnGameServerGroupProps struct { // A developer-defined identifier for the game server group. // // The name is unique for each Region in each AWS account. GameServerGroupName *string `json:"gameServerGroupName"` // The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group. InstanceDefinitions interface{} `json:"instanceDefinitions"` // `AWS::GameLift::GameServerGroup.LaunchTemplate`. LaunchTemplate interface{} `json:"launchTemplate"` // The Amazon Resource Name ( [ARN](https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) ) for an IAM role that allows Amazon Web Services to access your Amazon EC2 Auto Scaling groups. RoleArn *string `json:"roleArn"` // `AWS::GameLift::GameServerGroup.AutoScalingPolicy`. AutoScalingPolicy interface{} `json:"autoScalingPolicy"` // Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. // // Method options include the following: // // - `SPOT_ONLY` - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. // - `SPOT_PREFERRED` - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. // - `ON_DEMAND_ONLY` - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force. BalancingStrategy *string `json:"balancingStrategy"` // `AWS::GameLift::GameServerGroup.DeleteOption`. DeleteOption *string `json:"deleteOption"` // A flag that indicates whether instances in the game server group are protected from early termination. // // Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. GameServerProtectionPolicy *string `json:"gameServerProtectionPolicy"` // `AWS::GameLift::GameServerGroup.MaxSize`. MaxSize *float64 `json:"maxSize"` // `AWS::GameLift::GameServerGroup.MinSize`. MinSize *float64 `json:"minSize"` // `AWS::GameLift::GameServerGroup.Tags`. Tags *[]*awscdk.CfnTag `json:"tags"` // `AWS::GameLift::GameServerGroup.VpcSubnets`. VpcSubnets *[]*string `json:"vpcSubnets"` }
Properties for defining a `CfnGameServerGroup`.
TODO: EXAMPLE
type CfnGameServerGroup_AutoScalingPolicyProperty ¶
type CfnGameServerGroup_AutoScalingPolicyProperty struct { // `CfnGameServerGroup.AutoScalingPolicyProperty.TargetTrackingConfiguration`. TargetTrackingConfiguration interface{} `json:"targetTrackingConfiguration"` // `CfnGameServerGroup.AutoScalingPolicyProperty.EstimatedInstanceWarmup`. EstimatedInstanceWarmup *float64 `json:"estimatedInstanceWarmup"` }
TODO: EXAMPLE
type CfnGameServerGroup_InstanceDefinitionProperty ¶
type CfnGameServerGroup_InstanceDefinitionProperty struct { // An Amazon EC2 instance type designation. InstanceType *string `json:"instanceType"` // Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. // // Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see [Instance Weighting](https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html) in the *Amazon Elastic Compute Cloud Auto Scaling User Guide* . Default value is "1". WeightedCapacity *string `json:"weightedCapacity"` }
*This data type is used with the Amazon GameLift FleetIQ and game server groups.*.
An allowed instance type for a `GameServerGroup` . All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.
TODO: EXAMPLE
type CfnGameServerGroup_LaunchTemplateProperty ¶
type CfnGameServerGroup_LaunchTemplateProperty struct { // `CfnGameServerGroup.LaunchTemplateProperty.LaunchTemplateId`. LaunchTemplateId *string `json:"launchTemplateId"` // `CfnGameServerGroup.LaunchTemplateProperty.LaunchTemplateName`. LaunchTemplateName *string `json:"launchTemplateName"` // `CfnGameServerGroup.LaunchTemplateProperty.Version`. Version *string `json:"version"` }
TODO: EXAMPLE
type CfnGameServerGroup_TargetTrackingConfigurationProperty ¶
type CfnGameServerGroup_TargetTrackingConfigurationProperty struct { // Desired value to use with a game server group target-based scaling policy. TargetValue *float64 `json:"targetValue"` }
*This data type is used with the Amazon GameLift FleetIQ and game server groups.*.
Settings for a target-based scaling policy as part of a `GameServerGroupAutoScalingPolicy` . These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric `"PercentUtilizedGameServers"` and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.
TODO: EXAMPLE
type CfnGameSessionQueue ¶
type CfnGameSessionQueue interface { awscdk.CfnResource awscdk.IInspectable AttrArn() *string AttrName() *string CfnOptions() awscdk.ICfnResourceOptions CfnProperties() *map[string]interface{} CfnResourceType() *string CreationStack() *[]*string CustomEventData() *string SetCustomEventData(val *string) Destinations() interface{} SetDestinations(val interface{}) FilterConfiguration() interface{} SetFilterConfiguration(val interface{}) LogicalId() *string Name() *string SetName(val *string) Node() constructs.Node NotificationTarget() *string SetNotificationTarget(val *string) PlayerLatencyPolicies() interface{} SetPlayerLatencyPolicies(val interface{}) PriorityConfiguration() interface{} SetPriorityConfiguration(val interface{}) Ref() *string Stack() awscdk.Stack TimeoutInSeconds() *float64 SetTimeoutInSeconds(val *float64) UpdatedProperites() *map[string]interface{} AddDeletionOverride(path *string) AddDependsOn(target awscdk.CfnResource) AddMetadata(key *string, value interface{}) AddOverride(path *string, value interface{}) AddPropertyDeletionOverride(propertyPath *string) AddPropertyOverride(propertyPath *string, value interface{}) ApplyRemovalPolicy(policy awscdk.RemovalPolicy, options *awscdk.RemovalPolicyOptions) GetAtt(attributeName *string) awscdk.Reference GetMetadata(key *string) interface{} Inspect(inspector awscdk.TreeInspector) OverrideLogicalId(newLogicalId *string) RenderProperties(props *map[string]interface{}) *map[string]interface{} ShouldSynthesize() *bool ToString() *string ValidateProperties(_properties interface{}) }
A CloudFormation `AWS::GameLift::GameSessionQueue`.
The `AWS::GameLift::GameSessionQueue` resource creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server, then prompts the game server to start a new game session. Queues can have destinations (GameLift fleets or aliases), which determine where the queue can place new game sessions. A queue can have destinations with varied fleet type (Spot and On-Demand), instance type, and AWS Region .
TODO: EXAMPLE
func NewCfnGameSessionQueue ¶
func NewCfnGameSessionQueue(scope constructs.Construct, id *string, props *CfnGameSessionQueueProps) CfnGameSessionQueue
Create a new `AWS::GameLift::GameSessionQueue`.
type CfnGameSessionQueueProps ¶
type CfnGameSessionQueueProps struct { // A descriptive label that is associated with game session queue. // // Queue names must be unique within each Region. Name *string `json:"name"` // Information to be added to all events that are related to this game session queue. CustomEventData *string `json:"customEventData"` // A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. // // Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. Destinations interface{} `json:"destinations"` // A list of locations where a queue is allowed to place new game sessions. // // Locations are specified in the form of AWS Region codes, such as `us-west-2` . If this parameter is not set, game sessions can be placed in any queue location. FilterConfiguration interface{} `json:"filterConfiguration"` // An SNS topic ARN that is set up to receive game session placement notifications. // // See [Setting up notifications for game session placement](https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html) . NotificationTarget *string `json:"notificationTarget"` // A set of policies that act as a sliding cap on player latency. // // FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value. PlayerLatencyPolicies interface{} `json:"playerLatencyPolicies"` // Custom settings to use when prioritizing destinations and locations for game session placements. // // This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. PriorityConfiguration interface{} `json:"priorityConfiguration"` // The maximum time, in seconds, that a new game session placement request remains in the queue. // // When a request exceeds this time, the game session placement changes to a `TIMED_OUT` status. TimeoutInSeconds *float64 `json:"timeoutInSeconds"` }
Properties for defining a `CfnGameSessionQueue`.
TODO: EXAMPLE
type CfnGameSessionQueue_DestinationProperty ¶
type CfnGameSessionQueue_DestinationProperty struct { // The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. // // ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions. DestinationArn *string `json:"destinationArn"` }
The fleet designated in a game session queue.
Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination that is configured for a queue.
TODO: EXAMPLE
type CfnGameSessionQueue_FilterConfigurationProperty ¶
type CfnGameSessionQueue_FilterConfigurationProperty struct { // A list of locations to allow game session placement in, in the form of AWS Region codes such as `us-west-2` . AllowedLocations *[]*string `json:"allowedLocations"` }
A list of fleet locations where a game session queue can place new game sessions.
You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.
Filter configurations are part of a `GameSessionQueue` .
TODO: EXAMPLE
type CfnGameSessionQueue_PlayerLatencyPolicyProperty ¶
type CfnGameSessionQueue_PlayerLatencyPolicyProperty struct { // The maximum latency value that is allowed for any player, in milliseconds. // // All policies must have a value set for this property. MaximumIndividualPlayerLatencyMilliseconds *float64 `json:"maximumIndividualPlayerLatencyMilliseconds"` // The length of time, in seconds, that the policy is enforced while placing a new game session. // // A null value for this property means that the policy is enforced until the queue times out. PolicyDurationSeconds *float64 `json:"policyDurationSeconds"` }
The queue setting that determines the highest latency allowed for individual players when placing a game session.
When a latency policy is in force, a game session cannot be placed with any fleet in a Region where a player reports latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.
TODO: EXAMPLE
type CfnGameSessionQueue_PriorityConfigurationProperty ¶
type CfnGameSessionQueue_PriorityConfigurationProperty struct { // The prioritization order to use for fleet locations, when the `PriorityOrder` property includes `LOCATION` . // // Locations are identified by AWS Region codes such as `us-west-2` . Each location can only be listed once. LocationOrder *[]*string `json:"locationOrder"` // The recommended sequence to use when prioritizing where to place new game sessions. // // Each type can only be listed once. // // - `LATENCY` -- FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest. // - `COST` -- FleetIQ prioritizes destinations with the lowest current hosting costs. Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue. // - `DESTINATION` -- FleetIQ prioritizes based on the order that destinations are listed in the queue configuration. // - `LOCATION` -- FleetIQ prioritizes based on the provided order of locations, as defined in `LocationOrder` . PriorityOrder *[]*string `json:"priorityOrder"` }
Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers.
When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:
- If player latency data is included in a game session request, destinations and locations are prioritized first based on lowest average latency (1), then on lowest hosting cost (2), then on destination list order (3), and finally on location (alphabetical) (4). This approach ensures that the queue's top priority is to place game sessions where average player latency is lowest, and--if latency is the same--where the hosting cost is less, etc. - If player latency data is not included, destinations and locations are prioritized first on destination list order (1), and then on location (alphabetical) (2). This approach ensures that the queue's top priority is to place game sessions on the first destination fleet listed. If that fleet has multiple locations, the game session is placed on the first location (when listed alphabetically).
Changing the priority order will affect how game sessions are placed.
Priority configurations are part of a `GameSessionQueue` .
TODO: EXAMPLE
type CfnMatchmakingConfiguration ¶
type CfnMatchmakingConfiguration interface { awscdk.CfnResource awscdk.IInspectable AcceptanceRequired() interface{} SetAcceptanceRequired(val interface{}) AcceptanceTimeoutSeconds() *float64 SetAcceptanceTimeoutSeconds(val *float64) AdditionalPlayerCount() *float64 SetAdditionalPlayerCount(val *float64) AttrArn() *string AttrName() *string BackfillMode() *string SetBackfillMode(val *string) CfnOptions() awscdk.ICfnResourceOptions CfnProperties() *map[string]interface{} CfnResourceType() *string CreationStack() *[]*string CustomEventData() *string SetCustomEventData(val *string) Description() *string SetDescription(val *string) FlexMatchMode() *string SetFlexMatchMode(val *string) GameProperties() interface{} SetGameProperties(val interface{}) GameSessionData() *string SetGameSessionData(val *string) GameSessionQueueArns() *[]*string SetGameSessionQueueArns(val *[]*string) LogicalId() *string Name() *string SetName(val *string) Node() constructs.Node NotificationTarget() *string SetNotificationTarget(val *string) Ref() *string RequestTimeoutSeconds() *float64 SetRequestTimeoutSeconds(val *float64) RuleSetName() *string SetRuleSetName(val *string) Stack() awscdk.Stack UpdatedProperites() *map[string]interface{} AddDeletionOverride(path *string) AddDependsOn(target awscdk.CfnResource) AddMetadata(key *string, value interface{}) AddOverride(path *string, value interface{}) AddPropertyDeletionOverride(propertyPath *string) AddPropertyOverride(propertyPath *string, value interface{}) ApplyRemovalPolicy(policy awscdk.RemovalPolicy, options *awscdk.RemovalPolicyOptions) GetAtt(attributeName *string) awscdk.Reference GetMetadata(key *string) interface{} Inspect(inspector awscdk.TreeInspector) OverrideLogicalId(newLogicalId *string) RenderProperties(props *map[string]interface{}) *map[string]interface{} ShouldSynthesize() *bool ToString() *string ValidateProperties(_properties interface{}) }
A CloudFormation `AWS::GameLift::MatchmakingConfiguration`.
The `AWS::GameLift::MatchmakingConfiguration` resource defines a new matchmaking configuration for use with FlexMatch. Whether you're using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're using GameLift hosting, it also defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests identify the matchmaking configuration to use and provide player attributes that are consistent with that configuration.
TODO: EXAMPLE
func NewCfnMatchmakingConfiguration ¶
func NewCfnMatchmakingConfiguration(scope constructs.Construct, id *string, props *CfnMatchmakingConfigurationProps) CfnMatchmakingConfiguration
Create a new `AWS::GameLift::MatchmakingConfiguration`.
type CfnMatchmakingConfigurationProps ¶
type CfnMatchmakingConfigurationProps struct { // A flag that determines 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 interface{} `json:"acceptanceRequired"` // A unique identifier for a matchmaking configuration. // // Matchmaking requests use this name to identify which matchmaking configuration to use. Name *string `json:"name"` // 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 *float64 `json:"requestTimeoutSeconds"` // 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 *string `json:"ruleSetName"` // The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. AcceptanceTimeoutSeconds *float64 `json:"acceptanceTimeoutSeconds"` // 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 *float64 `json:"additionalPlayerCount"` // The method used to backfill game sessions that are 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 `StartMatchBackfill` request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in [Backfill Existing Games with FlexMatch](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html) . Automatic backfill is not available when `FlexMatchMode` is set to `STANDALONE` . BackfillMode *string `json:"backfillMode"` // Information that is attached to all events related to the matchmaking configuration. CustomEventData *string `json:"customEventData"` // A descriptive label that is associated with matchmaking configuration. Description *string `json:"description"` // Indicates whether this matchmaking configuration is being used with GameLift managed hosting or as a standalone matchmaking solution. // // - *STANDALONE* - FlexMatch forms matches and returns match information, including players and team assignments, in a [MatchmakingSucceeded](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded) event. // - *WITH_QUEUE* - FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match. FlexMatchMode *string `json:"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 [Start a Game Session](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession) . This parameter is not used if `FlexMatchMode` is set to `STANDALONE` . GameProperties interface{} `json:"gameProperties"` // 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 [Start a Game Session](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession) . This parameter is not used if `FlexMatchMode` is set to `STANDALONE` . GameSessionData *string `json:"gameSessionData"` // The Amazon Resource Name ( [ARN](https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) ) 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. If `FlexMatchMode` is set to `STANDALONE` , do not set this parameter. GameSessionQueueArns *[]*string `json:"gameSessionQueueArns"` // An SNS topic ARN that is set up to receive matchmaking notifications. // // See [Setting up notifications for matchmaking](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) for more information. NotificationTarget *string `json:"notificationTarget"` }
Properties for defining a `CfnMatchmakingConfiguration`.
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type CfnMatchmakingConfiguration_GamePropertyProperty ¶
type CfnMatchmakingConfiguration_GamePropertyProperty struct { // The game property identifier. Key *string `json:"key"` // The game property value. Value *string `json:"value"` }
A set of key-value pairs that contain information about a game session.
When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session.
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type CfnMatchmakingRuleSet ¶
type CfnMatchmakingRuleSet interface { awscdk.CfnResource awscdk.IInspectable AttrArn() *string AttrName() *string CfnOptions() awscdk.ICfnResourceOptions CfnProperties() *map[string]interface{} CfnResourceType() *string CreationStack() *[]*string LogicalId() *string Name() *string SetName(val *string) Node() constructs.Node Ref() *string RuleSetBody() *string SetRuleSetBody(val *string) Stack() awscdk.Stack UpdatedProperites() *map[string]interface{} AddDeletionOverride(path *string) AddDependsOn(target awscdk.CfnResource) AddMetadata(key *string, value interface{}) AddOverride(path *string, value interface{}) AddPropertyDeletionOverride(propertyPath *string) AddPropertyOverride(propertyPath *string, value interface{}) ApplyRemovalPolicy(policy awscdk.RemovalPolicy, options *awscdk.RemovalPolicyOptions) GetAtt(attributeName *string) awscdk.Reference GetMetadata(key *string) interface{} Inspect(inspector awscdk.TreeInspector) OverrideLogicalId(newLogicalId *string) RenderProperties(props *map[string]interface{}) *map[string]interface{} ShouldSynthesize() *bool ToString() *string ValidateProperties(_properties interface{}) }
A CloudFormation `AWS::GameLift::MatchmakingRuleSet`.
The `AWS::GameLift::MatchmakingRuleSet` resource creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a matchmaking configuration.
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func NewCfnMatchmakingRuleSet ¶
func NewCfnMatchmakingRuleSet(scope constructs.Construct, id *string, props *CfnMatchmakingRuleSetProps) CfnMatchmakingRuleSet
Create a new `AWS::GameLift::MatchmakingRuleSet`.
type CfnMatchmakingRuleSetProps ¶
type CfnMatchmakingRuleSetProps struct { // A unique identifier for the matchmaking rule set. // // A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional `name` field in the rule set body. Name *string `json:"name"` // A collection of matchmaking rules, formatted as a JSON string. // // Comments are not allowed in JSON, but most elements support a description field. RuleSetBody *string `json:"ruleSetBody"` }
Properties for defining a `CfnMatchmakingRuleSet`.
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type CfnScript ¶
type CfnScript interface { awscdk.CfnResource awscdk.IInspectable AttrArn() *string AttrId() *string CfnOptions() awscdk.ICfnResourceOptions CfnProperties() *map[string]interface{} CfnResourceType() *string CreationStack() *[]*string LogicalId() *string Name() *string SetName(val *string) Node() constructs.Node Ref() *string Stack() awscdk.Stack StorageLocation() interface{} SetStorageLocation(val interface{}) UpdatedProperites() *map[string]interface{} Version() *string SetVersion(val *string) AddDeletionOverride(path *string) AddDependsOn(target awscdk.CfnResource) AddMetadata(key *string, value interface{}) AddOverride(path *string, value interface{}) AddPropertyDeletionOverride(propertyPath *string) AddPropertyOverride(propertyPath *string, value interface{}) ApplyRemovalPolicy(policy awscdk.RemovalPolicy, options *awscdk.RemovalPolicyOptions) GetAtt(attributeName *string) awscdk.Reference GetMetadata(key *string) interface{} Inspect(inspector awscdk.TreeInspector) OverrideLogicalId(newLogicalId *string) RenderProperties(props *map[string]interface{}) *map[string]interface{} ShouldSynthesize() *bool ToString() *string ValidateProperties(_properties interface{}) }
A CloudFormation `AWS::GameLift::Script`.
The `AWS::GameLift::Script` resource creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.
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func NewCfnScript ¶
func NewCfnScript(scope constructs.Construct, id *string, props *CfnScriptProps) CfnScript
Create a new `AWS::GameLift::Script`.
type CfnScriptProps ¶
type CfnScriptProps struct { // The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. StorageLocation interface{} `json:"storageLocation"` // A descriptive label that is associated with a script. // // Script names do not need to be unique. Name *string `json:"name"` // The version that is associated with a build or script. // // Version strings do not need to be unique. Version *string `json:"version"` }
Properties for defining a `CfnScript`.
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type CfnScript_S3LocationProperty ¶
type CfnScript_S3LocationProperty struct { // An Amazon S3 bucket identifier. This is the name of the S3 bucket. // // > GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.). Bucket *string `json:"bucket"` // The name of the zip file that contains the build files or script files. Key *string `json:"key"` // The Amazon Resource Name ( [ARN](https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html) ) for an IAM role that allows Amazon Web Services to access the S3 bucket. RoleArn *string `json:"roleArn"` // The version of the file, if object versioning is turned on for the bucket. // // Amazon Web Services uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved. ObjectVersion *string `json:"objectVersion"` }
The location in Amazon S3 where build or script files can be stored for access by Amazon GameLift.
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