gamelift

package
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Published: Apr 5, 2019 License: Apache-2.0 Imports: 2 Imported by: 0

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Constants

This section is empty.

Variables

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Functions

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Types

type Alias

type Alias struct {
	// contains filtered or unexported fields
}

Provides a Gamelift Alias resource.

func GetAlias

func GetAlias(ctx *pulumi.Context,
	name string, id pulumi.ID, state *AliasState, opts ...pulumi.ResourceOpt) (*Alias, error)

GetAlias gets an existing Alias resource's state with the given name, ID, and optional state properties that are used to uniquely qualify the lookup (nil if not required).

func NewAlias

func NewAlias(ctx *pulumi.Context,
	name string, args *AliasArgs, opts ...pulumi.ResourceOpt) (*Alias, error)

NewAlias registers a new resource with the given unique name, arguments, and options.

func (*Alias) Arn

func (r *Alias) Arn() *pulumi.StringOutput

Alias ARN.

func (*Alias) Description

func (r *Alias) Description() *pulumi.StringOutput

Description of the alias.

func (*Alias) ID

func (r *Alias) ID() *pulumi.IDOutput

ID is this resource's unique identifier assigned by its provider.

func (*Alias) Name

func (r *Alias) Name() *pulumi.StringOutput

Name of the alias.

func (*Alias) RoutingStrategy

func (r *Alias) RoutingStrategy() *pulumi.Output

Specifies the fleet and/or routing type to use for the alias.

func (*Alias) URN

func (r *Alias) URN() *pulumi.URNOutput

URN is this resource's unique name assigned by Pulumi.

type AliasArgs

type AliasArgs struct {
	// Description of the alias.
	Description interface{}
	// Name of the alias.
	Name interface{}
	// Specifies the fleet and/or routing type to use for the alias.
	RoutingStrategy interface{}
}

The set of arguments for constructing a Alias resource.

type AliasState

type AliasState struct {
	// Alias ARN.
	Arn interface{}
	// Description of the alias.
	Description interface{}
	// Name of the alias.
	Name interface{}
	// Specifies the fleet and/or routing type to use for the alias.
	RoutingStrategy interface{}
}

Input properties used for looking up and filtering Alias resources.

type Build

type Build struct {
	// contains filtered or unexported fields
}

Provides an Gamelift Build resource.

func GetBuild

func GetBuild(ctx *pulumi.Context,
	name string, id pulumi.ID, state *BuildState, opts ...pulumi.ResourceOpt) (*Build, error)

GetBuild gets an existing Build resource's state with the given name, ID, and optional state properties that are used to uniquely qualify the lookup (nil if not required).

func NewBuild

func NewBuild(ctx *pulumi.Context,
	name string, args *BuildArgs, opts ...pulumi.ResourceOpt) (*Build, error)

NewBuild registers a new resource with the given unique name, arguments, and options.

func (*Build) ID

func (r *Build) ID() *pulumi.IDOutput

ID is this resource's unique identifier assigned by its provider.

func (*Build) Name

func (r *Build) Name() *pulumi.StringOutput

Name of the build

func (*Build) OperatingSystem

func (r *Build) OperatingSystem() *pulumi.StringOutput

Operating system that the game server binaries are built to run on. e.g. `WINDOWS_2012` or `AMAZON_LINUX`.

func (*Build) StorageLocation

func (r *Build) StorageLocation() *pulumi.Output

Information indicating where your game build files are stored. See below.

func (*Build) URN

func (r *Build) URN() *pulumi.URNOutput

URN is this resource's unique name assigned by Pulumi.

func (*Build) Version

func (r *Build) Version() *pulumi.StringOutput

Version that is associated with this build.

type BuildArgs

type BuildArgs struct {
	// Name of the build
	Name interface{}
	// Operating system that the game server binaries are built to run on. e.g. `WINDOWS_2012` or `AMAZON_LINUX`.
	OperatingSystem interface{}
	// Information indicating where your game build files are stored. See below.
	StorageLocation interface{}
	// Version that is associated with this build.
	Version interface{}
}

The set of arguments for constructing a Build resource.

type BuildState

type BuildState struct {
	// Name of the build
	Name interface{}
	// Operating system that the game server binaries are built to run on. e.g. `WINDOWS_2012` or `AMAZON_LINUX`.
	OperatingSystem interface{}
	// Information indicating where your game build files are stored. See below.
	StorageLocation interface{}
	// Version that is associated with this build.
	Version interface{}
}

Input properties used for looking up and filtering Build resources.

type Fleet

type Fleet struct {
	// contains filtered or unexported fields
}

Provides a Gamelift Fleet resource.

func GetFleet

func GetFleet(ctx *pulumi.Context,
	name string, id pulumi.ID, state *FleetState, opts ...pulumi.ResourceOpt) (*Fleet, error)

GetFleet gets an existing Fleet resource's state with the given name, ID, and optional state properties that are used to uniquely qualify the lookup (nil if not required).

func NewFleet

func NewFleet(ctx *pulumi.Context,
	name string, args *FleetArgs, opts ...pulumi.ResourceOpt) (*Fleet, error)

NewFleet registers a new resource with the given unique name, arguments, and options.

func (*Fleet) Arn

func (r *Fleet) Arn() *pulumi.StringOutput

Fleet ARN.

func (*Fleet) BuildId

func (r *Fleet) BuildId() *pulumi.StringOutput

ID of the Gamelift Build to be deployed on the fleet.

func (*Fleet) Description

func (r *Fleet) Description() *pulumi.StringOutput

Human-readable description of the fleet.

func (*Fleet) Ec2InboundPermissions

func (r *Fleet) Ec2InboundPermissions() *pulumi.ArrayOutput

Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below.

func (*Fleet) Ec2InstanceType

func (r *Fleet) Ec2InstanceType() *pulumi.StringOutput

Name of an EC2 instance type. e.g. `t2.micro`

func (*Fleet) ID

func (r *Fleet) ID() *pulumi.IDOutput

ID is this resource's unique identifier assigned by its provider.

func (*Fleet) LogPaths

func (r *Fleet) LogPaths() *pulumi.ArrayOutput

func (*Fleet) MetricGroups

func (r *Fleet) MetricGroups() *pulumi.ArrayOutput

List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`.

func (*Fleet) Name

func (r *Fleet) Name() *pulumi.StringOutput

The name of the fleet.

func (*Fleet) NewGameSessionProtectionPolicy

func (r *Fleet) NewGameSessionProtectionPolicy() *pulumi.StringOutput

Game session protection policy to apply to all instances in this fleet. e.g. `FullProtection`. Defaults to `NoProtection`.

func (*Fleet) OperatingSystem

func (r *Fleet) OperatingSystem() *pulumi.StringOutput

Operating system of the fleet's computing resources.

func (*Fleet) ResourceCreationLimitPolicy

func (r *Fleet) ResourceCreationLimitPolicy() *pulumi.Output

Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below.

func (*Fleet) RuntimeConfiguration

func (r *Fleet) RuntimeConfiguration() *pulumi.Output

Instructions for launching server processes on each instance in the fleet. See below.

func (*Fleet) URN

func (r *Fleet) URN() *pulumi.URNOutput

URN is this resource's unique name assigned by Pulumi.

type FleetArgs

type FleetArgs struct {
	// ID of the Gamelift Build to be deployed on the fleet.
	BuildId interface{}
	// Human-readable description of the fleet.
	Description interface{}
	// Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below.
	Ec2InboundPermissions interface{}
	// Name of an EC2 instance type. e.g. `t2.micro`
	Ec2InstanceType interface{}
	// List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`.
	MetricGroups interface{}
	// The name of the fleet.
	Name interface{}
	// Game session protection policy to apply to all instances in this fleet. e.g. `FullProtection`. Defaults to `NoProtection`.
	NewGameSessionProtectionPolicy interface{}
	// Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below.
	ResourceCreationLimitPolicy interface{}
	// Instructions for launching server processes on each instance in the fleet. See below.
	RuntimeConfiguration interface{}
}

The set of arguments for constructing a Fleet resource.

type FleetState

type FleetState struct {
	// Fleet ARN.
	Arn interface{}
	// ID of the Gamelift Build to be deployed on the fleet.
	BuildId interface{}
	// Human-readable description of the fleet.
	Description interface{}
	// Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below.
	Ec2InboundPermissions interface{}
	// Name of an EC2 instance type. e.g. `t2.micro`
	Ec2InstanceType interface{}
	LogPaths        interface{}
	// List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`.
	MetricGroups interface{}
	// The name of the fleet.
	Name interface{}
	// Game session protection policy to apply to all instances in this fleet. e.g. `FullProtection`. Defaults to `NoProtection`.
	NewGameSessionProtectionPolicy interface{}
	// Operating system of the fleet's computing resources.
	OperatingSystem interface{}
	// Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below.
	ResourceCreationLimitPolicy interface{}
	// Instructions for launching server processes on each instance in the fleet. See below.
	RuntimeConfiguration interface{}
}

Input properties used for looking up and filtering Fleet resources.

type GameSessionQueue

type GameSessionQueue struct {
	// contains filtered or unexported fields
}

Provides an Gamelift Game Session Queue resource.

func GetGameSessionQueue

func GetGameSessionQueue(ctx *pulumi.Context,
	name string, id pulumi.ID, state *GameSessionQueueState, opts ...pulumi.ResourceOpt) (*GameSessionQueue, error)

GetGameSessionQueue gets an existing GameSessionQueue resource's state with the given name, ID, and optional state properties that are used to uniquely qualify the lookup (nil if not required).

func NewGameSessionQueue

func NewGameSessionQueue(ctx *pulumi.Context,
	name string, args *GameSessionQueueArgs, opts ...pulumi.ResourceOpt) (*GameSessionQueue, error)

NewGameSessionQueue registers a new resource with the given unique name, arguments, and options.

func (*GameSessionQueue) Arn

Game Session Queue ARN.

func (*GameSessionQueue) Destinations

func (r *GameSessionQueue) Destinations() *pulumi.ArrayOutput

List of fleet/alias ARNs used by session queue for placing game sessions.

func (*GameSessionQueue) ID

func (r *GameSessionQueue) ID() *pulumi.IDOutput

ID is this resource's unique identifier assigned by its provider.

func (*GameSessionQueue) Name

Name of the session queue.

func (*GameSessionQueue) PlayerLatencyPolicies

func (r *GameSessionQueue) PlayerLatencyPolicies() *pulumi.ArrayOutput

One or more policies used to choose fleet based on player latency. See below.

func (*GameSessionQueue) TimeoutInSeconds

func (r *GameSessionQueue) TimeoutInSeconds() *pulumi.IntOutput

Maximum time a game session request can remain in the queue.

func (*GameSessionQueue) URN

func (r *GameSessionQueue) URN() *pulumi.URNOutput

URN is this resource's unique name assigned by Pulumi.

type GameSessionQueueArgs

type GameSessionQueueArgs struct {
	// List of fleet/alias ARNs used by session queue for placing game sessions.
	Destinations interface{}
	// Name of the session queue.
	Name interface{}
	// One or more policies used to choose fleet based on player latency. See below.
	PlayerLatencyPolicies interface{}
	// Maximum time a game session request can remain in the queue.
	TimeoutInSeconds interface{}
}

The set of arguments for constructing a GameSessionQueue resource.

type GameSessionQueueState

type GameSessionQueueState struct {
	// Game Session Queue ARN.
	Arn interface{}
	// List of fleet/alias ARNs used by session queue for placing game sessions.
	Destinations interface{}
	// Name of the session queue.
	Name interface{}
	// One or more policies used to choose fleet based on player latency. See below.
	PlayerLatencyPolicies interface{}
	// Maximum time a game session request can remain in the queue.
	TimeoutInSeconds interface{}
}

Input properties used for looking up and filtering GameSessionQueue resources.

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