gamelift

package
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Published: Nov 3, 2021 License: Apache-2.0 Imports: 7 Imported by: 0

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Index

Constants

View Source
const (
	AliasRoutingStrategyTypeSimple   = AliasRoutingStrategyType("SIMPLE")
	AliasRoutingStrategyTypeTerminal = AliasRoutingStrategyType("TERMINAL")
)
View Source
const (
	FleetCertificateConfigurationCertificateTypeDisabled  = FleetCertificateConfigurationCertificateType("DISABLED")
	FleetCertificateConfigurationCertificateTypeGenerated = FleetCertificateConfigurationCertificateType("GENERATED")
)
View Source
const (
	FleetIpPermissionProtocolTcp = FleetIpPermissionProtocol("TCP")
	FleetIpPermissionProtocolUdp = FleetIpPermissionProtocol("UDP")
)
View Source
const (
	FleetNewGameSessionProtectionPolicyFullProtection = FleetNewGameSessionProtectionPolicy("FullProtection")
	FleetNewGameSessionProtectionPolicyNoProtection   = FleetNewGameSessionProtectionPolicy("NoProtection")
)
View Source
const (
	FleetTypeOnDemand = FleetType("ON_DEMAND")
	FleetTypeSpot     = FleetType("SPOT")
)
View Source
const (
	GameServerGroupBalancingStrategySpotOnly      = GameServerGroupBalancingStrategy("SPOT_ONLY")
	GameServerGroupBalancingStrategySpotPreferred = GameServerGroupBalancingStrategy("SPOT_PREFERRED")
	GameServerGroupBalancingStrategyOnDemandOnly  = GameServerGroupBalancingStrategy("ON_DEMAND_ONLY")
)
View Source
const (
	GameServerGroupDeleteOptionSafeDelete  = GameServerGroupDeleteOption("SAFE_DELETE")
	GameServerGroupDeleteOptionForceDelete = GameServerGroupDeleteOption("FORCE_DELETE")
	GameServerGroupDeleteOptionRetain      = GameServerGroupDeleteOption("RETAIN")
)
View Source
const (
	GameServerGroupGameServerProtectionPolicyNoProtection   = GameServerGroupGameServerProtectionPolicy("NO_PROTECTION")
	GameServerGroupGameServerProtectionPolicyFullProtection = GameServerGroupGameServerProtectionPolicy("FULL_PROTECTION")
)

Variables

This section is empty.

Functions

This section is empty.

Types

type Alias

type Alias struct {
	pulumi.CustomResourceState

	// Unique alias ID
	AliasId pulumi.StringOutput `pulumi:"aliasId"`
	// A human-readable description of the alias.
	Description pulumi.StringPtrOutput `pulumi:"description"`
	// A descriptive label that is associated with an alias. Alias names do not need to be unique.
	Name pulumi.StringOutput `pulumi:"name"`
	// A routing configuration that specifies where traffic is directed for this alias, such as to a fleet or to a message.
	RoutingStrategy AliasRoutingStrategyOutput `pulumi:"routingStrategy"`
}

The AWS::GameLift::Alias resource creates an alias for an Amazon GameLift (GameLift) fleet destination.

func GetAlias

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

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

func (*Alias) ElementType

func (*Alias) ElementType() reflect.Type

func (*Alias) ToAliasOutput

func (i *Alias) ToAliasOutput() AliasOutput

func (*Alias) ToAliasOutputWithContext

func (i *Alias) ToAliasOutputWithContext(ctx context.Context) AliasOutput

type AliasArgs

type AliasArgs struct {
	// A human-readable description of the alias.
	Description pulumi.StringPtrInput
	// A descriptive label that is associated with an alias. Alias names do not need to be unique.
	Name pulumi.StringInput
	// A routing configuration that specifies where traffic is directed for this alias, such as to a fleet or to a message.
	RoutingStrategy AliasRoutingStrategyInput
}

The set of arguments for constructing a Alias resource.

func (AliasArgs) ElementType

func (AliasArgs) ElementType() reflect.Type

type AliasInput

type AliasInput interface {
	pulumi.Input

	ToAliasOutput() AliasOutput
	ToAliasOutputWithContext(ctx context.Context) AliasOutput
}

type AliasOutput

type AliasOutput struct{ *pulumi.OutputState }

func (AliasOutput) ElementType

func (AliasOutput) ElementType() reflect.Type

func (AliasOutput) ToAliasOutput

func (o AliasOutput) ToAliasOutput() AliasOutput

func (AliasOutput) ToAliasOutputWithContext

func (o AliasOutput) ToAliasOutputWithContext(ctx context.Context) AliasOutput

type AliasRoutingStrategy

type AliasRoutingStrategy struct {
	// 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 `pulumi:"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 `pulumi:"message"`
	// Simple routing strategy. The alias resolves to one specific fleet. Use this type when routing to active fleets.
	Type AliasRoutingStrategyType `pulumi:"type"`
}

type AliasRoutingStrategyArgs

type AliasRoutingStrategyArgs struct {
	// 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 pulumi.StringPtrInput `pulumi:"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 pulumi.StringPtrInput `pulumi:"message"`
	// Simple routing strategy. The alias resolves to one specific fleet. Use this type when routing to active fleets.
	Type AliasRoutingStrategyTypeInput `pulumi:"type"`
}

func (AliasRoutingStrategyArgs) ElementType

func (AliasRoutingStrategyArgs) ElementType() reflect.Type

func (AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutput

func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutput() AliasRoutingStrategyOutput

func (AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutputWithContext

func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutputWithContext(ctx context.Context) AliasRoutingStrategyOutput

func (AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutput

func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutputWithContext

func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput

type AliasRoutingStrategyInput

type AliasRoutingStrategyInput interface {
	pulumi.Input

	ToAliasRoutingStrategyOutput() AliasRoutingStrategyOutput
	ToAliasRoutingStrategyOutputWithContext(context.Context) AliasRoutingStrategyOutput
}

AliasRoutingStrategyInput is an input type that accepts AliasRoutingStrategyArgs and AliasRoutingStrategyOutput values. You can construct a concrete instance of `AliasRoutingStrategyInput` via:

AliasRoutingStrategyArgs{...}

type AliasRoutingStrategyOutput

type AliasRoutingStrategyOutput struct{ *pulumi.OutputState }

func (AliasRoutingStrategyOutput) ElementType

func (AliasRoutingStrategyOutput) ElementType() reflect.Type

func (AliasRoutingStrategyOutput) FleetId

A unique identifier for a fleet that the alias points to. If you specify SIMPLE for the Type property, you must specify this property.

func (AliasRoutingStrategyOutput) Message

The message text to be used with a terminal routing strategy. If you specify TERMINAL for the Type property, you must specify this property.

func (AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutput

func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutput() AliasRoutingStrategyOutput

func (AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutputWithContext

func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutputWithContext(ctx context.Context) AliasRoutingStrategyOutput

func (AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutput

func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutputWithContext

func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyOutput) Type

Simple routing strategy. The alias resolves to one specific fleet. Use this type when routing to active fleets.

type AliasRoutingStrategyPtrInput

type AliasRoutingStrategyPtrInput interface {
	pulumi.Input

	ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput
	ToAliasRoutingStrategyPtrOutputWithContext(context.Context) AliasRoutingStrategyPtrOutput
}

AliasRoutingStrategyPtrInput is an input type that accepts AliasRoutingStrategyArgs, AliasRoutingStrategyPtr and AliasRoutingStrategyPtrOutput values. You can construct a concrete instance of `AliasRoutingStrategyPtrInput` via:

        AliasRoutingStrategyArgs{...}

or:

        nil

type AliasRoutingStrategyPtrOutput

type AliasRoutingStrategyPtrOutput struct{ *pulumi.OutputState }

func (AliasRoutingStrategyPtrOutput) Elem

func (AliasRoutingStrategyPtrOutput) ElementType

func (AliasRoutingStrategyPtrOutput) FleetId

A unique identifier for a fleet that the alias points to. If you specify SIMPLE for the Type property, you must specify this property.

func (AliasRoutingStrategyPtrOutput) Message

The message text to be used with a terminal routing strategy. If you specify TERMINAL for the Type property, you must specify this property.

func (AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutput

func (o AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutputWithContext

func (o AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyPtrOutput) Type

Simple routing strategy. The alias resolves to one specific fleet. Use this type when routing to active fleets.

type AliasRoutingStrategyType

type AliasRoutingStrategyType string

Simple routing strategy. The alias resolves to one specific fleet. Use this type when routing to active fleets.

func (AliasRoutingStrategyType) ElementType

func (AliasRoutingStrategyType) ElementType() reflect.Type

func (AliasRoutingStrategyType) ToAliasRoutingStrategyTypeOutput

func (e AliasRoutingStrategyType) ToAliasRoutingStrategyTypeOutput() AliasRoutingStrategyTypeOutput

func (AliasRoutingStrategyType) ToAliasRoutingStrategyTypeOutputWithContext

func (e AliasRoutingStrategyType) ToAliasRoutingStrategyTypeOutputWithContext(ctx context.Context) AliasRoutingStrategyTypeOutput

func (AliasRoutingStrategyType) ToAliasRoutingStrategyTypePtrOutput

func (e AliasRoutingStrategyType) ToAliasRoutingStrategyTypePtrOutput() AliasRoutingStrategyTypePtrOutput

func (AliasRoutingStrategyType) ToAliasRoutingStrategyTypePtrOutputWithContext

func (e AliasRoutingStrategyType) ToAliasRoutingStrategyTypePtrOutputWithContext(ctx context.Context) AliasRoutingStrategyTypePtrOutput

func (AliasRoutingStrategyType) ToStringOutput

func (e AliasRoutingStrategyType) ToStringOutput() pulumi.StringOutput

func (AliasRoutingStrategyType) ToStringOutputWithContext

func (e AliasRoutingStrategyType) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (AliasRoutingStrategyType) ToStringPtrOutput

func (e AliasRoutingStrategyType) ToStringPtrOutput() pulumi.StringPtrOutput

func (AliasRoutingStrategyType) ToStringPtrOutputWithContext

func (e AliasRoutingStrategyType) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type AliasRoutingStrategyTypeInput

type AliasRoutingStrategyTypeInput interface {
	pulumi.Input

	ToAliasRoutingStrategyTypeOutput() AliasRoutingStrategyTypeOutput
	ToAliasRoutingStrategyTypeOutputWithContext(context.Context) AliasRoutingStrategyTypeOutput
}

AliasRoutingStrategyTypeInput is an input type that accepts AliasRoutingStrategyTypeArgs and AliasRoutingStrategyTypeOutput values. You can construct a concrete instance of `AliasRoutingStrategyTypeInput` via:

AliasRoutingStrategyTypeArgs{...}

type AliasRoutingStrategyTypeOutput

type AliasRoutingStrategyTypeOutput struct{ *pulumi.OutputState }

func (AliasRoutingStrategyTypeOutput) ElementType

func (AliasRoutingStrategyTypeOutput) ToAliasRoutingStrategyTypeOutput

func (o AliasRoutingStrategyTypeOutput) ToAliasRoutingStrategyTypeOutput() AliasRoutingStrategyTypeOutput

func (AliasRoutingStrategyTypeOutput) ToAliasRoutingStrategyTypeOutputWithContext

func (o AliasRoutingStrategyTypeOutput) ToAliasRoutingStrategyTypeOutputWithContext(ctx context.Context) AliasRoutingStrategyTypeOutput

func (AliasRoutingStrategyTypeOutput) ToAliasRoutingStrategyTypePtrOutput

func (o AliasRoutingStrategyTypeOutput) ToAliasRoutingStrategyTypePtrOutput() AliasRoutingStrategyTypePtrOutput

func (AliasRoutingStrategyTypeOutput) ToAliasRoutingStrategyTypePtrOutputWithContext

func (o AliasRoutingStrategyTypeOutput) ToAliasRoutingStrategyTypePtrOutputWithContext(ctx context.Context) AliasRoutingStrategyTypePtrOutput

func (AliasRoutingStrategyTypeOutput) ToStringOutput

func (AliasRoutingStrategyTypeOutput) ToStringOutputWithContext

func (o AliasRoutingStrategyTypeOutput) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (AliasRoutingStrategyTypeOutput) ToStringPtrOutput

func (AliasRoutingStrategyTypeOutput) ToStringPtrOutputWithContext

func (o AliasRoutingStrategyTypeOutput) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type AliasRoutingStrategyTypePtrInput

type AliasRoutingStrategyTypePtrInput interface {
	pulumi.Input

	ToAliasRoutingStrategyTypePtrOutput() AliasRoutingStrategyTypePtrOutput
	ToAliasRoutingStrategyTypePtrOutputWithContext(context.Context) AliasRoutingStrategyTypePtrOutput
}

func AliasRoutingStrategyTypePtr

func AliasRoutingStrategyTypePtr(v string) AliasRoutingStrategyTypePtrInput

type AliasRoutingStrategyTypePtrOutput

type AliasRoutingStrategyTypePtrOutput struct{ *pulumi.OutputState }

func (AliasRoutingStrategyTypePtrOutput) Elem

func (AliasRoutingStrategyTypePtrOutput) ElementType

func (AliasRoutingStrategyTypePtrOutput) ToAliasRoutingStrategyTypePtrOutput

func (o AliasRoutingStrategyTypePtrOutput) ToAliasRoutingStrategyTypePtrOutput() AliasRoutingStrategyTypePtrOutput

func (AliasRoutingStrategyTypePtrOutput) ToAliasRoutingStrategyTypePtrOutputWithContext

func (o AliasRoutingStrategyTypePtrOutput) ToAliasRoutingStrategyTypePtrOutputWithContext(ctx context.Context) AliasRoutingStrategyTypePtrOutput

func (AliasRoutingStrategyTypePtrOutput) ToStringPtrOutput

func (AliasRoutingStrategyTypePtrOutput) ToStringPtrOutputWithContext

func (o AliasRoutingStrategyTypePtrOutput) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type AliasState

type AliasState struct {
}

func (AliasState) ElementType

func (AliasState) ElementType() reflect.Type

type Build deprecated

type Build struct {
	pulumi.CustomResourceState

	Name            pulumi.StringPtrOutput   `pulumi:"name"`
	OperatingSystem pulumi.StringPtrOutput   `pulumi:"operatingSystem"`
	StorageLocation BuildS3LocationPtrOutput `pulumi:"storageLocation"`
	Version         pulumi.StringPtrOutput   `pulumi:"version"`
}

Resource Type definition for AWS::GameLift::Build

Deprecated: Build is not yet supported by AWS Native, so its creation will currently fail. Please use the classic AWS provider, if possible.

func GetBuild

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

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

func (*Build) ElementType

func (*Build) ElementType() reflect.Type

func (*Build) ToBuildOutput

func (i *Build) ToBuildOutput() BuildOutput

func (*Build) ToBuildOutputWithContext

func (i *Build) ToBuildOutputWithContext(ctx context.Context) BuildOutput

type BuildArgs

type BuildArgs struct {
	Name            pulumi.StringPtrInput
	OperatingSystem pulumi.StringPtrInput
	StorageLocation BuildS3LocationPtrInput
	Version         pulumi.StringPtrInput
}

The set of arguments for constructing a Build resource.

func (BuildArgs) ElementType

func (BuildArgs) ElementType() reflect.Type

type BuildInput

type BuildInput interface {
	pulumi.Input

	ToBuildOutput() BuildOutput
	ToBuildOutputWithContext(ctx context.Context) BuildOutput
}

type BuildOutput

type BuildOutput struct{ *pulumi.OutputState }

func (BuildOutput) ElementType

func (BuildOutput) ElementType() reflect.Type

func (BuildOutput) ToBuildOutput

func (o BuildOutput) ToBuildOutput() BuildOutput

func (BuildOutput) ToBuildOutputWithContext

func (o BuildOutput) ToBuildOutputWithContext(ctx context.Context) BuildOutput

type BuildS3Location

type BuildS3Location struct {
	Bucket        string  `pulumi:"bucket"`
	Key           string  `pulumi:"key"`
	ObjectVersion *string `pulumi:"objectVersion"`
	RoleArn       string  `pulumi:"roleArn"`
}

type BuildS3LocationArgs

type BuildS3LocationArgs struct {
	Bucket        pulumi.StringInput    `pulumi:"bucket"`
	Key           pulumi.StringInput    `pulumi:"key"`
	ObjectVersion pulumi.StringPtrInput `pulumi:"objectVersion"`
	RoleArn       pulumi.StringInput    `pulumi:"roleArn"`
}

func (BuildS3LocationArgs) ElementType

func (BuildS3LocationArgs) ElementType() reflect.Type

func (BuildS3LocationArgs) ToBuildS3LocationOutput

func (i BuildS3LocationArgs) ToBuildS3LocationOutput() BuildS3LocationOutput

func (BuildS3LocationArgs) ToBuildS3LocationOutputWithContext

func (i BuildS3LocationArgs) ToBuildS3LocationOutputWithContext(ctx context.Context) BuildS3LocationOutput

func (BuildS3LocationArgs) ToBuildS3LocationPtrOutput

func (i BuildS3LocationArgs) ToBuildS3LocationPtrOutput() BuildS3LocationPtrOutput

func (BuildS3LocationArgs) ToBuildS3LocationPtrOutputWithContext

func (i BuildS3LocationArgs) ToBuildS3LocationPtrOutputWithContext(ctx context.Context) BuildS3LocationPtrOutput

type BuildS3LocationInput

type BuildS3LocationInput interface {
	pulumi.Input

	ToBuildS3LocationOutput() BuildS3LocationOutput
	ToBuildS3LocationOutputWithContext(context.Context) BuildS3LocationOutput
}

BuildS3LocationInput is an input type that accepts BuildS3LocationArgs and BuildS3LocationOutput values. You can construct a concrete instance of `BuildS3LocationInput` via:

BuildS3LocationArgs{...}

type BuildS3LocationOutput

type BuildS3LocationOutput struct{ *pulumi.OutputState }

func (BuildS3LocationOutput) Bucket

func (BuildS3LocationOutput) ElementType

func (BuildS3LocationOutput) ElementType() reflect.Type

func (BuildS3LocationOutput) Key

func (BuildS3LocationOutput) ObjectVersion

func (o BuildS3LocationOutput) ObjectVersion() pulumi.StringPtrOutput

func (BuildS3LocationOutput) RoleArn

func (BuildS3LocationOutput) ToBuildS3LocationOutput

func (o BuildS3LocationOutput) ToBuildS3LocationOutput() BuildS3LocationOutput

func (BuildS3LocationOutput) ToBuildS3LocationOutputWithContext

func (o BuildS3LocationOutput) ToBuildS3LocationOutputWithContext(ctx context.Context) BuildS3LocationOutput

func (BuildS3LocationOutput) ToBuildS3LocationPtrOutput

func (o BuildS3LocationOutput) ToBuildS3LocationPtrOutput() BuildS3LocationPtrOutput

func (BuildS3LocationOutput) ToBuildS3LocationPtrOutputWithContext

func (o BuildS3LocationOutput) ToBuildS3LocationPtrOutputWithContext(ctx context.Context) BuildS3LocationPtrOutput

type BuildS3LocationPtrInput

type BuildS3LocationPtrInput interface {
	pulumi.Input

	ToBuildS3LocationPtrOutput() BuildS3LocationPtrOutput
	ToBuildS3LocationPtrOutputWithContext(context.Context) BuildS3LocationPtrOutput
}

BuildS3LocationPtrInput is an input type that accepts BuildS3LocationArgs, BuildS3LocationPtr and BuildS3LocationPtrOutput values. You can construct a concrete instance of `BuildS3LocationPtrInput` via:

        BuildS3LocationArgs{...}

or:

        nil

type BuildS3LocationPtrOutput

type BuildS3LocationPtrOutput struct{ *pulumi.OutputState }

func (BuildS3LocationPtrOutput) Bucket

func (BuildS3LocationPtrOutput) Elem

func (BuildS3LocationPtrOutput) ElementType

func (BuildS3LocationPtrOutput) ElementType() reflect.Type

func (BuildS3LocationPtrOutput) Key

func (BuildS3LocationPtrOutput) ObjectVersion

func (BuildS3LocationPtrOutput) RoleArn

func (BuildS3LocationPtrOutput) ToBuildS3LocationPtrOutput

func (o BuildS3LocationPtrOutput) ToBuildS3LocationPtrOutput() BuildS3LocationPtrOutput

func (BuildS3LocationPtrOutput) ToBuildS3LocationPtrOutputWithContext

func (o BuildS3LocationPtrOutput) ToBuildS3LocationPtrOutputWithContext(ctx context.Context) BuildS3LocationPtrOutput

type BuildState

type BuildState struct {
}

func (BuildState) ElementType

func (BuildState) ElementType() reflect.Type

type Fleet

type Fleet struct {
	pulumi.CustomResourceState

	// 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 pulumi.StringPtrOutput `pulumi:"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.
	CertificateConfiguration FleetCertificateConfigurationPtrOutput `pulumi:"certificateConfiguration"`
	// A human-readable description of a fleet.
	Description pulumi.StringPtrOutput `pulumi:"description"`
	// [DEPRECATED] 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 pulumi.IntPtrOutput `pulumi:"desiredEC2Instances"`
	// A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.
	EC2InboundPermissions FleetIpPermissionArrayOutput `pulumi:"eC2InboundPermissions"`
	// The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
	EC2InstanceType pulumi.StringPtrOutput `pulumi:"eC2InstanceType"`
	// Unique fleet ID
	FleetId pulumi.StringOutput `pulumi:"fleetId"`
	// Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet.
	FleetType FleetTypePtrOutput `pulumi:"fleetType"`
	// A unique identifier for an AWS 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 from the IAM dashboard in the AWS Management Console.
	InstanceRoleARN pulumi.StringPtrOutput                `pulumi:"instanceRoleARN"`
	Locations       FleetLocationConfigurationArrayOutput `pulumi:"locations"`
	// This parameter is no longer used. When hosting a custom game build, specify where Amazon GameLift should store log files using the Amazon GameLift server API call ProcessReady()
	LogPaths pulumi.StringArrayOutput `pulumi:"logPaths"`
	// [DEPRECATED] 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 pulumi.IntPtrOutput `pulumi:"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 pulumi.StringArrayOutput `pulumi:"metricGroups"`
	// [DEPRECATED] 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 pulumi.IntPtrOutput `pulumi:"minSize"`
	// A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
	Name pulumi.StringPtrOutput `pulumi:"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 FleetNewGameSessionProtectionPolicyPtrOutput `pulumi:"newGameSessionProtectionPolicy"`
	// A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.
	PeerVpcAwsAccountId pulumi.StringPtrOutput `pulumi:"peerVpcAwsAccountId"`
	// A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console.
	PeerVpcId pulumi.StringPtrOutput `pulumi:"peerVpcId"`
	// A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
	ResourceCreationLimitPolicy FleetResourceCreationLimitPolicyPtrOutput `pulumi:"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 FleetRuntimeConfigurationPtrOutput `pulumi:"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 pulumi.StringPtrOutput `pulumi:"scriptId"`
	// This parameter is no longer used but is retained for backward compatibility. Instead, specify server launch parameters in the RuntimeConfiguration parameter. A request must specify either a runtime configuration or values for both ServerLaunchParameters and ServerLaunchPath.
	ServerLaunchParameters pulumi.StringPtrOutput `pulumi:"serverLaunchParameters"`
	// This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.
	ServerLaunchPath pulumi.StringPtrOutput `pulumi:"serverLaunchPath"`
}

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.

func GetFleet

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

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

func (*Fleet) ElementType

func (*Fleet) ElementType() reflect.Type

func (*Fleet) ToFleetOutput

func (i *Fleet) ToFleetOutput() FleetOutput

func (*Fleet) ToFleetOutputWithContext

func (i *Fleet) ToFleetOutputWithContext(ctx context.Context) FleetOutput

type FleetArgs

type FleetArgs 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 pulumi.StringPtrInput
	// 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.
	CertificateConfiguration FleetCertificateConfigurationPtrInput
	// A human-readable description of a fleet.
	Description pulumi.StringPtrInput
	// [DEPRECATED] 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 pulumi.IntPtrInput
	// A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.
	EC2InboundPermissions FleetIpPermissionArrayInput
	// The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.
	EC2InstanceType pulumi.StringPtrInput
	// Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet.
	FleetType FleetTypePtrInput
	// A unique identifier for an AWS 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 from the IAM dashboard in the AWS Management Console.
	InstanceRoleARN pulumi.StringPtrInput
	Locations       FleetLocationConfigurationArrayInput
	// This parameter is no longer used. When hosting a custom game build, specify where Amazon GameLift should store log files using the Amazon GameLift server API call ProcessReady()
	LogPaths pulumi.StringArrayInput
	// [DEPRECATED] 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 pulumi.IntPtrInput
	// 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 pulumi.StringArrayInput
	// [DEPRECATED] 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 pulumi.IntPtrInput
	// A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
	Name pulumi.StringPtrInput
	// 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 FleetNewGameSessionProtectionPolicyPtrInput
	// A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.
	PeerVpcAwsAccountId pulumi.StringPtrInput
	// A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console.
	PeerVpcId pulumi.StringPtrInput
	// A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
	ResourceCreationLimitPolicy FleetResourceCreationLimitPolicyPtrInput
	// 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 FleetRuntimeConfigurationPtrInput
	// 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 pulumi.StringPtrInput
	// This parameter is no longer used but is retained for backward compatibility. Instead, specify server launch parameters in the RuntimeConfiguration parameter. A request must specify either a runtime configuration or values for both ServerLaunchParameters and ServerLaunchPath.
	ServerLaunchParameters pulumi.StringPtrInput
	// This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.
	ServerLaunchPath pulumi.StringPtrInput
}

The set of arguments for constructing a Fleet resource.

func (FleetArgs) ElementType

func (FleetArgs) ElementType() reflect.Type

type FleetCertificateConfiguration

type FleetCertificateConfiguration struct {
	CertificateType FleetCertificateConfigurationCertificateType `pulumi:"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.

type FleetCertificateConfigurationArgs

type FleetCertificateConfigurationArgs struct {
	CertificateType FleetCertificateConfigurationCertificateTypeInput `pulumi:"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.

func (FleetCertificateConfigurationArgs) ElementType

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutput

func (i FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutput() FleetCertificateConfigurationOutput

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutputWithContext

func (i FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutputWithContext(ctx context.Context) FleetCertificateConfigurationOutput

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutput

func (i FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutputWithContext

func (i FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutputWithContext(ctx context.Context) FleetCertificateConfigurationPtrOutput

type FleetCertificateConfigurationCertificateType

type FleetCertificateConfigurationCertificateType string

func (FleetCertificateConfigurationCertificateType) ElementType

func (FleetCertificateConfigurationCertificateType) ToFleetCertificateConfigurationCertificateTypeOutput

func (e FleetCertificateConfigurationCertificateType) ToFleetCertificateConfigurationCertificateTypeOutput() FleetCertificateConfigurationCertificateTypeOutput

func (FleetCertificateConfigurationCertificateType) ToFleetCertificateConfigurationCertificateTypeOutputWithContext

func (e FleetCertificateConfigurationCertificateType) ToFleetCertificateConfigurationCertificateTypeOutputWithContext(ctx context.Context) FleetCertificateConfigurationCertificateTypeOutput

func (FleetCertificateConfigurationCertificateType) ToFleetCertificateConfigurationCertificateTypePtrOutput

func (e FleetCertificateConfigurationCertificateType) ToFleetCertificateConfigurationCertificateTypePtrOutput() FleetCertificateConfigurationCertificateTypePtrOutput

func (FleetCertificateConfigurationCertificateType) ToFleetCertificateConfigurationCertificateTypePtrOutputWithContext

func (e FleetCertificateConfigurationCertificateType) ToFleetCertificateConfigurationCertificateTypePtrOutputWithContext(ctx context.Context) FleetCertificateConfigurationCertificateTypePtrOutput

func (FleetCertificateConfigurationCertificateType) ToStringOutput

func (FleetCertificateConfigurationCertificateType) ToStringOutputWithContext

func (FleetCertificateConfigurationCertificateType) ToStringPtrOutput

func (FleetCertificateConfigurationCertificateType) ToStringPtrOutputWithContext

type FleetCertificateConfigurationCertificateTypeInput

type FleetCertificateConfigurationCertificateTypeInput interface {
	pulumi.Input

	ToFleetCertificateConfigurationCertificateTypeOutput() FleetCertificateConfigurationCertificateTypeOutput
	ToFleetCertificateConfigurationCertificateTypeOutputWithContext(context.Context) FleetCertificateConfigurationCertificateTypeOutput
}

FleetCertificateConfigurationCertificateTypeInput is an input type that accepts FleetCertificateConfigurationCertificateTypeArgs and FleetCertificateConfigurationCertificateTypeOutput values. You can construct a concrete instance of `FleetCertificateConfigurationCertificateTypeInput` via:

FleetCertificateConfigurationCertificateTypeArgs{...}

type FleetCertificateConfigurationCertificateTypeOutput

type FleetCertificateConfigurationCertificateTypeOutput struct{ *pulumi.OutputState }

func (FleetCertificateConfigurationCertificateTypeOutput) ElementType

func (FleetCertificateConfigurationCertificateTypeOutput) ToFleetCertificateConfigurationCertificateTypeOutput

func (o FleetCertificateConfigurationCertificateTypeOutput) ToFleetCertificateConfigurationCertificateTypeOutput() FleetCertificateConfigurationCertificateTypeOutput

func (FleetCertificateConfigurationCertificateTypeOutput) ToFleetCertificateConfigurationCertificateTypeOutputWithContext

func (o FleetCertificateConfigurationCertificateTypeOutput) ToFleetCertificateConfigurationCertificateTypeOutputWithContext(ctx context.Context) FleetCertificateConfigurationCertificateTypeOutput

func (FleetCertificateConfigurationCertificateTypeOutput) ToFleetCertificateConfigurationCertificateTypePtrOutput

func (o FleetCertificateConfigurationCertificateTypeOutput) ToFleetCertificateConfigurationCertificateTypePtrOutput() FleetCertificateConfigurationCertificateTypePtrOutput

func (FleetCertificateConfigurationCertificateTypeOutput) ToFleetCertificateConfigurationCertificateTypePtrOutputWithContext

func (o FleetCertificateConfigurationCertificateTypeOutput) ToFleetCertificateConfigurationCertificateTypePtrOutputWithContext(ctx context.Context) FleetCertificateConfigurationCertificateTypePtrOutput

func (FleetCertificateConfigurationCertificateTypeOutput) ToStringOutput

func (FleetCertificateConfigurationCertificateTypeOutput) ToStringOutputWithContext

func (FleetCertificateConfigurationCertificateTypeOutput) ToStringPtrOutput

func (FleetCertificateConfigurationCertificateTypeOutput) ToStringPtrOutputWithContext

type FleetCertificateConfigurationCertificateTypePtrInput

type FleetCertificateConfigurationCertificateTypePtrInput interface {
	pulumi.Input

	ToFleetCertificateConfigurationCertificateTypePtrOutput() FleetCertificateConfigurationCertificateTypePtrOutput
	ToFleetCertificateConfigurationCertificateTypePtrOutputWithContext(context.Context) FleetCertificateConfigurationCertificateTypePtrOutput
}

type FleetCertificateConfigurationCertificateTypePtrOutput

type FleetCertificateConfigurationCertificateTypePtrOutput struct{ *pulumi.OutputState }

func (FleetCertificateConfigurationCertificateTypePtrOutput) Elem

func (FleetCertificateConfigurationCertificateTypePtrOutput) ElementType

func (FleetCertificateConfigurationCertificateTypePtrOutput) ToFleetCertificateConfigurationCertificateTypePtrOutput

func (FleetCertificateConfigurationCertificateTypePtrOutput) ToFleetCertificateConfigurationCertificateTypePtrOutputWithContext

func (o FleetCertificateConfigurationCertificateTypePtrOutput) ToFleetCertificateConfigurationCertificateTypePtrOutputWithContext(ctx context.Context) FleetCertificateConfigurationCertificateTypePtrOutput

func (FleetCertificateConfigurationCertificateTypePtrOutput) ToStringPtrOutput

func (FleetCertificateConfigurationCertificateTypePtrOutput) ToStringPtrOutputWithContext

type FleetCertificateConfigurationInput

type FleetCertificateConfigurationInput interface {
	pulumi.Input

	ToFleetCertificateConfigurationOutput() FleetCertificateConfigurationOutput
	ToFleetCertificateConfigurationOutputWithContext(context.Context) FleetCertificateConfigurationOutput
}

FleetCertificateConfigurationInput is an input type that accepts FleetCertificateConfigurationArgs and FleetCertificateConfigurationOutput values. You can construct a concrete instance of `FleetCertificateConfigurationInput` via:

FleetCertificateConfigurationArgs{...}

type FleetCertificateConfigurationOutput

type FleetCertificateConfigurationOutput struct{ *pulumi.OutputState }

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.

func (FleetCertificateConfigurationOutput) CertificateType

func (FleetCertificateConfigurationOutput) ElementType

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutput

func (o FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutput() FleetCertificateConfigurationOutput

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutputWithContext

func (o FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutputWithContext(ctx context.Context) FleetCertificateConfigurationOutput

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutput

func (o FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutputWithContext

func (o FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutputWithContext(ctx context.Context) FleetCertificateConfigurationPtrOutput

type FleetCertificateConfigurationPtrInput

type FleetCertificateConfigurationPtrInput interface {
	pulumi.Input

	ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput
	ToFleetCertificateConfigurationPtrOutputWithContext(context.Context) FleetCertificateConfigurationPtrOutput
}

FleetCertificateConfigurationPtrInput is an input type that accepts FleetCertificateConfigurationArgs, FleetCertificateConfigurationPtr and FleetCertificateConfigurationPtrOutput values. You can construct a concrete instance of `FleetCertificateConfigurationPtrInput` via:

        FleetCertificateConfigurationArgs{...}

or:

        nil

type FleetCertificateConfigurationPtrOutput

type FleetCertificateConfigurationPtrOutput struct{ *pulumi.OutputState }

func (FleetCertificateConfigurationPtrOutput) CertificateType

func (FleetCertificateConfigurationPtrOutput) Elem

func (FleetCertificateConfigurationPtrOutput) ElementType

func (FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutput

func (o FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput

func (FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutputWithContext

func (o FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutputWithContext(ctx context.Context) FleetCertificateConfigurationPtrOutput

type FleetInput

type FleetInput interface {
	pulumi.Input

	ToFleetOutput() FleetOutput
	ToFleetOutputWithContext(ctx context.Context) FleetOutput
}

type FleetIpPermission

type FleetIpPermission struct {
	// A starting value for a range of allowed port numbers.
	FromPort int `pulumi:"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 `pulumi:"ipRange"`
	// The network communication protocol used by the fleet.
	Protocol FleetIpPermissionProtocol `pulumi:"protocol"`
	// An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.
	ToPort int `pulumi:"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.

type FleetIpPermissionArgs

type FleetIpPermissionArgs struct {
	// A starting value for a range of allowed port numbers.
	FromPort pulumi.IntInput `pulumi:"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 pulumi.StringInput `pulumi:"ipRange"`
	// The network communication protocol used by the fleet.
	Protocol FleetIpPermissionProtocolInput `pulumi:"protocol"`
	// An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.
	ToPort pulumi.IntInput `pulumi:"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.

func (FleetIpPermissionArgs) ElementType

func (FleetIpPermissionArgs) ElementType() reflect.Type

func (FleetIpPermissionArgs) ToFleetIpPermissionOutput

func (i FleetIpPermissionArgs) ToFleetIpPermissionOutput() FleetIpPermissionOutput

func (FleetIpPermissionArgs) ToFleetIpPermissionOutputWithContext

func (i FleetIpPermissionArgs) ToFleetIpPermissionOutputWithContext(ctx context.Context) FleetIpPermissionOutput

type FleetIpPermissionArray

type FleetIpPermissionArray []FleetIpPermissionInput

func (FleetIpPermissionArray) ElementType

func (FleetIpPermissionArray) ElementType() reflect.Type

func (FleetIpPermissionArray) ToFleetIpPermissionArrayOutput

func (i FleetIpPermissionArray) ToFleetIpPermissionArrayOutput() FleetIpPermissionArrayOutput

func (FleetIpPermissionArray) ToFleetIpPermissionArrayOutputWithContext

func (i FleetIpPermissionArray) ToFleetIpPermissionArrayOutputWithContext(ctx context.Context) FleetIpPermissionArrayOutput

type FleetIpPermissionArrayInput

type FleetIpPermissionArrayInput interface {
	pulumi.Input

	ToFleetIpPermissionArrayOutput() FleetIpPermissionArrayOutput
	ToFleetIpPermissionArrayOutputWithContext(context.Context) FleetIpPermissionArrayOutput
}

FleetIpPermissionArrayInput is an input type that accepts FleetIpPermissionArray and FleetIpPermissionArrayOutput values. You can construct a concrete instance of `FleetIpPermissionArrayInput` via:

FleetIpPermissionArray{ FleetIpPermissionArgs{...} }

type FleetIpPermissionArrayOutput

type FleetIpPermissionArrayOutput struct{ *pulumi.OutputState }

func (FleetIpPermissionArrayOutput) ElementType

func (FleetIpPermissionArrayOutput) Index

func (FleetIpPermissionArrayOutput) ToFleetIpPermissionArrayOutput

func (o FleetIpPermissionArrayOutput) ToFleetIpPermissionArrayOutput() FleetIpPermissionArrayOutput

func (FleetIpPermissionArrayOutput) ToFleetIpPermissionArrayOutputWithContext

func (o FleetIpPermissionArrayOutput) ToFleetIpPermissionArrayOutputWithContext(ctx context.Context) FleetIpPermissionArrayOutput

type FleetIpPermissionInput

type FleetIpPermissionInput interface {
	pulumi.Input

	ToFleetIpPermissionOutput() FleetIpPermissionOutput
	ToFleetIpPermissionOutputWithContext(context.Context) FleetIpPermissionOutput
}

FleetIpPermissionInput is an input type that accepts FleetIpPermissionArgs and FleetIpPermissionOutput values. You can construct a concrete instance of `FleetIpPermissionInput` via:

FleetIpPermissionArgs{...}

type FleetIpPermissionOutput

type FleetIpPermissionOutput struct{ *pulumi.OutputState }

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.

func (FleetIpPermissionOutput) ElementType

func (FleetIpPermissionOutput) ElementType() reflect.Type

func (FleetIpPermissionOutput) FromPort

A starting value for a range of allowed port numbers.

func (FleetIpPermissionOutput) IpRange

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]".

func (FleetIpPermissionOutput) Protocol

The network communication protocol used by the fleet.

func (FleetIpPermissionOutput) ToFleetIpPermissionOutput

func (o FleetIpPermissionOutput) ToFleetIpPermissionOutput() FleetIpPermissionOutput

func (FleetIpPermissionOutput) ToFleetIpPermissionOutputWithContext

func (o FleetIpPermissionOutput) ToFleetIpPermissionOutputWithContext(ctx context.Context) FleetIpPermissionOutput

func (FleetIpPermissionOutput) ToPort

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

type FleetIpPermissionProtocol

type FleetIpPermissionProtocol string

The network communication protocol used by the fleet.

func (FleetIpPermissionProtocol) ElementType

func (FleetIpPermissionProtocol) ElementType() reflect.Type

func (FleetIpPermissionProtocol) ToFleetIpPermissionProtocolOutput

func (e FleetIpPermissionProtocol) ToFleetIpPermissionProtocolOutput() FleetIpPermissionProtocolOutput

func (FleetIpPermissionProtocol) ToFleetIpPermissionProtocolOutputWithContext

func (e FleetIpPermissionProtocol) ToFleetIpPermissionProtocolOutputWithContext(ctx context.Context) FleetIpPermissionProtocolOutput

func (FleetIpPermissionProtocol) ToFleetIpPermissionProtocolPtrOutput

func (e FleetIpPermissionProtocol) ToFleetIpPermissionProtocolPtrOutput() FleetIpPermissionProtocolPtrOutput

func (FleetIpPermissionProtocol) ToFleetIpPermissionProtocolPtrOutputWithContext

func (e FleetIpPermissionProtocol) ToFleetIpPermissionProtocolPtrOutputWithContext(ctx context.Context) FleetIpPermissionProtocolPtrOutput

func (FleetIpPermissionProtocol) ToStringOutput

func (e FleetIpPermissionProtocol) ToStringOutput() pulumi.StringOutput

func (FleetIpPermissionProtocol) ToStringOutputWithContext

func (e FleetIpPermissionProtocol) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (FleetIpPermissionProtocol) ToStringPtrOutput

func (e FleetIpPermissionProtocol) ToStringPtrOutput() pulumi.StringPtrOutput

func (FleetIpPermissionProtocol) ToStringPtrOutputWithContext

func (e FleetIpPermissionProtocol) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type FleetIpPermissionProtocolInput

type FleetIpPermissionProtocolInput interface {
	pulumi.Input

	ToFleetIpPermissionProtocolOutput() FleetIpPermissionProtocolOutput
	ToFleetIpPermissionProtocolOutputWithContext(context.Context) FleetIpPermissionProtocolOutput
}

FleetIpPermissionProtocolInput is an input type that accepts FleetIpPermissionProtocolArgs and FleetIpPermissionProtocolOutput values. You can construct a concrete instance of `FleetIpPermissionProtocolInput` via:

FleetIpPermissionProtocolArgs{...}

type FleetIpPermissionProtocolOutput

type FleetIpPermissionProtocolOutput struct{ *pulumi.OutputState }

func (FleetIpPermissionProtocolOutput) ElementType

func (FleetIpPermissionProtocolOutput) ToFleetIpPermissionProtocolOutput

func (o FleetIpPermissionProtocolOutput) ToFleetIpPermissionProtocolOutput() FleetIpPermissionProtocolOutput

func (FleetIpPermissionProtocolOutput) ToFleetIpPermissionProtocolOutputWithContext

func (o FleetIpPermissionProtocolOutput) ToFleetIpPermissionProtocolOutputWithContext(ctx context.Context) FleetIpPermissionProtocolOutput

func (FleetIpPermissionProtocolOutput) ToFleetIpPermissionProtocolPtrOutput

func (o FleetIpPermissionProtocolOutput) ToFleetIpPermissionProtocolPtrOutput() FleetIpPermissionProtocolPtrOutput

func (FleetIpPermissionProtocolOutput) ToFleetIpPermissionProtocolPtrOutputWithContext

func (o FleetIpPermissionProtocolOutput) ToFleetIpPermissionProtocolPtrOutputWithContext(ctx context.Context) FleetIpPermissionProtocolPtrOutput

func (FleetIpPermissionProtocolOutput) ToStringOutput

func (FleetIpPermissionProtocolOutput) ToStringOutputWithContext

func (o FleetIpPermissionProtocolOutput) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (FleetIpPermissionProtocolOutput) ToStringPtrOutput

func (FleetIpPermissionProtocolOutput) ToStringPtrOutputWithContext

func (o FleetIpPermissionProtocolOutput) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type FleetIpPermissionProtocolPtrInput

type FleetIpPermissionProtocolPtrInput interface {
	pulumi.Input

	ToFleetIpPermissionProtocolPtrOutput() FleetIpPermissionProtocolPtrOutput
	ToFleetIpPermissionProtocolPtrOutputWithContext(context.Context) FleetIpPermissionProtocolPtrOutput
}

func FleetIpPermissionProtocolPtr

func FleetIpPermissionProtocolPtr(v string) FleetIpPermissionProtocolPtrInput

type FleetIpPermissionProtocolPtrOutput

type FleetIpPermissionProtocolPtrOutput struct{ *pulumi.OutputState }

func (FleetIpPermissionProtocolPtrOutput) Elem

func (FleetIpPermissionProtocolPtrOutput) ElementType

func (FleetIpPermissionProtocolPtrOutput) ToFleetIpPermissionProtocolPtrOutput

func (o FleetIpPermissionProtocolPtrOutput) ToFleetIpPermissionProtocolPtrOutput() FleetIpPermissionProtocolPtrOutput

func (FleetIpPermissionProtocolPtrOutput) ToFleetIpPermissionProtocolPtrOutputWithContext

func (o FleetIpPermissionProtocolPtrOutput) ToFleetIpPermissionProtocolPtrOutputWithContext(ctx context.Context) FleetIpPermissionProtocolPtrOutput

func (FleetIpPermissionProtocolPtrOutput) ToStringPtrOutput

func (FleetIpPermissionProtocolPtrOutput) ToStringPtrOutputWithContext

func (o FleetIpPermissionProtocolPtrOutput) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type FleetLocationCapacity

type FleetLocationCapacity struct {
	// The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
	DesiredEC2Instances int `pulumi:"desiredEC2Instances"`
	// The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.
	MaxSize int `pulumi:"maxSize"`
	// The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.
	MinSize int `pulumi:"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.

type FleetLocationCapacityArgs

type FleetLocationCapacityArgs struct {
	// The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.
	DesiredEC2Instances pulumi.IntInput `pulumi:"desiredEC2Instances"`
	// The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.
	MaxSize pulumi.IntInput `pulumi:"maxSize"`
	// The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.
	MinSize pulumi.IntInput `pulumi:"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.

func (FleetLocationCapacityArgs) ElementType

func (FleetLocationCapacityArgs) ElementType() reflect.Type

func (FleetLocationCapacityArgs) ToFleetLocationCapacityOutput

func (i FleetLocationCapacityArgs) ToFleetLocationCapacityOutput() FleetLocationCapacityOutput

func (FleetLocationCapacityArgs) ToFleetLocationCapacityOutputWithContext

func (i FleetLocationCapacityArgs) ToFleetLocationCapacityOutputWithContext(ctx context.Context) FleetLocationCapacityOutput

func (FleetLocationCapacityArgs) ToFleetLocationCapacityPtrOutput

func (i FleetLocationCapacityArgs) ToFleetLocationCapacityPtrOutput() FleetLocationCapacityPtrOutput

func (FleetLocationCapacityArgs) ToFleetLocationCapacityPtrOutputWithContext

func (i FleetLocationCapacityArgs) ToFleetLocationCapacityPtrOutputWithContext(ctx context.Context) FleetLocationCapacityPtrOutput

type FleetLocationCapacityInput

type FleetLocationCapacityInput interface {
	pulumi.Input

	ToFleetLocationCapacityOutput() FleetLocationCapacityOutput
	ToFleetLocationCapacityOutputWithContext(context.Context) FleetLocationCapacityOutput
}

FleetLocationCapacityInput is an input type that accepts FleetLocationCapacityArgs and FleetLocationCapacityOutput values. You can construct a concrete instance of `FleetLocationCapacityInput` via:

FleetLocationCapacityArgs{...}

type FleetLocationCapacityOutput

type FleetLocationCapacityOutput struct{ *pulumi.OutputState }

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.

func (FleetLocationCapacityOutput) DesiredEC2Instances

func (o FleetLocationCapacityOutput) DesiredEC2Instances() pulumi.IntOutput

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

func (FleetLocationCapacityOutput) ElementType

func (FleetLocationCapacityOutput) MaxSize

The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

func (FleetLocationCapacityOutput) MinSize

The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

func (FleetLocationCapacityOutput) ToFleetLocationCapacityOutput

func (o FleetLocationCapacityOutput) ToFleetLocationCapacityOutput() FleetLocationCapacityOutput

func (FleetLocationCapacityOutput) ToFleetLocationCapacityOutputWithContext

func (o FleetLocationCapacityOutput) ToFleetLocationCapacityOutputWithContext(ctx context.Context) FleetLocationCapacityOutput

func (FleetLocationCapacityOutput) ToFleetLocationCapacityPtrOutput

func (o FleetLocationCapacityOutput) ToFleetLocationCapacityPtrOutput() FleetLocationCapacityPtrOutput

func (FleetLocationCapacityOutput) ToFleetLocationCapacityPtrOutputWithContext

func (o FleetLocationCapacityOutput) ToFleetLocationCapacityPtrOutputWithContext(ctx context.Context) FleetLocationCapacityPtrOutput

type FleetLocationCapacityPtrInput

type FleetLocationCapacityPtrInput interface {
	pulumi.Input

	ToFleetLocationCapacityPtrOutput() FleetLocationCapacityPtrOutput
	ToFleetLocationCapacityPtrOutputWithContext(context.Context) FleetLocationCapacityPtrOutput
}

FleetLocationCapacityPtrInput is an input type that accepts FleetLocationCapacityArgs, FleetLocationCapacityPtr and FleetLocationCapacityPtrOutput values. You can construct a concrete instance of `FleetLocationCapacityPtrInput` via:

        FleetLocationCapacityArgs{...}

or:

        nil

type FleetLocationCapacityPtrOutput

type FleetLocationCapacityPtrOutput struct{ *pulumi.OutputState }

func (FleetLocationCapacityPtrOutput) DesiredEC2Instances

func (o FleetLocationCapacityPtrOutput) DesiredEC2Instances() pulumi.IntPtrOutput

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

func (FleetLocationCapacityPtrOutput) Elem

func (FleetLocationCapacityPtrOutput) ElementType

func (FleetLocationCapacityPtrOutput) MaxSize

The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

func (FleetLocationCapacityPtrOutput) MinSize

The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

func (FleetLocationCapacityPtrOutput) ToFleetLocationCapacityPtrOutput

func (o FleetLocationCapacityPtrOutput) ToFleetLocationCapacityPtrOutput() FleetLocationCapacityPtrOutput

func (FleetLocationCapacityPtrOutput) ToFleetLocationCapacityPtrOutputWithContext

func (o FleetLocationCapacityPtrOutput) ToFleetLocationCapacityPtrOutputWithContext(ctx context.Context) FleetLocationCapacityPtrOutput

type FleetLocationConfiguration

type FleetLocationConfiguration struct {
	Location         string                 `pulumi:"location"`
	LocationCapacity *FleetLocationCapacity `pulumi:"locationCapacity"`
}

A remote location where a multi-location fleet can deploy EC2 instances for game hosting.

type FleetLocationConfigurationArgs

type FleetLocationConfigurationArgs struct {
	Location         pulumi.StringInput            `pulumi:"location"`
	LocationCapacity FleetLocationCapacityPtrInput `pulumi:"locationCapacity"`
}

A remote location where a multi-location fleet can deploy EC2 instances for game hosting.

func (FleetLocationConfigurationArgs) ElementType

func (FleetLocationConfigurationArgs) ToFleetLocationConfigurationOutput

func (i FleetLocationConfigurationArgs) ToFleetLocationConfigurationOutput() FleetLocationConfigurationOutput

func (FleetLocationConfigurationArgs) ToFleetLocationConfigurationOutputWithContext

func (i FleetLocationConfigurationArgs) ToFleetLocationConfigurationOutputWithContext(ctx context.Context) FleetLocationConfigurationOutput

type FleetLocationConfigurationArray

type FleetLocationConfigurationArray []FleetLocationConfigurationInput

func (FleetLocationConfigurationArray) ElementType

func (FleetLocationConfigurationArray) ToFleetLocationConfigurationArrayOutput

func (i FleetLocationConfigurationArray) ToFleetLocationConfigurationArrayOutput() FleetLocationConfigurationArrayOutput

func (FleetLocationConfigurationArray) ToFleetLocationConfigurationArrayOutputWithContext

func (i FleetLocationConfigurationArray) ToFleetLocationConfigurationArrayOutputWithContext(ctx context.Context) FleetLocationConfigurationArrayOutput

type FleetLocationConfigurationArrayInput

type FleetLocationConfigurationArrayInput interface {
	pulumi.Input

	ToFleetLocationConfigurationArrayOutput() FleetLocationConfigurationArrayOutput
	ToFleetLocationConfigurationArrayOutputWithContext(context.Context) FleetLocationConfigurationArrayOutput
}

FleetLocationConfigurationArrayInput is an input type that accepts FleetLocationConfigurationArray and FleetLocationConfigurationArrayOutput values. You can construct a concrete instance of `FleetLocationConfigurationArrayInput` via:

FleetLocationConfigurationArray{ FleetLocationConfigurationArgs{...} }

type FleetLocationConfigurationArrayOutput

type FleetLocationConfigurationArrayOutput struct{ *pulumi.OutputState }

func (FleetLocationConfigurationArrayOutput) ElementType

func (FleetLocationConfigurationArrayOutput) Index

func (FleetLocationConfigurationArrayOutput) ToFleetLocationConfigurationArrayOutput

func (o FleetLocationConfigurationArrayOutput) ToFleetLocationConfigurationArrayOutput() FleetLocationConfigurationArrayOutput

func (FleetLocationConfigurationArrayOutput) ToFleetLocationConfigurationArrayOutputWithContext

func (o FleetLocationConfigurationArrayOutput) ToFleetLocationConfigurationArrayOutputWithContext(ctx context.Context) FleetLocationConfigurationArrayOutput

type FleetLocationConfigurationInput

type FleetLocationConfigurationInput interface {
	pulumi.Input

	ToFleetLocationConfigurationOutput() FleetLocationConfigurationOutput
	ToFleetLocationConfigurationOutputWithContext(context.Context) FleetLocationConfigurationOutput
}

FleetLocationConfigurationInput is an input type that accepts FleetLocationConfigurationArgs and FleetLocationConfigurationOutput values. You can construct a concrete instance of `FleetLocationConfigurationInput` via:

FleetLocationConfigurationArgs{...}

type FleetLocationConfigurationOutput

type FleetLocationConfigurationOutput struct{ *pulumi.OutputState }

A remote location where a multi-location fleet can deploy EC2 instances for game hosting.

func (FleetLocationConfigurationOutput) ElementType

func (FleetLocationConfigurationOutput) Location

func (FleetLocationConfigurationOutput) LocationCapacity

func (FleetLocationConfigurationOutput) ToFleetLocationConfigurationOutput

func (o FleetLocationConfigurationOutput) ToFleetLocationConfigurationOutput() FleetLocationConfigurationOutput

func (FleetLocationConfigurationOutput) ToFleetLocationConfigurationOutputWithContext

func (o FleetLocationConfigurationOutput) ToFleetLocationConfigurationOutputWithContext(ctx context.Context) FleetLocationConfigurationOutput

type FleetNewGameSessionProtectionPolicy

type FleetNewGameSessionProtectionPolicy string

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.

func (FleetNewGameSessionProtectionPolicy) ElementType

func (FleetNewGameSessionProtectionPolicy) ToFleetNewGameSessionProtectionPolicyOutput

func (e FleetNewGameSessionProtectionPolicy) ToFleetNewGameSessionProtectionPolicyOutput() FleetNewGameSessionProtectionPolicyOutput

func (FleetNewGameSessionProtectionPolicy) ToFleetNewGameSessionProtectionPolicyOutputWithContext

func (e FleetNewGameSessionProtectionPolicy) ToFleetNewGameSessionProtectionPolicyOutputWithContext(ctx context.Context) FleetNewGameSessionProtectionPolicyOutput

func (FleetNewGameSessionProtectionPolicy) ToFleetNewGameSessionProtectionPolicyPtrOutput

func (e FleetNewGameSessionProtectionPolicy) ToFleetNewGameSessionProtectionPolicyPtrOutput() FleetNewGameSessionProtectionPolicyPtrOutput

func (FleetNewGameSessionProtectionPolicy) ToFleetNewGameSessionProtectionPolicyPtrOutputWithContext

func (e FleetNewGameSessionProtectionPolicy) ToFleetNewGameSessionProtectionPolicyPtrOutputWithContext(ctx context.Context) FleetNewGameSessionProtectionPolicyPtrOutput

func (FleetNewGameSessionProtectionPolicy) ToStringOutput

func (FleetNewGameSessionProtectionPolicy) ToStringOutputWithContext

func (e FleetNewGameSessionProtectionPolicy) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (FleetNewGameSessionProtectionPolicy) ToStringPtrOutput

func (FleetNewGameSessionProtectionPolicy) ToStringPtrOutputWithContext

func (e FleetNewGameSessionProtectionPolicy) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type FleetNewGameSessionProtectionPolicyInput

type FleetNewGameSessionProtectionPolicyInput interface {
	pulumi.Input

	ToFleetNewGameSessionProtectionPolicyOutput() FleetNewGameSessionProtectionPolicyOutput
	ToFleetNewGameSessionProtectionPolicyOutputWithContext(context.Context) FleetNewGameSessionProtectionPolicyOutput
}

FleetNewGameSessionProtectionPolicyInput is an input type that accepts FleetNewGameSessionProtectionPolicyArgs and FleetNewGameSessionProtectionPolicyOutput values. You can construct a concrete instance of `FleetNewGameSessionProtectionPolicyInput` via:

FleetNewGameSessionProtectionPolicyArgs{...}

type FleetNewGameSessionProtectionPolicyOutput

type FleetNewGameSessionProtectionPolicyOutput struct{ *pulumi.OutputState }

func (FleetNewGameSessionProtectionPolicyOutput) ElementType

func (FleetNewGameSessionProtectionPolicyOutput) ToFleetNewGameSessionProtectionPolicyOutput

func (o FleetNewGameSessionProtectionPolicyOutput) ToFleetNewGameSessionProtectionPolicyOutput() FleetNewGameSessionProtectionPolicyOutput

func (FleetNewGameSessionProtectionPolicyOutput) ToFleetNewGameSessionProtectionPolicyOutputWithContext

func (o FleetNewGameSessionProtectionPolicyOutput) ToFleetNewGameSessionProtectionPolicyOutputWithContext(ctx context.Context) FleetNewGameSessionProtectionPolicyOutput

func (FleetNewGameSessionProtectionPolicyOutput) ToFleetNewGameSessionProtectionPolicyPtrOutput

func (o FleetNewGameSessionProtectionPolicyOutput) ToFleetNewGameSessionProtectionPolicyPtrOutput() FleetNewGameSessionProtectionPolicyPtrOutput

func (FleetNewGameSessionProtectionPolicyOutput) ToFleetNewGameSessionProtectionPolicyPtrOutputWithContext

func (o FleetNewGameSessionProtectionPolicyOutput) ToFleetNewGameSessionProtectionPolicyPtrOutputWithContext(ctx context.Context) FleetNewGameSessionProtectionPolicyPtrOutput

func (FleetNewGameSessionProtectionPolicyOutput) ToStringOutput

func (FleetNewGameSessionProtectionPolicyOutput) ToStringOutputWithContext

func (FleetNewGameSessionProtectionPolicyOutput) ToStringPtrOutput

func (FleetNewGameSessionProtectionPolicyOutput) ToStringPtrOutputWithContext

type FleetNewGameSessionProtectionPolicyPtrInput

type FleetNewGameSessionProtectionPolicyPtrInput interface {
	pulumi.Input

	ToFleetNewGameSessionProtectionPolicyPtrOutput() FleetNewGameSessionProtectionPolicyPtrOutput
	ToFleetNewGameSessionProtectionPolicyPtrOutputWithContext(context.Context) FleetNewGameSessionProtectionPolicyPtrOutput
}

type FleetNewGameSessionProtectionPolicyPtrOutput

type FleetNewGameSessionProtectionPolicyPtrOutput struct{ *pulumi.OutputState }

func (FleetNewGameSessionProtectionPolicyPtrOutput) Elem

func (FleetNewGameSessionProtectionPolicyPtrOutput) ElementType

func (FleetNewGameSessionProtectionPolicyPtrOutput) ToFleetNewGameSessionProtectionPolicyPtrOutput

func (o FleetNewGameSessionProtectionPolicyPtrOutput) ToFleetNewGameSessionProtectionPolicyPtrOutput() FleetNewGameSessionProtectionPolicyPtrOutput

func (FleetNewGameSessionProtectionPolicyPtrOutput) ToFleetNewGameSessionProtectionPolicyPtrOutputWithContext

func (o FleetNewGameSessionProtectionPolicyPtrOutput) ToFleetNewGameSessionProtectionPolicyPtrOutputWithContext(ctx context.Context) FleetNewGameSessionProtectionPolicyPtrOutput

func (FleetNewGameSessionProtectionPolicyPtrOutput) ToStringPtrOutput

func (FleetNewGameSessionProtectionPolicyPtrOutput) ToStringPtrOutputWithContext

type FleetOutput

type FleetOutput struct{ *pulumi.OutputState }

func (FleetOutput) ElementType

func (FleetOutput) ElementType() reflect.Type

func (FleetOutput) ToFleetOutput

func (o FleetOutput) ToFleetOutput() FleetOutput

func (FleetOutput) ToFleetOutputWithContext

func (o FleetOutput) ToFleetOutputWithContext(ctx context.Context) FleetOutput

type FleetResourceCreationLimitPolicy

type FleetResourceCreationLimitPolicy struct {
	// The maximum number of game sessions that an individual can create during the policy period.
	NewGameSessionsPerCreator *int `pulumi:"newGameSessionsPerCreator"`
	// The time span used in evaluating the resource creation limit policy.
	PolicyPeriodInMinutes *int `pulumi:"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.

type FleetResourceCreationLimitPolicyArgs

type FleetResourceCreationLimitPolicyArgs struct {
	// The maximum number of game sessions that an individual can create during the policy period.
	NewGameSessionsPerCreator pulumi.IntPtrInput `pulumi:"newGameSessionsPerCreator"`
	// The time span used in evaluating the resource creation limit policy.
	PolicyPeriodInMinutes pulumi.IntPtrInput `pulumi:"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.

func (FleetResourceCreationLimitPolicyArgs) ElementType

func (FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutput

func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutput() FleetResourceCreationLimitPolicyOutput

func (FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutputWithContext

func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyOutput

func (FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutput

func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput

func (FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutputWithContext

func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyPtrOutput

type FleetResourceCreationLimitPolicyInput

type FleetResourceCreationLimitPolicyInput interface {
	pulumi.Input

	ToFleetResourceCreationLimitPolicyOutput() FleetResourceCreationLimitPolicyOutput
	ToFleetResourceCreationLimitPolicyOutputWithContext(context.Context) FleetResourceCreationLimitPolicyOutput
}

FleetResourceCreationLimitPolicyInput is an input type that accepts FleetResourceCreationLimitPolicyArgs and FleetResourceCreationLimitPolicyOutput values. You can construct a concrete instance of `FleetResourceCreationLimitPolicyInput` via:

FleetResourceCreationLimitPolicyArgs{...}

type FleetResourceCreationLimitPolicyOutput

type FleetResourceCreationLimitPolicyOutput struct{ *pulumi.OutputState }

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.

func (FleetResourceCreationLimitPolicyOutput) ElementType

func (FleetResourceCreationLimitPolicyOutput) NewGameSessionsPerCreator

func (o FleetResourceCreationLimitPolicyOutput) NewGameSessionsPerCreator() pulumi.IntPtrOutput

The maximum number of game sessions that an individual can create during the policy period.

func (FleetResourceCreationLimitPolicyOutput) PolicyPeriodInMinutes

The time span used in evaluating the resource creation limit policy.

func (FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutput

func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutput() FleetResourceCreationLimitPolicyOutput

func (FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutputWithContext

func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyOutput

func (FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutput

func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput

func (FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext

func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyPtrOutput

type FleetResourceCreationLimitPolicyPtrInput

type FleetResourceCreationLimitPolicyPtrInput interface {
	pulumi.Input

	ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput
	ToFleetResourceCreationLimitPolicyPtrOutputWithContext(context.Context) FleetResourceCreationLimitPolicyPtrOutput
}

FleetResourceCreationLimitPolicyPtrInput is an input type that accepts FleetResourceCreationLimitPolicyArgs, FleetResourceCreationLimitPolicyPtr and FleetResourceCreationLimitPolicyPtrOutput values. You can construct a concrete instance of `FleetResourceCreationLimitPolicyPtrInput` via:

        FleetResourceCreationLimitPolicyArgs{...}

or:

        nil

type FleetResourceCreationLimitPolicyPtrOutput

type FleetResourceCreationLimitPolicyPtrOutput struct{ *pulumi.OutputState }

func (FleetResourceCreationLimitPolicyPtrOutput) Elem

func (FleetResourceCreationLimitPolicyPtrOutput) ElementType

func (FleetResourceCreationLimitPolicyPtrOutput) NewGameSessionsPerCreator

func (o FleetResourceCreationLimitPolicyPtrOutput) NewGameSessionsPerCreator() pulumi.IntPtrOutput

The maximum number of game sessions that an individual can create during the policy period.

func (FleetResourceCreationLimitPolicyPtrOutput) PolicyPeriodInMinutes

The time span used in evaluating the resource creation limit policy.

func (FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutput

func (o FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput

func (FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext

func (o FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyPtrOutput

type FleetRuntimeConfiguration

type FleetRuntimeConfiguration struct {
	// The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
	GameSessionActivationTimeoutSeconds *int `pulumi:"gameSessionActivationTimeoutSeconds"`
	// The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
	MaxConcurrentGameSessionActivations *int `pulumi:"maxConcurrentGameSessionActivations"`
	// A collection of server process configurations that describe which server processes to run on each instance in a fleet.
	ServerProcesses []FleetServerProcess `pulumi:"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.

type FleetRuntimeConfigurationArgs

type FleetRuntimeConfigurationArgs struct {
	// The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
	GameSessionActivationTimeoutSeconds pulumi.IntPtrInput `pulumi:"gameSessionActivationTimeoutSeconds"`
	// The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.
	MaxConcurrentGameSessionActivations pulumi.IntPtrInput `pulumi:"maxConcurrentGameSessionActivations"`
	// A collection of server process configurations that describe which server processes to run on each instance in a fleet.
	ServerProcesses FleetServerProcessArrayInput `pulumi:"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.

func (FleetRuntimeConfigurationArgs) ElementType

func (FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutput

func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutput() FleetRuntimeConfigurationOutput

func (FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutputWithContext

func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutputWithContext(ctx context.Context) FleetRuntimeConfigurationOutput

func (FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutput

func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput

func (FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutputWithContext

func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput

type FleetRuntimeConfigurationInput

type FleetRuntimeConfigurationInput interface {
	pulumi.Input

	ToFleetRuntimeConfigurationOutput() FleetRuntimeConfigurationOutput
	ToFleetRuntimeConfigurationOutputWithContext(context.Context) FleetRuntimeConfigurationOutput
}

FleetRuntimeConfigurationInput is an input type that accepts FleetRuntimeConfigurationArgs and FleetRuntimeConfigurationOutput values. You can construct a concrete instance of `FleetRuntimeConfigurationInput` via:

FleetRuntimeConfigurationArgs{...}

type FleetRuntimeConfigurationOutput

type FleetRuntimeConfigurationOutput struct{ *pulumi.OutputState }

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.

func (FleetRuntimeConfigurationOutput) ElementType

func (FleetRuntimeConfigurationOutput) GameSessionActivationTimeoutSeconds

func (o FleetRuntimeConfigurationOutput) GameSessionActivationTimeoutSeconds() pulumi.IntPtrOutput

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

func (FleetRuntimeConfigurationOutput) MaxConcurrentGameSessionActivations

func (o FleetRuntimeConfigurationOutput) MaxConcurrentGameSessionActivations() pulumi.IntPtrOutput

The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

func (FleetRuntimeConfigurationOutput) ServerProcesses

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

func (FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutput

func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutput() FleetRuntimeConfigurationOutput

func (FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutputWithContext

func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutputWithContext(ctx context.Context) FleetRuntimeConfigurationOutput

func (FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutput

func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput

func (FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutputWithContext

func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput

type FleetRuntimeConfigurationPtrInput

type FleetRuntimeConfigurationPtrInput interface {
	pulumi.Input

	ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput
	ToFleetRuntimeConfigurationPtrOutputWithContext(context.Context) FleetRuntimeConfigurationPtrOutput
}

FleetRuntimeConfigurationPtrInput is an input type that accepts FleetRuntimeConfigurationArgs, FleetRuntimeConfigurationPtr and FleetRuntimeConfigurationPtrOutput values. You can construct a concrete instance of `FleetRuntimeConfigurationPtrInput` via:

        FleetRuntimeConfigurationArgs{...}

or:

        nil

type FleetRuntimeConfigurationPtrOutput

type FleetRuntimeConfigurationPtrOutput struct{ *pulumi.OutputState }

func (FleetRuntimeConfigurationPtrOutput) Elem

func (FleetRuntimeConfigurationPtrOutput) ElementType

func (FleetRuntimeConfigurationPtrOutput) GameSessionActivationTimeoutSeconds

func (o FleetRuntimeConfigurationPtrOutput) GameSessionActivationTimeoutSeconds() pulumi.IntPtrOutput

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

func (FleetRuntimeConfigurationPtrOutput) MaxConcurrentGameSessionActivations

func (o FleetRuntimeConfigurationPtrOutput) MaxConcurrentGameSessionActivations() pulumi.IntPtrOutput

The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

func (FleetRuntimeConfigurationPtrOutput) ServerProcesses

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

func (FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutput

func (o FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput

func (FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutputWithContext

func (o FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput

type FleetServerProcess

type FleetServerProcess struct {
	// The number of server processes that use this configuration to run concurrently on an instance.
	ConcurrentExecutions int `pulumi:"concurrentExecutions"`
	// The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:
	//
	// Windows (for 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 `pulumi:"launchPath"`
	// An optional list of parameters to pass to the server executable or Realtime script on launch.
	Parameters *string `pulumi:"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.

type FleetServerProcessArgs

type FleetServerProcessArgs struct {
	// The number of server processes that use this configuration to run concurrently on an instance.
	ConcurrentExecutions pulumi.IntInput `pulumi:"concurrentExecutions"`
	// The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:
	//
	// Windows (for 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 pulumi.StringInput `pulumi:"launchPath"`
	// An optional list of parameters to pass to the server executable or Realtime script on launch.
	Parameters pulumi.StringPtrInput `pulumi:"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.

func (FleetServerProcessArgs) ElementType

func (FleetServerProcessArgs) ElementType() reflect.Type

func (FleetServerProcessArgs) ToFleetServerProcessOutput

func (i FleetServerProcessArgs) ToFleetServerProcessOutput() FleetServerProcessOutput

func (FleetServerProcessArgs) ToFleetServerProcessOutputWithContext

func (i FleetServerProcessArgs) ToFleetServerProcessOutputWithContext(ctx context.Context) FleetServerProcessOutput

type FleetServerProcessArray

type FleetServerProcessArray []FleetServerProcessInput

func (FleetServerProcessArray) ElementType

func (FleetServerProcessArray) ElementType() reflect.Type

func (FleetServerProcessArray) ToFleetServerProcessArrayOutput

func (i FleetServerProcessArray) ToFleetServerProcessArrayOutput() FleetServerProcessArrayOutput

func (FleetServerProcessArray) ToFleetServerProcessArrayOutputWithContext

func (i FleetServerProcessArray) ToFleetServerProcessArrayOutputWithContext(ctx context.Context) FleetServerProcessArrayOutput

type FleetServerProcessArrayInput

type FleetServerProcessArrayInput interface {
	pulumi.Input

	ToFleetServerProcessArrayOutput() FleetServerProcessArrayOutput
	ToFleetServerProcessArrayOutputWithContext(context.Context) FleetServerProcessArrayOutput
}

FleetServerProcessArrayInput is an input type that accepts FleetServerProcessArray and FleetServerProcessArrayOutput values. You can construct a concrete instance of `FleetServerProcessArrayInput` via:

FleetServerProcessArray{ FleetServerProcessArgs{...} }

type FleetServerProcessArrayOutput

type FleetServerProcessArrayOutput struct{ *pulumi.OutputState }

func (FleetServerProcessArrayOutput) ElementType

func (FleetServerProcessArrayOutput) Index

func (FleetServerProcessArrayOutput) ToFleetServerProcessArrayOutput

func (o FleetServerProcessArrayOutput) ToFleetServerProcessArrayOutput() FleetServerProcessArrayOutput

func (FleetServerProcessArrayOutput) ToFleetServerProcessArrayOutputWithContext

func (o FleetServerProcessArrayOutput) ToFleetServerProcessArrayOutputWithContext(ctx context.Context) FleetServerProcessArrayOutput

type FleetServerProcessInput

type FleetServerProcessInput interface {
	pulumi.Input

	ToFleetServerProcessOutput() FleetServerProcessOutput
	ToFleetServerProcessOutputWithContext(context.Context) FleetServerProcessOutput
}

FleetServerProcessInput is an input type that accepts FleetServerProcessArgs and FleetServerProcessOutput values. You can construct a concrete instance of `FleetServerProcessInput` via:

FleetServerProcessArgs{...}

type FleetServerProcessOutput

type FleetServerProcessOutput struct{ *pulumi.OutputState }

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.

func (FleetServerProcessOutput) ConcurrentExecutions

func (o FleetServerProcessOutput) ConcurrentExecutions() pulumi.IntOutput

The number of server processes that use this configuration to run concurrently on an instance.

func (FleetServerProcessOutput) ElementType

func (FleetServerProcessOutput) ElementType() reflect.Type

func (FleetServerProcessOutput) LaunchPath

The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

Windows (for 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"

func (FleetServerProcessOutput) Parameters

An optional list of parameters to pass to the server executable or Realtime script on launch.

func (FleetServerProcessOutput) ToFleetServerProcessOutput

func (o FleetServerProcessOutput) ToFleetServerProcessOutput() FleetServerProcessOutput

func (FleetServerProcessOutput) ToFleetServerProcessOutputWithContext

func (o FleetServerProcessOutput) ToFleetServerProcessOutputWithContext(ctx context.Context) FleetServerProcessOutput

type FleetState

type FleetState struct {
}

func (FleetState) ElementType

func (FleetState) ElementType() reflect.Type

type FleetType added in v0.2.0

type FleetType string

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet.

func (FleetType) ElementType added in v0.2.0

func (FleetType) ElementType() reflect.Type

func (FleetType) ToFleetTypeOutput added in v0.2.0

func (e FleetType) ToFleetTypeOutput() FleetTypeOutput

func (FleetType) ToFleetTypeOutputWithContext added in v0.2.0

func (e FleetType) ToFleetTypeOutputWithContext(ctx context.Context) FleetTypeOutput

func (FleetType) ToFleetTypePtrOutput added in v0.2.0

func (e FleetType) ToFleetTypePtrOutput() FleetTypePtrOutput

func (FleetType) ToFleetTypePtrOutputWithContext added in v0.2.0

func (e FleetType) ToFleetTypePtrOutputWithContext(ctx context.Context) FleetTypePtrOutput

func (FleetType) ToStringOutput added in v0.2.0

func (e FleetType) ToStringOutput() pulumi.StringOutput

func (FleetType) ToStringOutputWithContext added in v0.2.0

func (e FleetType) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (FleetType) ToStringPtrOutput added in v0.2.0

func (e FleetType) ToStringPtrOutput() pulumi.StringPtrOutput

func (FleetType) ToStringPtrOutputWithContext added in v0.2.0

func (e FleetType) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type FleetTypeInput added in v0.2.0

type FleetTypeInput interface {
	pulumi.Input

	ToFleetTypeOutput() FleetTypeOutput
	ToFleetTypeOutputWithContext(context.Context) FleetTypeOutput
}

FleetTypeInput is an input type that accepts FleetTypeArgs and FleetTypeOutput values. You can construct a concrete instance of `FleetTypeInput` via:

FleetTypeArgs{...}

type FleetTypeOutput added in v0.2.0

type FleetTypeOutput struct{ *pulumi.OutputState }

func (FleetTypeOutput) ElementType added in v0.2.0

func (FleetTypeOutput) ElementType() reflect.Type

func (FleetTypeOutput) ToFleetTypeOutput added in v0.2.0

func (o FleetTypeOutput) ToFleetTypeOutput() FleetTypeOutput

func (FleetTypeOutput) ToFleetTypeOutputWithContext added in v0.2.0

func (o FleetTypeOutput) ToFleetTypeOutputWithContext(ctx context.Context) FleetTypeOutput

func (FleetTypeOutput) ToFleetTypePtrOutput added in v0.2.0

func (o FleetTypeOutput) ToFleetTypePtrOutput() FleetTypePtrOutput

func (FleetTypeOutput) ToFleetTypePtrOutputWithContext added in v0.2.0

func (o FleetTypeOutput) ToFleetTypePtrOutputWithContext(ctx context.Context) FleetTypePtrOutput

func (FleetTypeOutput) ToStringOutput added in v0.2.0

func (o FleetTypeOutput) ToStringOutput() pulumi.StringOutput

func (FleetTypeOutput) ToStringOutputWithContext added in v0.2.0

func (o FleetTypeOutput) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (FleetTypeOutput) ToStringPtrOutput added in v0.2.0

func (o FleetTypeOutput) ToStringPtrOutput() pulumi.StringPtrOutput

func (FleetTypeOutput) ToStringPtrOutputWithContext added in v0.2.0

func (o FleetTypeOutput) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type FleetTypePtrInput added in v0.2.0

type FleetTypePtrInput interface {
	pulumi.Input

	ToFleetTypePtrOutput() FleetTypePtrOutput
	ToFleetTypePtrOutputWithContext(context.Context) FleetTypePtrOutput
}

func FleetTypePtr added in v0.2.0

func FleetTypePtr(v string) FleetTypePtrInput

type FleetTypePtrOutput added in v0.2.0

type FleetTypePtrOutput struct{ *pulumi.OutputState }

func (FleetTypePtrOutput) Elem added in v0.2.0

func (FleetTypePtrOutput) ElementType added in v0.2.0

func (FleetTypePtrOutput) ElementType() reflect.Type

func (FleetTypePtrOutput) ToFleetTypePtrOutput added in v0.2.0

func (o FleetTypePtrOutput) ToFleetTypePtrOutput() FleetTypePtrOutput

func (FleetTypePtrOutput) ToFleetTypePtrOutputWithContext added in v0.2.0

func (o FleetTypePtrOutput) ToFleetTypePtrOutputWithContext(ctx context.Context) FleetTypePtrOutput

func (FleetTypePtrOutput) ToStringPtrOutput added in v0.2.0

func (o FleetTypePtrOutput) ToStringPtrOutput() pulumi.StringPtrOutput

func (FleetTypePtrOutput) ToStringPtrOutputWithContext added in v0.2.0

func (o FleetTypePtrOutput) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type GameServerGroup

type GameServerGroup struct {
	pulumi.CustomResourceState

	// A generated unique ID for the EC2 Auto Scaling group that is associated with this game server group.
	AutoScalingGroupArn pulumi.StringOutput `pulumi:"autoScalingGroupArn"`
	// Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting
	AutoScalingPolicy GameServerGroupAutoScalingPolicyPtrOutput `pulumi:"autoScalingPolicy"`
	// The fallback balancing method to use for the game server group when Spot Instances in a Region become unavailable or are not viable for game hosting.
	BalancingStrategy GameServerGroupBalancingStrategyPtrOutput `pulumi:"balancingStrategy"`
	// The type of delete to perform.
	DeleteOption GameServerGroupDeleteOptionPtrOutput `pulumi:"deleteOption"`
	// A generated unique ID for the game server group.
	GameServerGroupArn pulumi.StringOutput `pulumi:"gameServerGroupArn"`
	// An identifier for the new game server group.
	GameServerGroupName pulumi.StringOutput `pulumi:"gameServerGroupName"`
	// A flag that indicates whether instances in the game server group are protected from early termination.
	GameServerProtectionPolicy GameServerGroupGameServerProtectionPolicyPtrOutput `pulumi:"gameServerProtectionPolicy"`
	// A set of EC2 instance types to use when creating instances in the group.
	InstanceDefinitions GameServerGroupInstanceDefinitionArrayOutput `pulumi:"instanceDefinitions"`
	// The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group.
	LaunchTemplate GameServerGroupLaunchTemplateOutput `pulumi:"launchTemplate"`
	// The maximum number of instances allowed in the EC2 Auto Scaling group.
	MaxSize pulumi.Float64PtrOutput `pulumi:"maxSize"`
	// The minimum number of instances allowed in the EC2 Auto Scaling group.
	MinSize pulumi.Float64PtrOutput `pulumi:"minSize"`
	// The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
	RoleArn pulumi.StringOutput `pulumi:"roleArn"`
	// A list of labels to assign to the new game server group resource.
	Tags GameServerGroupTagArrayOutput `pulumi:"tags"`
	// A list of virtual private cloud (VPC) subnets to use with instances in the game server group.
	VpcSubnets pulumi.StringArrayOutput `pulumi:"vpcSubnets"`
}

The AWS::GameLift::GameServerGroup resource creates an Amazon GameLift (GameLift) GameServerGroup.

func GetGameServerGroup

func GetGameServerGroup(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *GameServerGroupState, opts ...pulumi.ResourceOption) (*GameServerGroup, error)

GetGameServerGroup gets an existing GameServerGroup 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 NewGameServerGroup

func NewGameServerGroup(ctx *pulumi.Context,
	name string, args *GameServerGroupArgs, opts ...pulumi.ResourceOption) (*GameServerGroup, error)

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

func (*GameServerGroup) ElementType

func (*GameServerGroup) ElementType() reflect.Type

func (*GameServerGroup) ToGameServerGroupOutput

func (i *GameServerGroup) ToGameServerGroupOutput() GameServerGroupOutput

func (*GameServerGroup) ToGameServerGroupOutputWithContext

func (i *GameServerGroup) ToGameServerGroupOutputWithContext(ctx context.Context) GameServerGroupOutput

type GameServerGroupArgs

type GameServerGroupArgs struct {
	// Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting
	AutoScalingPolicy GameServerGroupAutoScalingPolicyPtrInput
	// The fallback balancing method to use for the game server group when Spot Instances in a Region become unavailable or are not viable for game hosting.
	BalancingStrategy GameServerGroupBalancingStrategyPtrInput
	// The type of delete to perform.
	DeleteOption GameServerGroupDeleteOptionPtrInput
	// An identifier for the new game server group.
	GameServerGroupName pulumi.StringInput
	// A flag that indicates whether instances in the game server group are protected from early termination.
	GameServerProtectionPolicy GameServerGroupGameServerProtectionPolicyPtrInput
	// A set of EC2 instance types to use when creating instances in the group.
	InstanceDefinitions GameServerGroupInstanceDefinitionArrayInput
	// The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group.
	LaunchTemplate GameServerGroupLaunchTemplateInput
	// The maximum number of instances allowed in the EC2 Auto Scaling group.
	MaxSize pulumi.Float64PtrInput
	// The minimum number of instances allowed in the EC2 Auto Scaling group.
	MinSize pulumi.Float64PtrInput
	// The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
	RoleArn pulumi.StringInput
	// A list of labels to assign to the new game server group resource.
	Tags GameServerGroupTagArrayInput
	// A list of virtual private cloud (VPC) subnets to use with instances in the game server group.
	VpcSubnets pulumi.StringArrayInput
}

The set of arguments for constructing a GameServerGroup resource.

func (GameServerGroupArgs) ElementType

func (GameServerGroupArgs) ElementType() reflect.Type

type GameServerGroupAutoScalingPolicy

type GameServerGroupAutoScalingPolicy struct {
	EstimatedInstanceWarmup     *float64                                   `pulumi:"estimatedInstanceWarmup"`
	TargetTrackingConfiguration GameServerGroupTargetTrackingConfiguration `pulumi:"targetTrackingConfiguration"`
}

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting

type GameServerGroupAutoScalingPolicyArgs

type GameServerGroupAutoScalingPolicyArgs struct {
	EstimatedInstanceWarmup     pulumi.Float64PtrInput                          `pulumi:"estimatedInstanceWarmup"`
	TargetTrackingConfiguration GameServerGroupTargetTrackingConfigurationInput `pulumi:"targetTrackingConfiguration"`
}

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting

func (GameServerGroupAutoScalingPolicyArgs) ElementType

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutput

func (i GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutput() GameServerGroupAutoScalingPolicyOutput

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutputWithContext

func (i GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyOutput

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutput

func (i GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext

func (i GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyPtrOutput

type GameServerGroupAutoScalingPolicyInput

type GameServerGroupAutoScalingPolicyInput interface {
	pulumi.Input

	ToGameServerGroupAutoScalingPolicyOutput() GameServerGroupAutoScalingPolicyOutput
	ToGameServerGroupAutoScalingPolicyOutputWithContext(context.Context) GameServerGroupAutoScalingPolicyOutput
}

GameServerGroupAutoScalingPolicyInput is an input type that accepts GameServerGroupAutoScalingPolicyArgs and GameServerGroupAutoScalingPolicyOutput values. You can construct a concrete instance of `GameServerGroupAutoScalingPolicyInput` via:

GameServerGroupAutoScalingPolicyArgs{...}

type GameServerGroupAutoScalingPolicyOutput

type GameServerGroupAutoScalingPolicyOutput struct{ *pulumi.OutputState }

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting

func (GameServerGroupAutoScalingPolicyOutput) ElementType

func (GameServerGroupAutoScalingPolicyOutput) EstimatedInstanceWarmup

func (GameServerGroupAutoScalingPolicyOutput) TargetTrackingConfiguration

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutput

func (o GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutput() GameServerGroupAutoScalingPolicyOutput

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutputWithContext

func (o GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyOutput

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutput

func (o GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext

func (o GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyPtrOutput

type GameServerGroupAutoScalingPolicyPtrInput

type GameServerGroupAutoScalingPolicyPtrInput interface {
	pulumi.Input

	ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput
	ToGameServerGroupAutoScalingPolicyPtrOutputWithContext(context.Context) GameServerGroupAutoScalingPolicyPtrOutput
}

GameServerGroupAutoScalingPolicyPtrInput is an input type that accepts GameServerGroupAutoScalingPolicyArgs, GameServerGroupAutoScalingPolicyPtr and GameServerGroupAutoScalingPolicyPtrOutput values. You can construct a concrete instance of `GameServerGroupAutoScalingPolicyPtrInput` via:

        GameServerGroupAutoScalingPolicyArgs{...}

or:

        nil

type GameServerGroupAutoScalingPolicyPtrOutput

type GameServerGroupAutoScalingPolicyPtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupAutoScalingPolicyPtrOutput) Elem

func (GameServerGroupAutoScalingPolicyPtrOutput) ElementType

func (GameServerGroupAutoScalingPolicyPtrOutput) EstimatedInstanceWarmup

func (GameServerGroupAutoScalingPolicyPtrOutput) TargetTrackingConfiguration

func (GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutput

func (o GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput

func (GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext

func (o GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyPtrOutput

type GameServerGroupBalancingStrategy

type GameServerGroupBalancingStrategy string

The fallback balancing method to use for the game server group when Spot Instances in a Region become unavailable or are not viable for game hosting.

func (GameServerGroupBalancingStrategy) ElementType

func (GameServerGroupBalancingStrategy) ToGameServerGroupBalancingStrategyOutput

func (e GameServerGroupBalancingStrategy) ToGameServerGroupBalancingStrategyOutput() GameServerGroupBalancingStrategyOutput

func (GameServerGroupBalancingStrategy) ToGameServerGroupBalancingStrategyOutputWithContext

func (e GameServerGroupBalancingStrategy) ToGameServerGroupBalancingStrategyOutputWithContext(ctx context.Context) GameServerGroupBalancingStrategyOutput

func (GameServerGroupBalancingStrategy) ToGameServerGroupBalancingStrategyPtrOutput

func (e GameServerGroupBalancingStrategy) ToGameServerGroupBalancingStrategyPtrOutput() GameServerGroupBalancingStrategyPtrOutput

func (GameServerGroupBalancingStrategy) ToGameServerGroupBalancingStrategyPtrOutputWithContext

func (e GameServerGroupBalancingStrategy) ToGameServerGroupBalancingStrategyPtrOutputWithContext(ctx context.Context) GameServerGroupBalancingStrategyPtrOutput

func (GameServerGroupBalancingStrategy) ToStringOutput

func (GameServerGroupBalancingStrategy) ToStringOutputWithContext

func (e GameServerGroupBalancingStrategy) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (GameServerGroupBalancingStrategy) ToStringPtrOutput

func (GameServerGroupBalancingStrategy) ToStringPtrOutputWithContext

func (e GameServerGroupBalancingStrategy) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type GameServerGroupBalancingStrategyInput

type GameServerGroupBalancingStrategyInput interface {
	pulumi.Input

	ToGameServerGroupBalancingStrategyOutput() GameServerGroupBalancingStrategyOutput
	ToGameServerGroupBalancingStrategyOutputWithContext(context.Context) GameServerGroupBalancingStrategyOutput
}

GameServerGroupBalancingStrategyInput is an input type that accepts GameServerGroupBalancingStrategyArgs and GameServerGroupBalancingStrategyOutput values. You can construct a concrete instance of `GameServerGroupBalancingStrategyInput` via:

GameServerGroupBalancingStrategyArgs{...}

type GameServerGroupBalancingStrategyOutput

type GameServerGroupBalancingStrategyOutput struct{ *pulumi.OutputState }

func (GameServerGroupBalancingStrategyOutput) ElementType

func (GameServerGroupBalancingStrategyOutput) ToGameServerGroupBalancingStrategyOutput

func (o GameServerGroupBalancingStrategyOutput) ToGameServerGroupBalancingStrategyOutput() GameServerGroupBalancingStrategyOutput

func (GameServerGroupBalancingStrategyOutput) ToGameServerGroupBalancingStrategyOutputWithContext

func (o GameServerGroupBalancingStrategyOutput) ToGameServerGroupBalancingStrategyOutputWithContext(ctx context.Context) GameServerGroupBalancingStrategyOutput

func (GameServerGroupBalancingStrategyOutput) ToGameServerGroupBalancingStrategyPtrOutput

func (o GameServerGroupBalancingStrategyOutput) ToGameServerGroupBalancingStrategyPtrOutput() GameServerGroupBalancingStrategyPtrOutput

func (GameServerGroupBalancingStrategyOutput) ToGameServerGroupBalancingStrategyPtrOutputWithContext

func (o GameServerGroupBalancingStrategyOutput) ToGameServerGroupBalancingStrategyPtrOutputWithContext(ctx context.Context) GameServerGroupBalancingStrategyPtrOutput

func (GameServerGroupBalancingStrategyOutput) ToStringOutput

func (GameServerGroupBalancingStrategyOutput) ToStringOutputWithContext

func (GameServerGroupBalancingStrategyOutput) ToStringPtrOutput

func (GameServerGroupBalancingStrategyOutput) ToStringPtrOutputWithContext

func (o GameServerGroupBalancingStrategyOutput) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type GameServerGroupBalancingStrategyPtrInput

type GameServerGroupBalancingStrategyPtrInput interface {
	pulumi.Input

	ToGameServerGroupBalancingStrategyPtrOutput() GameServerGroupBalancingStrategyPtrOutput
	ToGameServerGroupBalancingStrategyPtrOutputWithContext(context.Context) GameServerGroupBalancingStrategyPtrOutput
}

type GameServerGroupBalancingStrategyPtrOutput

type GameServerGroupBalancingStrategyPtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupBalancingStrategyPtrOutput) Elem

func (GameServerGroupBalancingStrategyPtrOutput) ElementType

func (GameServerGroupBalancingStrategyPtrOutput) ToGameServerGroupBalancingStrategyPtrOutput

func (o GameServerGroupBalancingStrategyPtrOutput) ToGameServerGroupBalancingStrategyPtrOutput() GameServerGroupBalancingStrategyPtrOutput

func (GameServerGroupBalancingStrategyPtrOutput) ToGameServerGroupBalancingStrategyPtrOutputWithContext

func (o GameServerGroupBalancingStrategyPtrOutput) ToGameServerGroupBalancingStrategyPtrOutputWithContext(ctx context.Context) GameServerGroupBalancingStrategyPtrOutput

func (GameServerGroupBalancingStrategyPtrOutput) ToStringPtrOutput

func (GameServerGroupBalancingStrategyPtrOutput) ToStringPtrOutputWithContext

type GameServerGroupDeleteOption

type GameServerGroupDeleteOption string

The type of delete to perform.

func (GameServerGroupDeleteOption) ElementType

func (GameServerGroupDeleteOption) ToGameServerGroupDeleteOptionOutput

func (e GameServerGroupDeleteOption) ToGameServerGroupDeleteOptionOutput() GameServerGroupDeleteOptionOutput

func (GameServerGroupDeleteOption) ToGameServerGroupDeleteOptionOutputWithContext

func (e GameServerGroupDeleteOption) ToGameServerGroupDeleteOptionOutputWithContext(ctx context.Context) GameServerGroupDeleteOptionOutput

func (GameServerGroupDeleteOption) ToGameServerGroupDeleteOptionPtrOutput

func (e GameServerGroupDeleteOption) ToGameServerGroupDeleteOptionPtrOutput() GameServerGroupDeleteOptionPtrOutput

func (GameServerGroupDeleteOption) ToGameServerGroupDeleteOptionPtrOutputWithContext

func (e GameServerGroupDeleteOption) ToGameServerGroupDeleteOptionPtrOutputWithContext(ctx context.Context) GameServerGroupDeleteOptionPtrOutput

func (GameServerGroupDeleteOption) ToStringOutput

func (e GameServerGroupDeleteOption) ToStringOutput() pulumi.StringOutput

func (GameServerGroupDeleteOption) ToStringOutputWithContext

func (e GameServerGroupDeleteOption) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (GameServerGroupDeleteOption) ToStringPtrOutput

func (e GameServerGroupDeleteOption) ToStringPtrOutput() pulumi.StringPtrOutput

func (GameServerGroupDeleteOption) ToStringPtrOutputWithContext

func (e GameServerGroupDeleteOption) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type GameServerGroupDeleteOptionInput

type GameServerGroupDeleteOptionInput interface {
	pulumi.Input

	ToGameServerGroupDeleteOptionOutput() GameServerGroupDeleteOptionOutput
	ToGameServerGroupDeleteOptionOutputWithContext(context.Context) GameServerGroupDeleteOptionOutput
}

GameServerGroupDeleteOptionInput is an input type that accepts GameServerGroupDeleteOptionArgs and GameServerGroupDeleteOptionOutput values. You can construct a concrete instance of `GameServerGroupDeleteOptionInput` via:

GameServerGroupDeleteOptionArgs{...}

type GameServerGroupDeleteOptionOutput

type GameServerGroupDeleteOptionOutput struct{ *pulumi.OutputState }

func (GameServerGroupDeleteOptionOutput) ElementType

func (GameServerGroupDeleteOptionOutput) ToGameServerGroupDeleteOptionOutput

func (o GameServerGroupDeleteOptionOutput) ToGameServerGroupDeleteOptionOutput() GameServerGroupDeleteOptionOutput

func (GameServerGroupDeleteOptionOutput) ToGameServerGroupDeleteOptionOutputWithContext

func (o GameServerGroupDeleteOptionOutput) ToGameServerGroupDeleteOptionOutputWithContext(ctx context.Context) GameServerGroupDeleteOptionOutput

func (GameServerGroupDeleteOptionOutput) ToGameServerGroupDeleteOptionPtrOutput

func (o GameServerGroupDeleteOptionOutput) ToGameServerGroupDeleteOptionPtrOutput() GameServerGroupDeleteOptionPtrOutput

func (GameServerGroupDeleteOptionOutput) ToGameServerGroupDeleteOptionPtrOutputWithContext

func (o GameServerGroupDeleteOptionOutput) ToGameServerGroupDeleteOptionPtrOutputWithContext(ctx context.Context) GameServerGroupDeleteOptionPtrOutput

func (GameServerGroupDeleteOptionOutput) ToStringOutput

func (GameServerGroupDeleteOptionOutput) ToStringOutputWithContext

func (o GameServerGroupDeleteOptionOutput) ToStringOutputWithContext(ctx context.Context) pulumi.StringOutput

func (GameServerGroupDeleteOptionOutput) ToStringPtrOutput

func (GameServerGroupDeleteOptionOutput) ToStringPtrOutputWithContext

func (o GameServerGroupDeleteOptionOutput) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type GameServerGroupDeleteOptionPtrInput

type GameServerGroupDeleteOptionPtrInput interface {
	pulumi.Input

	ToGameServerGroupDeleteOptionPtrOutput() GameServerGroupDeleteOptionPtrOutput
	ToGameServerGroupDeleteOptionPtrOutputWithContext(context.Context) GameServerGroupDeleteOptionPtrOutput
}

func GameServerGroupDeleteOptionPtr

func GameServerGroupDeleteOptionPtr(v string) GameServerGroupDeleteOptionPtrInput

type GameServerGroupDeleteOptionPtrOutput

type GameServerGroupDeleteOptionPtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupDeleteOptionPtrOutput) Elem

func (GameServerGroupDeleteOptionPtrOutput) ElementType

func (GameServerGroupDeleteOptionPtrOutput) ToGameServerGroupDeleteOptionPtrOutput

func (o GameServerGroupDeleteOptionPtrOutput) ToGameServerGroupDeleteOptionPtrOutput() GameServerGroupDeleteOptionPtrOutput

func (GameServerGroupDeleteOptionPtrOutput) ToGameServerGroupDeleteOptionPtrOutputWithContext

func (o GameServerGroupDeleteOptionPtrOutput) ToGameServerGroupDeleteOptionPtrOutputWithContext(ctx context.Context) GameServerGroupDeleteOptionPtrOutput

func (GameServerGroupDeleteOptionPtrOutput) ToStringPtrOutput

func (GameServerGroupDeleteOptionPtrOutput) ToStringPtrOutputWithContext

func (o GameServerGroupDeleteOptionPtrOutput) ToStringPtrOutputWithContext(ctx context.Context) pulumi.StringPtrOutput

type GameServerGroupGameServerProtectionPolicy

type GameServerGroupGameServerProtectionPolicy string

A flag that indicates whether instances in the game server group are protected from early termination.

func (GameServerGroupGameServerProtectionPolicy) ElementType

func (GameServerGroupGameServerProtectionPolicy) ToGameServerGroupGameServerProtectionPolicyOutput

func (e GameServerGroupGameServerProtectionPolicy) ToGameServerGroupGameServerProtectionPolicyOutput() GameServerGroupGameServerProtectionPolicyOutput

func (GameServerGroupGameServerProtectionPolicy) ToGameServerGroupGameServerProtectionPolicyOutputWithContext

func (e GameServerGroupGameServerProtectionPolicy) ToGameServerGroupGameServerProtectionPolicyOutputWithContext(ctx context.Context) GameServerGroupGameServerProtectionPolicyOutput

func (GameServerGroupGameServerProtectionPolicy) ToGameServerGroupGameServerProtectionPolicyPtrOutput

func (e GameServerGroupGameServerProtectionPolicy) ToGameServerGroupGameServerProtectionPolicyPtrOutput() GameServerGroupGameServerProtectionPolicyPtrOutput

func (GameServerGroupGameServerProtectionPolicy) ToGameServerGroupGameServerProtectionPolicyPtrOutputWithContext

func (e GameServerGroupGameServerProtectionPolicy) ToGameServerGroupGameServerProtectionPolicyPtrOutputWithContext(ctx context.Context) GameServerGroupGameServerProtectionPolicyPtrOutput

func (GameServerGroupGameServerProtectionPolicy) ToStringOutput

func (GameServerGroupGameServerProtectionPolicy) ToStringOutputWithContext

func (GameServerGroupGameServerProtectionPolicy) ToStringPtrOutput

func (GameServerGroupGameServerProtectionPolicy) ToStringPtrOutputWithContext

type GameServerGroupGameServerProtectionPolicyInput

type GameServerGroupGameServerProtectionPolicyInput interface {
	pulumi.Input

	ToGameServerGroupGameServerProtectionPolicyOutput() GameServerGroupGameServerProtectionPolicyOutput
	ToGameServerGroupGameServerProtectionPolicyOutputWithContext(context.Context) GameServerGroupGameServerProtectionPolicyOutput
}

GameServerGroupGameServerProtectionPolicyInput is an input type that accepts GameServerGroupGameServerProtectionPolicyArgs and GameServerGroupGameServerProtectionPolicyOutput values. You can construct a concrete instance of `GameServerGroupGameServerProtectionPolicyInput` via:

GameServerGroupGameServerProtectionPolicyArgs{...}

type GameServerGroupGameServerProtectionPolicyOutput

type GameServerGroupGameServerProtectionPolicyOutput struct{ *pulumi.OutputState }

func (GameServerGroupGameServerProtectionPolicyOutput) ElementType

func (GameServerGroupGameServerProtectionPolicyOutput) ToGameServerGroupGameServerProtectionPolicyOutput

func (o GameServerGroupGameServerProtectionPolicyOutput) ToGameServerGroupGameServerProtectionPolicyOutput() GameServerGroupGameServerProtectionPolicyOutput

func (GameServerGroupGameServerProtectionPolicyOutput) ToGameServerGroupGameServerProtectionPolicyOutputWithContext

func (o GameServerGroupGameServerProtectionPolicyOutput) ToGameServerGroupGameServerProtectionPolicyOutputWithContext(ctx context.Context) GameServerGroupGameServerProtectionPolicyOutput

func (GameServerGroupGameServerProtectionPolicyOutput) ToGameServerGroupGameServerProtectionPolicyPtrOutput

func (o GameServerGroupGameServerProtectionPolicyOutput) ToGameServerGroupGameServerProtectionPolicyPtrOutput() GameServerGroupGameServerProtectionPolicyPtrOutput

func (GameServerGroupGameServerProtectionPolicyOutput) ToGameServerGroupGameServerProtectionPolicyPtrOutputWithContext

func (o GameServerGroupGameServerProtectionPolicyOutput) ToGameServerGroupGameServerProtectionPolicyPtrOutputWithContext(ctx context.Context) GameServerGroupGameServerProtectionPolicyPtrOutput

func (GameServerGroupGameServerProtectionPolicyOutput) ToStringOutput

func (GameServerGroupGameServerProtectionPolicyOutput) ToStringOutputWithContext

func (GameServerGroupGameServerProtectionPolicyOutput) ToStringPtrOutput

func (GameServerGroupGameServerProtectionPolicyOutput) ToStringPtrOutputWithContext

type GameServerGroupGameServerProtectionPolicyPtrInput

type GameServerGroupGameServerProtectionPolicyPtrInput interface {
	pulumi.Input

	ToGameServerGroupGameServerProtectionPolicyPtrOutput() GameServerGroupGameServerProtectionPolicyPtrOutput
	ToGameServerGroupGameServerProtectionPolicyPtrOutputWithContext(context.Context) GameServerGroupGameServerProtectionPolicyPtrOutput
}

type GameServerGroupGameServerProtectionPolicyPtrOutput

type GameServerGroupGameServerProtectionPolicyPtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupGameServerProtectionPolicyPtrOutput) Elem

func (GameServerGroupGameServerProtectionPolicyPtrOutput) ElementType

func (GameServerGroupGameServerProtectionPolicyPtrOutput) ToGameServerGroupGameServerProtectionPolicyPtrOutput

func (o GameServerGroupGameServerProtectionPolicyPtrOutput) ToGameServerGroupGameServerProtectionPolicyPtrOutput() GameServerGroupGameServerProtectionPolicyPtrOutput

func (GameServerGroupGameServerProtectionPolicyPtrOutput) ToGameServerGroupGameServerProtectionPolicyPtrOutputWithContext

func (o GameServerGroupGameServerProtectionPolicyPtrOutput) ToGameServerGroupGameServerProtectionPolicyPtrOutputWithContext(ctx context.Context) GameServerGroupGameServerProtectionPolicyPtrOutput

func (GameServerGroupGameServerProtectionPolicyPtrOutput) ToStringPtrOutput

func (GameServerGroupGameServerProtectionPolicyPtrOutput) ToStringPtrOutputWithContext

type GameServerGroupInput

type GameServerGroupInput interface {
	pulumi.Input

	ToGameServerGroupOutput() GameServerGroupOutput
	ToGameServerGroupOutputWithContext(ctx context.Context) GameServerGroupOutput
}

type GameServerGroupInstanceDefinition

type GameServerGroupInstanceDefinition struct {
	InstanceType     string  `pulumi:"instanceType"`
	WeightedCapacity *string `pulumi:"weightedCapacity"`
}

An allowed instance type for your game server group.

type GameServerGroupInstanceDefinitionArgs

type GameServerGroupInstanceDefinitionArgs struct {
	InstanceType     pulumi.StringInput    `pulumi:"instanceType"`
	WeightedCapacity pulumi.StringPtrInput `pulumi:"weightedCapacity"`
}

An allowed instance type for your game server group.

func (GameServerGroupInstanceDefinitionArgs) ElementType

func (GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutput

func (i GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutput() GameServerGroupInstanceDefinitionOutput

func (GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutputWithContext

func (i GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutputWithContext(ctx context.Context) GameServerGroupInstanceDefinitionOutput

type GameServerGroupInstanceDefinitionArray

type GameServerGroupInstanceDefinitionArray []GameServerGroupInstanceDefinitionInput

func (GameServerGroupInstanceDefinitionArray) ElementType

func (GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutput

func (i GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutput() GameServerGroupInstanceDefinitionArrayOutput

func (GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutputWithContext

func (i GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutputWithContext(ctx context.Context) GameServerGroupInstanceDefinitionArrayOutput

type GameServerGroupInstanceDefinitionArrayInput

type GameServerGroupInstanceDefinitionArrayInput interface {
	pulumi.Input

	ToGameServerGroupInstanceDefinitionArrayOutput() GameServerGroupInstanceDefinitionArrayOutput
	ToGameServerGroupInstanceDefinitionArrayOutputWithContext(context.Context) GameServerGroupInstanceDefinitionArrayOutput
}

GameServerGroupInstanceDefinitionArrayInput is an input type that accepts GameServerGroupInstanceDefinitionArray and GameServerGroupInstanceDefinitionArrayOutput values. You can construct a concrete instance of `GameServerGroupInstanceDefinitionArrayInput` via:

GameServerGroupInstanceDefinitionArray{ GameServerGroupInstanceDefinitionArgs{...} }

type GameServerGroupInstanceDefinitionArrayOutput

type GameServerGroupInstanceDefinitionArrayOutput struct{ *pulumi.OutputState }

func (GameServerGroupInstanceDefinitionArrayOutput) ElementType

func (GameServerGroupInstanceDefinitionArrayOutput) Index

func (GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutput

func (o GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutput() GameServerGroupInstanceDefinitionArrayOutput

func (GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutputWithContext

func (o GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutputWithContext(ctx context.Context) GameServerGroupInstanceDefinitionArrayOutput

type GameServerGroupInstanceDefinitionInput

type GameServerGroupInstanceDefinitionInput interface {
	pulumi.Input

	ToGameServerGroupInstanceDefinitionOutput() GameServerGroupInstanceDefinitionOutput
	ToGameServerGroupInstanceDefinitionOutputWithContext(context.Context) GameServerGroupInstanceDefinitionOutput
}

GameServerGroupInstanceDefinitionInput is an input type that accepts GameServerGroupInstanceDefinitionArgs and GameServerGroupInstanceDefinitionOutput values. You can construct a concrete instance of `GameServerGroupInstanceDefinitionInput` via:

GameServerGroupInstanceDefinitionArgs{...}

type GameServerGroupInstanceDefinitionOutput

type GameServerGroupInstanceDefinitionOutput struct{ *pulumi.OutputState }

An allowed instance type for your game server group.

func (GameServerGroupInstanceDefinitionOutput) ElementType

func (GameServerGroupInstanceDefinitionOutput) InstanceType

func (GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutput

func (o GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutput() GameServerGroupInstanceDefinitionOutput

func (GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutputWithContext

func (o GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutputWithContext(ctx context.Context) GameServerGroupInstanceDefinitionOutput

func (GameServerGroupInstanceDefinitionOutput) WeightedCapacity

type GameServerGroupLaunchTemplate

type GameServerGroupLaunchTemplate struct {
	LaunchTemplateId   *string `pulumi:"launchTemplateId"`
	LaunchTemplateName *string `pulumi:"launchTemplateName"`
	Version            *string `pulumi:"version"`
}

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group.

type GameServerGroupLaunchTemplateArgs

type GameServerGroupLaunchTemplateArgs struct {
	LaunchTemplateId   pulumi.StringPtrInput `pulumi:"launchTemplateId"`
	LaunchTemplateName pulumi.StringPtrInput `pulumi:"launchTemplateName"`
	Version            pulumi.StringPtrInput `pulumi:"version"`
}

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group.

func (GameServerGroupLaunchTemplateArgs) ElementType

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutput

func (i GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutput() GameServerGroupLaunchTemplateOutput

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutputWithContext

func (i GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutputWithContext(ctx context.Context) GameServerGroupLaunchTemplateOutput

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutput

func (i GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutputWithContext

func (i GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutputWithContext(ctx context.Context) GameServerGroupLaunchTemplatePtrOutput

type GameServerGroupLaunchTemplateInput

type GameServerGroupLaunchTemplateInput interface {
	pulumi.Input

	ToGameServerGroupLaunchTemplateOutput() GameServerGroupLaunchTemplateOutput
	ToGameServerGroupLaunchTemplateOutputWithContext(context.Context) GameServerGroupLaunchTemplateOutput
}

GameServerGroupLaunchTemplateInput is an input type that accepts GameServerGroupLaunchTemplateArgs and GameServerGroupLaunchTemplateOutput values. You can construct a concrete instance of `GameServerGroupLaunchTemplateInput` via:

GameServerGroupLaunchTemplateArgs{...}

type GameServerGroupLaunchTemplateOutput

type GameServerGroupLaunchTemplateOutput struct{ *pulumi.OutputState }

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group.

func (GameServerGroupLaunchTemplateOutput) ElementType

func (GameServerGroupLaunchTemplateOutput) LaunchTemplateId

func (GameServerGroupLaunchTemplateOutput) LaunchTemplateName

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutput

func (o GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutput() GameServerGroupLaunchTemplateOutput

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutputWithContext

func (o GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutputWithContext(ctx context.Context) GameServerGroupLaunchTemplateOutput

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutput

func (o GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutputWithContext

func (o GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutputWithContext(ctx context.Context) GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplateOutput) Version

type GameServerGroupLaunchTemplatePtrInput

type GameServerGroupLaunchTemplatePtrInput interface {
	pulumi.Input

	ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput
	ToGameServerGroupLaunchTemplatePtrOutputWithContext(context.Context) GameServerGroupLaunchTemplatePtrOutput
}

GameServerGroupLaunchTemplatePtrInput is an input type that accepts GameServerGroupLaunchTemplateArgs, GameServerGroupLaunchTemplatePtr and GameServerGroupLaunchTemplatePtrOutput values. You can construct a concrete instance of `GameServerGroupLaunchTemplatePtrInput` via:

        GameServerGroupLaunchTemplateArgs{...}

or:

        nil

type GameServerGroupLaunchTemplatePtrOutput

type GameServerGroupLaunchTemplatePtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupLaunchTemplatePtrOutput) Elem

func (GameServerGroupLaunchTemplatePtrOutput) ElementType

func (GameServerGroupLaunchTemplatePtrOutput) LaunchTemplateId

func (GameServerGroupLaunchTemplatePtrOutput) LaunchTemplateName

func (GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutput

func (o GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutputWithContext

func (o GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutputWithContext(ctx context.Context) GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplatePtrOutput) Version

type GameServerGroupOutput

type GameServerGroupOutput struct{ *pulumi.OutputState }

func (GameServerGroupOutput) ElementType

func (GameServerGroupOutput) ElementType() reflect.Type

func (GameServerGroupOutput) ToGameServerGroupOutput

func (o GameServerGroupOutput) ToGameServerGroupOutput() GameServerGroupOutput

func (GameServerGroupOutput) ToGameServerGroupOutputWithContext

func (o GameServerGroupOutput) ToGameServerGroupOutputWithContext(ctx context.Context) GameServerGroupOutput

type GameServerGroupState

type GameServerGroupState struct {
}

func (GameServerGroupState) ElementType

func (GameServerGroupState) ElementType() reflect.Type

type GameServerGroupTag

type GameServerGroupTag struct {
	// The key for a developer-defined key:value pair for tagging an AWS resource.
	Key *string `pulumi:"key"`
	// The value for a developer-defined key:value pair for tagging an AWS resource.
	Value *string `pulumi:"value"`
}

type GameServerGroupTagArgs

type GameServerGroupTagArgs struct {
	// The key for a developer-defined key:value pair for tagging an AWS resource.
	Key pulumi.StringPtrInput `pulumi:"key"`
	// The value for a developer-defined key:value pair for tagging an AWS resource.
	Value pulumi.StringPtrInput `pulumi:"value"`
}

func (GameServerGroupTagArgs) ElementType

func (GameServerGroupTagArgs) ElementType() reflect.Type

func (GameServerGroupTagArgs) ToGameServerGroupTagOutput

func (i GameServerGroupTagArgs) ToGameServerGroupTagOutput() GameServerGroupTagOutput

func (GameServerGroupTagArgs) ToGameServerGroupTagOutputWithContext

func (i GameServerGroupTagArgs) ToGameServerGroupTagOutputWithContext(ctx context.Context) GameServerGroupTagOutput

type GameServerGroupTagArray

type GameServerGroupTagArray []GameServerGroupTagInput

func (GameServerGroupTagArray) ElementType

func (GameServerGroupTagArray) ElementType() reflect.Type

func (GameServerGroupTagArray) ToGameServerGroupTagArrayOutput

func (i GameServerGroupTagArray) ToGameServerGroupTagArrayOutput() GameServerGroupTagArrayOutput

func (GameServerGroupTagArray) ToGameServerGroupTagArrayOutputWithContext

func (i GameServerGroupTagArray) ToGameServerGroupTagArrayOutputWithContext(ctx context.Context) GameServerGroupTagArrayOutput

type GameServerGroupTagArrayInput

type GameServerGroupTagArrayInput interface {
	pulumi.Input

	ToGameServerGroupTagArrayOutput() GameServerGroupTagArrayOutput
	ToGameServerGroupTagArrayOutputWithContext(context.Context) GameServerGroupTagArrayOutput
}

GameServerGroupTagArrayInput is an input type that accepts GameServerGroupTagArray and GameServerGroupTagArrayOutput values. You can construct a concrete instance of `GameServerGroupTagArrayInput` via:

GameServerGroupTagArray{ GameServerGroupTagArgs{...} }

type GameServerGroupTagArrayOutput

type GameServerGroupTagArrayOutput struct{ *pulumi.OutputState }

func (GameServerGroupTagArrayOutput) ElementType

func (GameServerGroupTagArrayOutput) Index

func (GameServerGroupTagArrayOutput) ToGameServerGroupTagArrayOutput

func (o GameServerGroupTagArrayOutput) ToGameServerGroupTagArrayOutput() GameServerGroupTagArrayOutput

func (GameServerGroupTagArrayOutput) ToGameServerGroupTagArrayOutputWithContext

func (o GameServerGroupTagArrayOutput) ToGameServerGroupTagArrayOutputWithContext(ctx context.Context) GameServerGroupTagArrayOutput

type GameServerGroupTagInput

type GameServerGroupTagInput interface {
	pulumi.Input

	ToGameServerGroupTagOutput() GameServerGroupTagOutput
	ToGameServerGroupTagOutputWithContext(context.Context) GameServerGroupTagOutput
}

GameServerGroupTagInput is an input type that accepts GameServerGroupTagArgs and GameServerGroupTagOutput values. You can construct a concrete instance of `GameServerGroupTagInput` via:

GameServerGroupTagArgs{...}

type GameServerGroupTagOutput

type GameServerGroupTagOutput struct{ *pulumi.OutputState }

func (GameServerGroupTagOutput) ElementType

func (GameServerGroupTagOutput) ElementType() reflect.Type

func (GameServerGroupTagOutput) Key

The key for a developer-defined key:value pair for tagging an AWS resource.

func (GameServerGroupTagOutput) ToGameServerGroupTagOutput

func (o GameServerGroupTagOutput) ToGameServerGroupTagOutput() GameServerGroupTagOutput

func (GameServerGroupTagOutput) ToGameServerGroupTagOutputWithContext

func (o GameServerGroupTagOutput) ToGameServerGroupTagOutputWithContext(ctx context.Context) GameServerGroupTagOutput

func (GameServerGroupTagOutput) Value

The value for a developer-defined key:value pair for tagging an AWS resource.

type GameServerGroupTargetTrackingConfiguration

type GameServerGroupTargetTrackingConfiguration struct {
	TargetValue float64 `pulumi:"targetValue"`
}

Settings for a target-based scaling policy applied to Auto Scaling group.

type GameServerGroupTargetTrackingConfigurationArgs

type GameServerGroupTargetTrackingConfigurationArgs struct {
	TargetValue pulumi.Float64Input `pulumi:"targetValue"`
}

Settings for a target-based scaling policy applied to Auto Scaling group.

func (GameServerGroupTargetTrackingConfigurationArgs) ElementType

func (GameServerGroupTargetTrackingConfigurationArgs) ToGameServerGroupTargetTrackingConfigurationOutput

func (i GameServerGroupTargetTrackingConfigurationArgs) ToGameServerGroupTargetTrackingConfigurationOutput() GameServerGroupTargetTrackingConfigurationOutput

func (GameServerGroupTargetTrackingConfigurationArgs) ToGameServerGroupTargetTrackingConfigurationOutputWithContext

func (i GameServerGroupTargetTrackingConfigurationArgs) ToGameServerGroupTargetTrackingConfigurationOutputWithContext(ctx context.Context) GameServerGroupTargetTrackingConfigurationOutput

func (GameServerGroupTargetTrackingConfigurationArgs) ToGameServerGroupTargetTrackingConfigurationPtrOutput

func (i GameServerGroupTargetTrackingConfigurationArgs) ToGameServerGroupTargetTrackingConfigurationPtrOutput() GameServerGroupTargetTrackingConfigurationPtrOutput

func (GameServerGroupTargetTrackingConfigurationArgs) ToGameServerGroupTargetTrackingConfigurationPtrOutputWithContext

func (i GameServerGroupTargetTrackingConfigurationArgs) ToGameServerGroupTargetTrackingConfigurationPtrOutputWithContext(ctx context.Context) GameServerGroupTargetTrackingConfigurationPtrOutput

type GameServerGroupTargetTrackingConfigurationInput

type GameServerGroupTargetTrackingConfigurationInput interface {
	pulumi.Input

	ToGameServerGroupTargetTrackingConfigurationOutput() GameServerGroupTargetTrackingConfigurationOutput
	ToGameServerGroupTargetTrackingConfigurationOutputWithContext(context.Context) GameServerGroupTargetTrackingConfigurationOutput
}

GameServerGroupTargetTrackingConfigurationInput is an input type that accepts GameServerGroupTargetTrackingConfigurationArgs and GameServerGroupTargetTrackingConfigurationOutput values. You can construct a concrete instance of `GameServerGroupTargetTrackingConfigurationInput` via:

GameServerGroupTargetTrackingConfigurationArgs{...}

type GameServerGroupTargetTrackingConfigurationOutput

type GameServerGroupTargetTrackingConfigurationOutput struct{ *pulumi.OutputState }

Settings for a target-based scaling policy applied to Auto Scaling group.

func (GameServerGroupTargetTrackingConfigurationOutput) ElementType

func (GameServerGroupTargetTrackingConfigurationOutput) TargetValue

func (GameServerGroupTargetTrackingConfigurationOutput) ToGameServerGroupTargetTrackingConfigurationOutput

func (o GameServerGroupTargetTrackingConfigurationOutput) ToGameServerGroupTargetTrackingConfigurationOutput() GameServerGroupTargetTrackingConfigurationOutput

func (GameServerGroupTargetTrackingConfigurationOutput) ToGameServerGroupTargetTrackingConfigurationOutputWithContext

func (o GameServerGroupTargetTrackingConfigurationOutput) ToGameServerGroupTargetTrackingConfigurationOutputWithContext(ctx context.Context) GameServerGroupTargetTrackingConfigurationOutput

func (GameServerGroupTargetTrackingConfigurationOutput) ToGameServerGroupTargetTrackingConfigurationPtrOutput

func (o GameServerGroupTargetTrackingConfigurationOutput) ToGameServerGroupTargetTrackingConfigurationPtrOutput() GameServerGroupTargetTrackingConfigurationPtrOutput

func (GameServerGroupTargetTrackingConfigurationOutput) ToGameServerGroupTargetTrackingConfigurationPtrOutputWithContext

func (o GameServerGroupTargetTrackingConfigurationOutput) ToGameServerGroupTargetTrackingConfigurationPtrOutputWithContext(ctx context.Context) GameServerGroupTargetTrackingConfigurationPtrOutput

type GameServerGroupTargetTrackingConfigurationPtrInput

type GameServerGroupTargetTrackingConfigurationPtrInput interface {
	pulumi.Input

	ToGameServerGroupTargetTrackingConfigurationPtrOutput() GameServerGroupTargetTrackingConfigurationPtrOutput
	ToGameServerGroupTargetTrackingConfigurationPtrOutputWithContext(context.Context) GameServerGroupTargetTrackingConfigurationPtrOutput
}

GameServerGroupTargetTrackingConfigurationPtrInput is an input type that accepts GameServerGroupTargetTrackingConfigurationArgs, GameServerGroupTargetTrackingConfigurationPtr and GameServerGroupTargetTrackingConfigurationPtrOutput values. You can construct a concrete instance of `GameServerGroupTargetTrackingConfigurationPtrInput` via:

        GameServerGroupTargetTrackingConfigurationArgs{...}

or:

        nil

type GameServerGroupTargetTrackingConfigurationPtrOutput

type GameServerGroupTargetTrackingConfigurationPtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupTargetTrackingConfigurationPtrOutput) Elem

func (GameServerGroupTargetTrackingConfigurationPtrOutput) ElementType

func (GameServerGroupTargetTrackingConfigurationPtrOutput) TargetValue

func (GameServerGroupTargetTrackingConfigurationPtrOutput) ToGameServerGroupTargetTrackingConfigurationPtrOutput

func (o GameServerGroupTargetTrackingConfigurationPtrOutput) ToGameServerGroupTargetTrackingConfigurationPtrOutput() GameServerGroupTargetTrackingConfigurationPtrOutput

func (GameServerGroupTargetTrackingConfigurationPtrOutput) ToGameServerGroupTargetTrackingConfigurationPtrOutputWithContext

func (o GameServerGroupTargetTrackingConfigurationPtrOutput) ToGameServerGroupTargetTrackingConfigurationPtrOutputWithContext(ctx context.Context) GameServerGroupTargetTrackingConfigurationPtrOutput

type GameSessionQueue deprecated

type GameSessionQueue struct {
	pulumi.CustomResourceState

	Arn                   pulumi.StringOutput                            `pulumi:"arn"`
	CustomEventData       pulumi.StringPtrOutput                         `pulumi:"customEventData"`
	Destinations          GameSessionQueueDestinationArrayOutput         `pulumi:"destinations"`
	FilterConfiguration   GameSessionQueueFilterConfigurationPtrOutput   `pulumi:"filterConfiguration"`
	Name                  pulumi.StringOutput                            `pulumi:"name"`
	NotificationTarget    pulumi.StringPtrOutput                         `pulumi:"notificationTarget"`
	PlayerLatencyPolicies GameSessionQueuePlayerLatencyPolicyArrayOutput `pulumi:"playerLatencyPolicies"`
	PriorityConfiguration GameSessionQueuePriorityConfigurationPtrOutput `pulumi:"priorityConfiguration"`
	TimeoutInSeconds      pulumi.IntPtrOutput                            `pulumi:"timeoutInSeconds"`
}

Resource Type definition for AWS::GameLift::GameSessionQueue

Deprecated: GameSessionQueue is not yet supported by AWS Native, so its creation will currently fail. Please use the classic AWS provider, if possible.

func GetGameSessionQueue

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

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

func (*GameSessionQueue) ElementType

func (*GameSessionQueue) ElementType() reflect.Type

func (*GameSessionQueue) ToGameSessionQueueOutput

func (i *GameSessionQueue) ToGameSessionQueueOutput() GameSessionQueueOutput

func (*GameSessionQueue) ToGameSessionQueueOutputWithContext

func (i *GameSessionQueue) ToGameSessionQueueOutputWithContext(ctx context.Context) GameSessionQueueOutput

type GameSessionQueueArgs

type GameSessionQueueArgs struct {
	CustomEventData       pulumi.StringPtrInput
	Destinations          GameSessionQueueDestinationArrayInput
	FilterConfiguration   GameSessionQueueFilterConfigurationPtrInput
	Name                  pulumi.StringInput
	NotificationTarget    pulumi.StringPtrInput
	PlayerLatencyPolicies GameSessionQueuePlayerLatencyPolicyArrayInput
	PriorityConfiguration GameSessionQueuePriorityConfigurationPtrInput
	TimeoutInSeconds      pulumi.IntPtrInput
}

The set of arguments for constructing a GameSessionQueue resource.

func (GameSessionQueueArgs) ElementType

func (GameSessionQueueArgs) ElementType() reflect.Type

type GameSessionQueueDestination

type GameSessionQueueDestination struct {
	DestinationArn *string `pulumi:"destinationArn"`
}

type GameSessionQueueDestinationArgs

type GameSessionQueueDestinationArgs struct {
	DestinationArn pulumi.StringPtrInput `pulumi:"destinationArn"`
}

func (GameSessionQueueDestinationArgs) ElementType

func (GameSessionQueueDestinationArgs) ToGameSessionQueueDestinationOutput

func (i GameSessionQueueDestinationArgs) ToGameSessionQueueDestinationOutput() GameSessionQueueDestinationOutput

func (GameSessionQueueDestinationArgs) ToGameSessionQueueDestinationOutputWithContext

func (i GameSessionQueueDestinationArgs) ToGameSessionQueueDestinationOutputWithContext(ctx context.Context) GameSessionQueueDestinationOutput

type GameSessionQueueDestinationArray

type GameSessionQueueDestinationArray []GameSessionQueueDestinationInput

func (GameSessionQueueDestinationArray) ElementType

func (GameSessionQueueDestinationArray) ToGameSessionQueueDestinationArrayOutput

func (i GameSessionQueueDestinationArray) ToGameSessionQueueDestinationArrayOutput() GameSessionQueueDestinationArrayOutput

func (GameSessionQueueDestinationArray) ToGameSessionQueueDestinationArrayOutputWithContext

func (i GameSessionQueueDestinationArray) ToGameSessionQueueDestinationArrayOutputWithContext(ctx context.Context) GameSessionQueueDestinationArrayOutput

type GameSessionQueueDestinationArrayInput

type GameSessionQueueDestinationArrayInput interface {
	pulumi.Input

	ToGameSessionQueueDestinationArrayOutput() GameSessionQueueDestinationArrayOutput
	ToGameSessionQueueDestinationArrayOutputWithContext(context.Context) GameSessionQueueDestinationArrayOutput
}

GameSessionQueueDestinationArrayInput is an input type that accepts GameSessionQueueDestinationArray and GameSessionQueueDestinationArrayOutput values. You can construct a concrete instance of `GameSessionQueueDestinationArrayInput` via:

GameSessionQueueDestinationArray{ GameSessionQueueDestinationArgs{...} }

type GameSessionQueueDestinationArrayOutput

type GameSessionQueueDestinationArrayOutput struct{ *pulumi.OutputState }

func (GameSessionQueueDestinationArrayOutput) ElementType

func (GameSessionQueueDestinationArrayOutput) Index

func (GameSessionQueueDestinationArrayOutput) ToGameSessionQueueDestinationArrayOutput

func (o GameSessionQueueDestinationArrayOutput) ToGameSessionQueueDestinationArrayOutput() GameSessionQueueDestinationArrayOutput

func (GameSessionQueueDestinationArrayOutput) ToGameSessionQueueDestinationArrayOutputWithContext

func (o GameSessionQueueDestinationArrayOutput) ToGameSessionQueueDestinationArrayOutputWithContext(ctx context.Context) GameSessionQueueDestinationArrayOutput

type GameSessionQueueDestinationInput

type GameSessionQueueDestinationInput interface {
	pulumi.Input

	ToGameSessionQueueDestinationOutput() GameSessionQueueDestinationOutput
	ToGameSessionQueueDestinationOutputWithContext(context.Context) GameSessionQueueDestinationOutput
}

GameSessionQueueDestinationInput is an input type that accepts GameSessionQueueDestinationArgs and GameSessionQueueDestinationOutput values. You can construct a concrete instance of `GameSessionQueueDestinationInput` via:

GameSessionQueueDestinationArgs{...}

type GameSessionQueueDestinationOutput

type GameSessionQueueDestinationOutput struct{ *pulumi.OutputState }

func (GameSessionQueueDestinationOutput) DestinationArn

func (GameSessionQueueDestinationOutput) ElementType

func (GameSessionQueueDestinationOutput) ToGameSessionQueueDestinationOutput

func (o GameSessionQueueDestinationOutput) ToGameSessionQueueDestinationOutput() GameSessionQueueDestinationOutput

func (GameSessionQueueDestinationOutput) ToGameSessionQueueDestinationOutputWithContext

func (o GameSessionQueueDestinationOutput) ToGameSessionQueueDestinationOutputWithContext(ctx context.Context) GameSessionQueueDestinationOutput

type GameSessionQueueFilterConfiguration

type GameSessionQueueFilterConfiguration struct {
	AllowedLocations []string `pulumi:"allowedLocations"`
}

type GameSessionQueueFilterConfigurationArgs

type GameSessionQueueFilterConfigurationArgs struct {
	AllowedLocations pulumi.StringArrayInput `pulumi:"allowedLocations"`
}

func (GameSessionQueueFilterConfigurationArgs) ElementType

func (GameSessionQueueFilterConfigurationArgs) ToGameSessionQueueFilterConfigurationOutput

func (i GameSessionQueueFilterConfigurationArgs) ToGameSessionQueueFilterConfigurationOutput() GameSessionQueueFilterConfigurationOutput

func (GameSessionQueueFilterConfigurationArgs) ToGameSessionQueueFilterConfigurationOutputWithContext

func (i GameSessionQueueFilterConfigurationArgs) ToGameSessionQueueFilterConfigurationOutputWithContext(ctx context.Context) GameSessionQueueFilterConfigurationOutput

func (GameSessionQueueFilterConfigurationArgs) ToGameSessionQueueFilterConfigurationPtrOutput

func (i GameSessionQueueFilterConfigurationArgs) ToGameSessionQueueFilterConfigurationPtrOutput() GameSessionQueueFilterConfigurationPtrOutput

func (GameSessionQueueFilterConfigurationArgs) ToGameSessionQueueFilterConfigurationPtrOutputWithContext

func (i GameSessionQueueFilterConfigurationArgs) ToGameSessionQueueFilterConfigurationPtrOutputWithContext(ctx context.Context) GameSessionQueueFilterConfigurationPtrOutput

type GameSessionQueueFilterConfigurationInput

type GameSessionQueueFilterConfigurationInput interface {
	pulumi.Input

	ToGameSessionQueueFilterConfigurationOutput() GameSessionQueueFilterConfigurationOutput
	ToGameSessionQueueFilterConfigurationOutputWithContext(context.Context) GameSessionQueueFilterConfigurationOutput
}

GameSessionQueueFilterConfigurationInput is an input type that accepts GameSessionQueueFilterConfigurationArgs and GameSessionQueueFilterConfigurationOutput values. You can construct a concrete instance of `GameSessionQueueFilterConfigurationInput` via:

GameSessionQueueFilterConfigurationArgs{...}

type GameSessionQueueFilterConfigurationOutput

type GameSessionQueueFilterConfigurationOutput struct{ *pulumi.OutputState }

func (GameSessionQueueFilterConfigurationOutput) AllowedLocations

func (GameSessionQueueFilterConfigurationOutput) ElementType

func (GameSessionQueueFilterConfigurationOutput) ToGameSessionQueueFilterConfigurationOutput

func (o GameSessionQueueFilterConfigurationOutput) ToGameSessionQueueFilterConfigurationOutput() GameSessionQueueFilterConfigurationOutput

func (GameSessionQueueFilterConfigurationOutput) ToGameSessionQueueFilterConfigurationOutputWithContext

func (o GameSessionQueueFilterConfigurationOutput) ToGameSessionQueueFilterConfigurationOutputWithContext(ctx context.Context) GameSessionQueueFilterConfigurationOutput

func (GameSessionQueueFilterConfigurationOutput) ToGameSessionQueueFilterConfigurationPtrOutput

func (o GameSessionQueueFilterConfigurationOutput) ToGameSessionQueueFilterConfigurationPtrOutput() GameSessionQueueFilterConfigurationPtrOutput

func (GameSessionQueueFilterConfigurationOutput) ToGameSessionQueueFilterConfigurationPtrOutputWithContext

func (o GameSessionQueueFilterConfigurationOutput) ToGameSessionQueueFilterConfigurationPtrOutputWithContext(ctx context.Context) GameSessionQueueFilterConfigurationPtrOutput

type GameSessionQueueFilterConfigurationPtrInput

type GameSessionQueueFilterConfigurationPtrInput interface {
	pulumi.Input

	ToGameSessionQueueFilterConfigurationPtrOutput() GameSessionQueueFilterConfigurationPtrOutput
	ToGameSessionQueueFilterConfigurationPtrOutputWithContext(context.Context) GameSessionQueueFilterConfigurationPtrOutput
}

GameSessionQueueFilterConfigurationPtrInput is an input type that accepts GameSessionQueueFilterConfigurationArgs, GameSessionQueueFilterConfigurationPtr and GameSessionQueueFilterConfigurationPtrOutput values. You can construct a concrete instance of `GameSessionQueueFilterConfigurationPtrInput` via:

        GameSessionQueueFilterConfigurationArgs{...}

or:

        nil

type GameSessionQueueFilterConfigurationPtrOutput

type GameSessionQueueFilterConfigurationPtrOutput struct{ *pulumi.OutputState }

func (GameSessionQueueFilterConfigurationPtrOutput) AllowedLocations

func (GameSessionQueueFilterConfigurationPtrOutput) Elem

func (GameSessionQueueFilterConfigurationPtrOutput) ElementType

func (GameSessionQueueFilterConfigurationPtrOutput) ToGameSessionQueueFilterConfigurationPtrOutput

func (o GameSessionQueueFilterConfigurationPtrOutput) ToGameSessionQueueFilterConfigurationPtrOutput() GameSessionQueueFilterConfigurationPtrOutput

func (GameSessionQueueFilterConfigurationPtrOutput) ToGameSessionQueueFilterConfigurationPtrOutputWithContext

func (o GameSessionQueueFilterConfigurationPtrOutput) ToGameSessionQueueFilterConfigurationPtrOutputWithContext(ctx context.Context) GameSessionQueueFilterConfigurationPtrOutput

type GameSessionQueueInput

type GameSessionQueueInput interface {
	pulumi.Input

	ToGameSessionQueueOutput() GameSessionQueueOutput
	ToGameSessionQueueOutputWithContext(ctx context.Context) GameSessionQueueOutput
}

type GameSessionQueueOutput

type GameSessionQueueOutput struct{ *pulumi.OutputState }

func (GameSessionQueueOutput) ElementType

func (GameSessionQueueOutput) ElementType() reflect.Type

func (GameSessionQueueOutput) ToGameSessionQueueOutput

func (o GameSessionQueueOutput) ToGameSessionQueueOutput() GameSessionQueueOutput

func (GameSessionQueueOutput) ToGameSessionQueueOutputWithContext

func (o GameSessionQueueOutput) ToGameSessionQueueOutputWithContext(ctx context.Context) GameSessionQueueOutput

type GameSessionQueuePlayerLatencyPolicy

type GameSessionQueuePlayerLatencyPolicy struct {
	MaximumIndividualPlayerLatencyMilliseconds *int `pulumi:"maximumIndividualPlayerLatencyMilliseconds"`
	PolicyDurationSeconds                      *int `pulumi:"policyDurationSeconds"`
}

type GameSessionQueuePlayerLatencyPolicyArgs

type GameSessionQueuePlayerLatencyPolicyArgs struct {
	MaximumIndividualPlayerLatencyMilliseconds pulumi.IntPtrInput `pulumi:"maximumIndividualPlayerLatencyMilliseconds"`
	PolicyDurationSeconds                      pulumi.IntPtrInput `pulumi:"policyDurationSeconds"`
}

func (GameSessionQueuePlayerLatencyPolicyArgs) ElementType

func (GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutput

func (i GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutput() GameSessionQueuePlayerLatencyPolicyOutput

func (GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext

func (i GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyOutput

type GameSessionQueuePlayerLatencyPolicyArray

type GameSessionQueuePlayerLatencyPolicyArray []GameSessionQueuePlayerLatencyPolicyInput

func (GameSessionQueuePlayerLatencyPolicyArray) ElementType

func (GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutput

func (i GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutput() GameSessionQueuePlayerLatencyPolicyArrayOutput

func (GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext

func (i GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyArrayOutput

type GameSessionQueuePlayerLatencyPolicyArrayInput

type GameSessionQueuePlayerLatencyPolicyArrayInput interface {
	pulumi.Input

	ToGameSessionQueuePlayerLatencyPolicyArrayOutput() GameSessionQueuePlayerLatencyPolicyArrayOutput
	ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext(context.Context) GameSessionQueuePlayerLatencyPolicyArrayOutput
}

GameSessionQueuePlayerLatencyPolicyArrayInput is an input type that accepts GameSessionQueuePlayerLatencyPolicyArray and GameSessionQueuePlayerLatencyPolicyArrayOutput values. You can construct a concrete instance of `GameSessionQueuePlayerLatencyPolicyArrayInput` via:

GameSessionQueuePlayerLatencyPolicyArray{ GameSessionQueuePlayerLatencyPolicyArgs{...} }

type GameSessionQueuePlayerLatencyPolicyArrayOutput

type GameSessionQueuePlayerLatencyPolicyArrayOutput struct{ *pulumi.OutputState }

func (GameSessionQueuePlayerLatencyPolicyArrayOutput) ElementType

func (GameSessionQueuePlayerLatencyPolicyArrayOutput) Index

func (GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutput

func (o GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutput() GameSessionQueuePlayerLatencyPolicyArrayOutput

func (GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext

func (o GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyArrayOutput

type GameSessionQueuePlayerLatencyPolicyInput

type GameSessionQueuePlayerLatencyPolicyInput interface {
	pulumi.Input

	ToGameSessionQueuePlayerLatencyPolicyOutput() GameSessionQueuePlayerLatencyPolicyOutput
	ToGameSessionQueuePlayerLatencyPolicyOutputWithContext(context.Context) GameSessionQueuePlayerLatencyPolicyOutput
}

GameSessionQueuePlayerLatencyPolicyInput is an input type that accepts GameSessionQueuePlayerLatencyPolicyArgs and GameSessionQueuePlayerLatencyPolicyOutput values. You can construct a concrete instance of `GameSessionQueuePlayerLatencyPolicyInput` via:

GameSessionQueuePlayerLatencyPolicyArgs{...}

type GameSessionQueuePlayerLatencyPolicyOutput

type GameSessionQueuePlayerLatencyPolicyOutput struct{ *pulumi.OutputState }

func (GameSessionQueuePlayerLatencyPolicyOutput) ElementType

func (GameSessionQueuePlayerLatencyPolicyOutput) MaximumIndividualPlayerLatencyMilliseconds

func (o GameSessionQueuePlayerLatencyPolicyOutput) MaximumIndividualPlayerLatencyMilliseconds() pulumi.IntPtrOutput

func (GameSessionQueuePlayerLatencyPolicyOutput) PolicyDurationSeconds

func (GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutput

func (o GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutput() GameSessionQueuePlayerLatencyPolicyOutput

func (GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext

func (o GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyOutput

type GameSessionQueuePriorityConfiguration

type GameSessionQueuePriorityConfiguration struct {
	LocationOrder []string `pulumi:"locationOrder"`
	PriorityOrder []string `pulumi:"priorityOrder"`
}

type GameSessionQueuePriorityConfigurationArgs

type GameSessionQueuePriorityConfigurationArgs struct {
	LocationOrder pulumi.StringArrayInput `pulumi:"locationOrder"`
	PriorityOrder pulumi.StringArrayInput `pulumi:"priorityOrder"`
}

func (GameSessionQueuePriorityConfigurationArgs) ElementType

func (GameSessionQueuePriorityConfigurationArgs) ToGameSessionQueuePriorityConfigurationOutput

func (i GameSessionQueuePriorityConfigurationArgs) ToGameSessionQueuePriorityConfigurationOutput() GameSessionQueuePriorityConfigurationOutput

func (GameSessionQueuePriorityConfigurationArgs) ToGameSessionQueuePriorityConfigurationOutputWithContext

func (i GameSessionQueuePriorityConfigurationArgs) ToGameSessionQueuePriorityConfigurationOutputWithContext(ctx context.Context) GameSessionQueuePriorityConfigurationOutput

func (GameSessionQueuePriorityConfigurationArgs) ToGameSessionQueuePriorityConfigurationPtrOutput

func (i GameSessionQueuePriorityConfigurationArgs) ToGameSessionQueuePriorityConfigurationPtrOutput() GameSessionQueuePriorityConfigurationPtrOutput

func (GameSessionQueuePriorityConfigurationArgs) ToGameSessionQueuePriorityConfigurationPtrOutputWithContext

func (i GameSessionQueuePriorityConfigurationArgs) ToGameSessionQueuePriorityConfigurationPtrOutputWithContext(ctx context.Context) GameSessionQueuePriorityConfigurationPtrOutput

type GameSessionQueuePriorityConfigurationInput

type GameSessionQueuePriorityConfigurationInput interface {
	pulumi.Input

	ToGameSessionQueuePriorityConfigurationOutput() GameSessionQueuePriorityConfigurationOutput
	ToGameSessionQueuePriorityConfigurationOutputWithContext(context.Context) GameSessionQueuePriorityConfigurationOutput
}

GameSessionQueuePriorityConfigurationInput is an input type that accepts GameSessionQueuePriorityConfigurationArgs and GameSessionQueuePriorityConfigurationOutput values. You can construct a concrete instance of `GameSessionQueuePriorityConfigurationInput` via:

GameSessionQueuePriorityConfigurationArgs{...}

type GameSessionQueuePriorityConfigurationOutput

type GameSessionQueuePriorityConfigurationOutput struct{ *pulumi.OutputState }

func (GameSessionQueuePriorityConfigurationOutput) ElementType

func (GameSessionQueuePriorityConfigurationOutput) LocationOrder

func (GameSessionQueuePriorityConfigurationOutput) PriorityOrder

func (GameSessionQueuePriorityConfigurationOutput) ToGameSessionQueuePriorityConfigurationOutput

func (o GameSessionQueuePriorityConfigurationOutput) ToGameSessionQueuePriorityConfigurationOutput() GameSessionQueuePriorityConfigurationOutput

func (GameSessionQueuePriorityConfigurationOutput) ToGameSessionQueuePriorityConfigurationOutputWithContext

func (o GameSessionQueuePriorityConfigurationOutput) ToGameSessionQueuePriorityConfigurationOutputWithContext(ctx context.Context) GameSessionQueuePriorityConfigurationOutput

func (GameSessionQueuePriorityConfigurationOutput) ToGameSessionQueuePriorityConfigurationPtrOutput

func (o GameSessionQueuePriorityConfigurationOutput) ToGameSessionQueuePriorityConfigurationPtrOutput() GameSessionQueuePriorityConfigurationPtrOutput

func (GameSessionQueuePriorityConfigurationOutput) ToGameSessionQueuePriorityConfigurationPtrOutputWithContext

func (o GameSessionQueuePriorityConfigurationOutput) ToGameSessionQueuePriorityConfigurationPtrOutputWithContext(ctx context.Context) GameSessionQueuePriorityConfigurationPtrOutput

type GameSessionQueuePriorityConfigurationPtrInput

type GameSessionQueuePriorityConfigurationPtrInput interface {
	pulumi.Input

	ToGameSessionQueuePriorityConfigurationPtrOutput() GameSessionQueuePriorityConfigurationPtrOutput
	ToGameSessionQueuePriorityConfigurationPtrOutputWithContext(context.Context) GameSessionQueuePriorityConfigurationPtrOutput
}

GameSessionQueuePriorityConfigurationPtrInput is an input type that accepts GameSessionQueuePriorityConfigurationArgs, GameSessionQueuePriorityConfigurationPtr and GameSessionQueuePriorityConfigurationPtrOutput values. You can construct a concrete instance of `GameSessionQueuePriorityConfigurationPtrInput` via:

        GameSessionQueuePriorityConfigurationArgs{...}

or:

        nil

type GameSessionQueuePriorityConfigurationPtrOutput

type GameSessionQueuePriorityConfigurationPtrOutput struct{ *pulumi.OutputState }

func (GameSessionQueuePriorityConfigurationPtrOutput) Elem

func (GameSessionQueuePriorityConfigurationPtrOutput) ElementType

func (GameSessionQueuePriorityConfigurationPtrOutput) LocationOrder

func (GameSessionQueuePriorityConfigurationPtrOutput) PriorityOrder

func (GameSessionQueuePriorityConfigurationPtrOutput) ToGameSessionQueuePriorityConfigurationPtrOutput

func (o GameSessionQueuePriorityConfigurationPtrOutput) ToGameSessionQueuePriorityConfigurationPtrOutput() GameSessionQueuePriorityConfigurationPtrOutput

func (GameSessionQueuePriorityConfigurationPtrOutput) ToGameSessionQueuePriorityConfigurationPtrOutputWithContext

func (o GameSessionQueuePriorityConfigurationPtrOutput) ToGameSessionQueuePriorityConfigurationPtrOutputWithContext(ctx context.Context) GameSessionQueuePriorityConfigurationPtrOutput

type GameSessionQueueState

type GameSessionQueueState struct {
}

func (GameSessionQueueState) ElementType

func (GameSessionQueueState) ElementType() reflect.Type

type MatchmakingConfiguration deprecated

type MatchmakingConfiguration struct {
	pulumi.CustomResourceState

	AcceptanceRequired       pulumi.BoolOutput                               `pulumi:"acceptanceRequired"`
	AcceptanceTimeoutSeconds pulumi.IntPtrOutput                             `pulumi:"acceptanceTimeoutSeconds"`
	AdditionalPlayerCount    pulumi.IntPtrOutput                             `pulumi:"additionalPlayerCount"`
	Arn                      pulumi.StringOutput                             `pulumi:"arn"`
	BackfillMode             pulumi.StringPtrOutput                          `pulumi:"backfillMode"`
	CustomEventData          pulumi.StringPtrOutput                          `pulumi:"customEventData"`
	Description              pulumi.StringPtrOutput                          `pulumi:"description"`
	FlexMatchMode            pulumi.StringPtrOutput                          `pulumi:"flexMatchMode"`
	GameProperties           MatchmakingConfigurationGamePropertyArrayOutput `pulumi:"gameProperties"`
	GameSessionData          pulumi.StringPtrOutput                          `pulumi:"gameSessionData"`
	GameSessionQueueArns     pulumi.StringArrayOutput                        `pulumi:"gameSessionQueueArns"`
	Name                     pulumi.StringOutput                             `pulumi:"name"`
	NotificationTarget       pulumi.StringPtrOutput                          `pulumi:"notificationTarget"`
	RequestTimeoutSeconds    pulumi.IntOutput                                `pulumi:"requestTimeoutSeconds"`
	RuleSetName              pulumi.StringOutput                             `pulumi:"ruleSetName"`
}

Resource Type definition for AWS::GameLift::MatchmakingConfiguration

Deprecated: MatchmakingConfiguration is not yet supported by AWS Native, so its creation will currently fail. Please use the classic AWS provider, if possible.

func GetMatchmakingConfiguration

func GetMatchmakingConfiguration(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *MatchmakingConfigurationState, opts ...pulumi.ResourceOption) (*MatchmakingConfiguration, error)

GetMatchmakingConfiguration gets an existing MatchmakingConfiguration 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 NewMatchmakingConfiguration

func NewMatchmakingConfiguration(ctx *pulumi.Context,
	name string, args *MatchmakingConfigurationArgs, opts ...pulumi.ResourceOption) (*MatchmakingConfiguration, error)

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

func (*MatchmakingConfiguration) ElementType

func (*MatchmakingConfiguration) ElementType() reflect.Type

func (*MatchmakingConfiguration) ToMatchmakingConfigurationOutput

func (i *MatchmakingConfiguration) ToMatchmakingConfigurationOutput() MatchmakingConfigurationOutput

func (*MatchmakingConfiguration) ToMatchmakingConfigurationOutputWithContext

func (i *MatchmakingConfiguration) ToMatchmakingConfigurationOutputWithContext(ctx context.Context) MatchmakingConfigurationOutput

type MatchmakingConfigurationArgs

type MatchmakingConfigurationArgs struct {
	AcceptanceRequired       pulumi.BoolInput
	AcceptanceTimeoutSeconds pulumi.IntPtrInput
	AdditionalPlayerCount    pulumi.IntPtrInput
	BackfillMode             pulumi.StringPtrInput
	CustomEventData          pulumi.StringPtrInput
	Description              pulumi.StringPtrInput
	FlexMatchMode            pulumi.StringPtrInput
	GameProperties           MatchmakingConfigurationGamePropertyArrayInput
	GameSessionData          pulumi.StringPtrInput
	GameSessionQueueArns     pulumi.StringArrayInput
	Name                     pulumi.StringInput
	NotificationTarget       pulumi.StringPtrInput
	RequestTimeoutSeconds    pulumi.IntInput
	RuleSetName              pulumi.StringInput
}

The set of arguments for constructing a MatchmakingConfiguration resource.

func (MatchmakingConfigurationArgs) ElementType

type MatchmakingConfigurationGameProperty

type MatchmakingConfigurationGameProperty struct {
	Key   string `pulumi:"key"`
	Value string `pulumi:"value"`
}

type MatchmakingConfigurationGamePropertyArgs

type MatchmakingConfigurationGamePropertyArgs struct {
	Key   pulumi.StringInput `pulumi:"key"`
	Value pulumi.StringInput `pulumi:"value"`
}

func (MatchmakingConfigurationGamePropertyArgs) ElementType

func (MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutput

func (i MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutput() MatchmakingConfigurationGamePropertyOutput

func (MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutputWithContext

func (i MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutputWithContext(ctx context.Context) MatchmakingConfigurationGamePropertyOutput

type MatchmakingConfigurationGamePropertyArray

type MatchmakingConfigurationGamePropertyArray []MatchmakingConfigurationGamePropertyInput

func (MatchmakingConfigurationGamePropertyArray) ElementType

func (MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutput

func (i MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutput() MatchmakingConfigurationGamePropertyArrayOutput

func (MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutputWithContext

func (i MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutputWithContext(ctx context.Context) MatchmakingConfigurationGamePropertyArrayOutput

type MatchmakingConfigurationGamePropertyArrayInput

type MatchmakingConfigurationGamePropertyArrayInput interface {
	pulumi.Input

	ToMatchmakingConfigurationGamePropertyArrayOutput() MatchmakingConfigurationGamePropertyArrayOutput
	ToMatchmakingConfigurationGamePropertyArrayOutputWithContext(context.Context) MatchmakingConfigurationGamePropertyArrayOutput
}

MatchmakingConfigurationGamePropertyArrayInput is an input type that accepts MatchmakingConfigurationGamePropertyArray and MatchmakingConfigurationGamePropertyArrayOutput values. You can construct a concrete instance of `MatchmakingConfigurationGamePropertyArrayInput` via:

MatchmakingConfigurationGamePropertyArray{ MatchmakingConfigurationGamePropertyArgs{...} }

type MatchmakingConfigurationGamePropertyArrayOutput

type MatchmakingConfigurationGamePropertyArrayOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationGamePropertyArrayOutput) ElementType

func (MatchmakingConfigurationGamePropertyArrayOutput) Index

func (MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutput

func (o MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutput() MatchmakingConfigurationGamePropertyArrayOutput

func (MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutputWithContext

func (o MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutputWithContext(ctx context.Context) MatchmakingConfigurationGamePropertyArrayOutput

type MatchmakingConfigurationGamePropertyInput

type MatchmakingConfigurationGamePropertyInput interface {
	pulumi.Input

	ToMatchmakingConfigurationGamePropertyOutput() MatchmakingConfigurationGamePropertyOutput
	ToMatchmakingConfigurationGamePropertyOutputWithContext(context.Context) MatchmakingConfigurationGamePropertyOutput
}

MatchmakingConfigurationGamePropertyInput is an input type that accepts MatchmakingConfigurationGamePropertyArgs and MatchmakingConfigurationGamePropertyOutput values. You can construct a concrete instance of `MatchmakingConfigurationGamePropertyInput` via:

MatchmakingConfigurationGamePropertyArgs{...}

type MatchmakingConfigurationGamePropertyOutput

type MatchmakingConfigurationGamePropertyOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationGamePropertyOutput) ElementType

func (MatchmakingConfigurationGamePropertyOutput) Key

func (MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutput

func (o MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutput() MatchmakingConfigurationGamePropertyOutput

func (MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutputWithContext

func (o MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutputWithContext(ctx context.Context) MatchmakingConfigurationGamePropertyOutput

func (MatchmakingConfigurationGamePropertyOutput) Value

type MatchmakingConfigurationInput

type MatchmakingConfigurationInput interface {
	pulumi.Input

	ToMatchmakingConfigurationOutput() MatchmakingConfigurationOutput
	ToMatchmakingConfigurationOutputWithContext(ctx context.Context) MatchmakingConfigurationOutput
}

type MatchmakingConfigurationOutput

type MatchmakingConfigurationOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationOutput) ElementType

func (MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutput

func (o MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutput() MatchmakingConfigurationOutput

func (MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutputWithContext

func (o MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutputWithContext(ctx context.Context) MatchmakingConfigurationOutput

type MatchmakingConfigurationState

type MatchmakingConfigurationState struct {
}

func (MatchmakingConfigurationState) ElementType

type MatchmakingRuleSet deprecated

type MatchmakingRuleSet struct {
	pulumi.CustomResourceState

	Arn         pulumi.StringOutput `pulumi:"arn"`
	Name        pulumi.StringOutput `pulumi:"name"`
	RuleSetBody pulumi.StringOutput `pulumi:"ruleSetBody"`
}

Resource Type definition for AWS::GameLift::MatchmakingRuleSet

Deprecated: MatchmakingRuleSet is not yet supported by AWS Native, so its creation will currently fail. Please use the classic AWS provider, if possible.

func GetMatchmakingRuleSet

func GetMatchmakingRuleSet(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *MatchmakingRuleSetState, opts ...pulumi.ResourceOption) (*MatchmakingRuleSet, error)

GetMatchmakingRuleSet gets an existing MatchmakingRuleSet 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 NewMatchmakingRuleSet

func NewMatchmakingRuleSet(ctx *pulumi.Context,
	name string, args *MatchmakingRuleSetArgs, opts ...pulumi.ResourceOption) (*MatchmakingRuleSet, error)

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

func (*MatchmakingRuleSet) ElementType

func (*MatchmakingRuleSet) ElementType() reflect.Type

func (*MatchmakingRuleSet) ToMatchmakingRuleSetOutput

func (i *MatchmakingRuleSet) ToMatchmakingRuleSetOutput() MatchmakingRuleSetOutput

func (*MatchmakingRuleSet) ToMatchmakingRuleSetOutputWithContext

func (i *MatchmakingRuleSet) ToMatchmakingRuleSetOutputWithContext(ctx context.Context) MatchmakingRuleSetOutput

type MatchmakingRuleSetArgs

type MatchmakingRuleSetArgs struct {
	Name        pulumi.StringInput
	RuleSetBody pulumi.StringInput
}

The set of arguments for constructing a MatchmakingRuleSet resource.

func (MatchmakingRuleSetArgs) ElementType

func (MatchmakingRuleSetArgs) ElementType() reflect.Type

type MatchmakingRuleSetInput

type MatchmakingRuleSetInput interface {
	pulumi.Input

	ToMatchmakingRuleSetOutput() MatchmakingRuleSetOutput
	ToMatchmakingRuleSetOutputWithContext(ctx context.Context) MatchmakingRuleSetOutput
}

type MatchmakingRuleSetOutput

type MatchmakingRuleSetOutput struct{ *pulumi.OutputState }

func (MatchmakingRuleSetOutput) ElementType

func (MatchmakingRuleSetOutput) ElementType() reflect.Type

func (MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutput

func (o MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutput() MatchmakingRuleSetOutput

func (MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutputWithContext

func (o MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutputWithContext(ctx context.Context) MatchmakingRuleSetOutput

type MatchmakingRuleSetState

type MatchmakingRuleSetState struct {
}

func (MatchmakingRuleSetState) ElementType

func (MatchmakingRuleSetState) ElementType() reflect.Type

type Script deprecated

type Script struct {
	pulumi.CustomResourceState

	Arn             pulumi.StringOutput    `pulumi:"arn"`
	Name            pulumi.StringPtrOutput `pulumi:"name"`
	StorageLocation ScriptS3LocationOutput `pulumi:"storageLocation"`
	Version         pulumi.StringPtrOutput `pulumi:"version"`
}

Resource Type definition for AWS::GameLift::Script

Deprecated: Script is not yet supported by AWS Native, so its creation will currently fail. Please use the classic AWS provider, if possible.

func GetScript

func GetScript(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *ScriptState, opts ...pulumi.ResourceOption) (*Script, error)

GetScript gets an existing Script 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 NewScript

func NewScript(ctx *pulumi.Context,
	name string, args *ScriptArgs, opts ...pulumi.ResourceOption) (*Script, error)

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

func (*Script) ElementType

func (*Script) ElementType() reflect.Type

func (*Script) ToScriptOutput

func (i *Script) ToScriptOutput() ScriptOutput

func (*Script) ToScriptOutputWithContext

func (i *Script) ToScriptOutputWithContext(ctx context.Context) ScriptOutput

type ScriptArgs

type ScriptArgs struct {
	Name            pulumi.StringPtrInput
	StorageLocation ScriptS3LocationInput
	Version         pulumi.StringPtrInput
}

The set of arguments for constructing a Script resource.

func (ScriptArgs) ElementType

func (ScriptArgs) ElementType() reflect.Type

type ScriptInput

type ScriptInput interface {
	pulumi.Input

	ToScriptOutput() ScriptOutput
	ToScriptOutputWithContext(ctx context.Context) ScriptOutput
}

type ScriptOutput

type ScriptOutput struct{ *pulumi.OutputState }

func (ScriptOutput) ElementType

func (ScriptOutput) ElementType() reflect.Type

func (ScriptOutput) ToScriptOutput

func (o ScriptOutput) ToScriptOutput() ScriptOutput

func (ScriptOutput) ToScriptOutputWithContext

func (o ScriptOutput) ToScriptOutputWithContext(ctx context.Context) ScriptOutput

type ScriptS3Location

type ScriptS3Location struct {
	Bucket        string  `pulumi:"bucket"`
	Key           string  `pulumi:"key"`
	ObjectVersion *string `pulumi:"objectVersion"`
	RoleArn       string  `pulumi:"roleArn"`
}

type ScriptS3LocationArgs

type ScriptS3LocationArgs struct {
	Bucket        pulumi.StringInput    `pulumi:"bucket"`
	Key           pulumi.StringInput    `pulumi:"key"`
	ObjectVersion pulumi.StringPtrInput `pulumi:"objectVersion"`
	RoleArn       pulumi.StringInput    `pulumi:"roleArn"`
}

func (ScriptS3LocationArgs) ElementType

func (ScriptS3LocationArgs) ElementType() reflect.Type

func (ScriptS3LocationArgs) ToScriptS3LocationOutput

func (i ScriptS3LocationArgs) ToScriptS3LocationOutput() ScriptS3LocationOutput

func (ScriptS3LocationArgs) ToScriptS3LocationOutputWithContext

func (i ScriptS3LocationArgs) ToScriptS3LocationOutputWithContext(ctx context.Context) ScriptS3LocationOutput

func (ScriptS3LocationArgs) ToScriptS3LocationPtrOutput

func (i ScriptS3LocationArgs) ToScriptS3LocationPtrOutput() ScriptS3LocationPtrOutput

func (ScriptS3LocationArgs) ToScriptS3LocationPtrOutputWithContext

func (i ScriptS3LocationArgs) ToScriptS3LocationPtrOutputWithContext(ctx context.Context) ScriptS3LocationPtrOutput

type ScriptS3LocationInput

type ScriptS3LocationInput interface {
	pulumi.Input

	ToScriptS3LocationOutput() ScriptS3LocationOutput
	ToScriptS3LocationOutputWithContext(context.Context) ScriptS3LocationOutput
}

ScriptS3LocationInput is an input type that accepts ScriptS3LocationArgs and ScriptS3LocationOutput values. You can construct a concrete instance of `ScriptS3LocationInput` via:

ScriptS3LocationArgs{...}

type ScriptS3LocationOutput

type ScriptS3LocationOutput struct{ *pulumi.OutputState }

func (ScriptS3LocationOutput) Bucket

func (ScriptS3LocationOutput) ElementType

func (ScriptS3LocationOutput) ElementType() reflect.Type

func (ScriptS3LocationOutput) Key

func (ScriptS3LocationOutput) ObjectVersion

func (o ScriptS3LocationOutput) ObjectVersion() pulumi.StringPtrOutput

func (ScriptS3LocationOutput) RoleArn

func (ScriptS3LocationOutput) ToScriptS3LocationOutput

func (o ScriptS3LocationOutput) ToScriptS3LocationOutput() ScriptS3LocationOutput

func (ScriptS3LocationOutput) ToScriptS3LocationOutputWithContext

func (o ScriptS3LocationOutput) ToScriptS3LocationOutputWithContext(ctx context.Context) ScriptS3LocationOutput

func (ScriptS3LocationOutput) ToScriptS3LocationPtrOutput

func (o ScriptS3LocationOutput) ToScriptS3LocationPtrOutput() ScriptS3LocationPtrOutput

func (ScriptS3LocationOutput) ToScriptS3LocationPtrOutputWithContext

func (o ScriptS3LocationOutput) ToScriptS3LocationPtrOutputWithContext(ctx context.Context) ScriptS3LocationPtrOutput

type ScriptS3LocationPtrInput

type ScriptS3LocationPtrInput interface {
	pulumi.Input

	ToScriptS3LocationPtrOutput() ScriptS3LocationPtrOutput
	ToScriptS3LocationPtrOutputWithContext(context.Context) ScriptS3LocationPtrOutput
}

ScriptS3LocationPtrInput is an input type that accepts ScriptS3LocationArgs, ScriptS3LocationPtr and ScriptS3LocationPtrOutput values. You can construct a concrete instance of `ScriptS3LocationPtrInput` via:

        ScriptS3LocationArgs{...}

or:

        nil

type ScriptS3LocationPtrOutput

type ScriptS3LocationPtrOutput struct{ *pulumi.OutputState }

func (ScriptS3LocationPtrOutput) Bucket

func (ScriptS3LocationPtrOutput) Elem

func (ScriptS3LocationPtrOutput) ElementType

func (ScriptS3LocationPtrOutput) ElementType() reflect.Type

func (ScriptS3LocationPtrOutput) Key

func (ScriptS3LocationPtrOutput) ObjectVersion

func (ScriptS3LocationPtrOutput) RoleArn

func (ScriptS3LocationPtrOutput) ToScriptS3LocationPtrOutput

func (o ScriptS3LocationPtrOutput) ToScriptS3LocationPtrOutput() ScriptS3LocationPtrOutput

func (ScriptS3LocationPtrOutput) ToScriptS3LocationPtrOutputWithContext

func (o ScriptS3LocationPtrOutput) ToScriptS3LocationPtrOutputWithContext(ctx context.Context) ScriptS3LocationPtrOutput

type ScriptState

type ScriptState struct {
}

func (ScriptState) ElementType

func (ScriptState) ElementType() reflect.Type

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