Documentation ¶
Index ¶
- type Alias
- type AliasArgs
- type AliasRoutingStrategy
- type AliasRoutingStrategyArgs
- func (AliasRoutingStrategyArgs) ElementType() reflect.Type
- func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutput() AliasRoutingStrategyOutput
- func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutputWithContext(ctx context.Context) AliasRoutingStrategyOutput
- func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput
- func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput
- type AliasRoutingStrategyInput
- type AliasRoutingStrategyOutput
- func (AliasRoutingStrategyOutput) ElementType() reflect.Type
- func (o AliasRoutingStrategyOutput) FleetId() pulumi.StringPtrOutput
- func (o AliasRoutingStrategyOutput) Message() pulumi.StringPtrOutput
- func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutput() AliasRoutingStrategyOutput
- func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutputWithContext(ctx context.Context) AliasRoutingStrategyOutput
- func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput
- func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput
- func (o AliasRoutingStrategyOutput) Type() pulumi.StringOutput
- type AliasRoutingStrategyPtrInput
- type AliasRoutingStrategyPtrOutput
- func (o AliasRoutingStrategyPtrOutput) Elem() AliasRoutingStrategyOutput
- func (AliasRoutingStrategyPtrOutput) ElementType() reflect.Type
- func (o AliasRoutingStrategyPtrOutput) FleetId() pulumi.StringPtrOutput
- func (o AliasRoutingStrategyPtrOutput) Message() pulumi.StringPtrOutput
- func (o AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput
- func (o AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput
- func (o AliasRoutingStrategyPtrOutput) Type() pulumi.StringPtrOutput
- type AliasState
- type Build
- type BuildArgs
- type BuildState
- type BuildStorageLocation
- type BuildStorageLocationArgs
- func (BuildStorageLocationArgs) ElementType() reflect.Type
- func (i BuildStorageLocationArgs) ToBuildStorageLocationOutput() BuildStorageLocationOutput
- func (i BuildStorageLocationArgs) ToBuildStorageLocationOutputWithContext(ctx context.Context) BuildStorageLocationOutput
- func (i BuildStorageLocationArgs) ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput
- func (i BuildStorageLocationArgs) ToBuildStorageLocationPtrOutputWithContext(ctx context.Context) BuildStorageLocationPtrOutput
- type BuildStorageLocationInput
- type BuildStorageLocationOutput
- func (o BuildStorageLocationOutput) Bucket() pulumi.StringOutput
- func (BuildStorageLocationOutput) ElementType() reflect.Type
- func (o BuildStorageLocationOutput) Key() pulumi.StringOutput
- func (o BuildStorageLocationOutput) RoleArn() pulumi.StringOutput
- func (o BuildStorageLocationOutput) ToBuildStorageLocationOutput() BuildStorageLocationOutput
- func (o BuildStorageLocationOutput) ToBuildStorageLocationOutputWithContext(ctx context.Context) BuildStorageLocationOutput
- func (o BuildStorageLocationOutput) ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput
- func (o BuildStorageLocationOutput) ToBuildStorageLocationPtrOutputWithContext(ctx context.Context) BuildStorageLocationPtrOutput
- type BuildStorageLocationPtrInput
- type BuildStorageLocationPtrOutput
- func (o BuildStorageLocationPtrOutput) Bucket() pulumi.StringPtrOutput
- func (o BuildStorageLocationPtrOutput) Elem() BuildStorageLocationOutput
- func (BuildStorageLocationPtrOutput) ElementType() reflect.Type
- func (o BuildStorageLocationPtrOutput) Key() pulumi.StringPtrOutput
- func (o BuildStorageLocationPtrOutput) RoleArn() pulumi.StringPtrOutput
- func (o BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput
- func (o BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutputWithContext(ctx context.Context) BuildStorageLocationPtrOutput
- type Fleet
- type FleetArgs
- type FleetEc2InboundPermission
- type FleetEc2InboundPermissionArgs
- func (FleetEc2InboundPermissionArgs) ElementType() reflect.Type
- func (i FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutput() FleetEc2InboundPermissionOutput
- func (i FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutputWithContext(ctx context.Context) FleetEc2InboundPermissionOutput
- type FleetEc2InboundPermissionArray
- func (FleetEc2InboundPermissionArray) ElementType() reflect.Type
- func (i FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutput() FleetEc2InboundPermissionArrayOutput
- func (i FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutputWithContext(ctx context.Context) FleetEc2InboundPermissionArrayOutput
- type FleetEc2InboundPermissionArrayInput
- type FleetEc2InboundPermissionArrayOutput
- func (FleetEc2InboundPermissionArrayOutput) ElementType() reflect.Type
- func (o FleetEc2InboundPermissionArrayOutput) Index(i pulumi.IntInput) FleetEc2InboundPermissionOutput
- func (o FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutput() FleetEc2InboundPermissionArrayOutput
- func (o FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutputWithContext(ctx context.Context) FleetEc2InboundPermissionArrayOutput
- type FleetEc2InboundPermissionInput
- type FleetEc2InboundPermissionOutput
- func (FleetEc2InboundPermissionOutput) ElementType() reflect.Type
- func (o FleetEc2InboundPermissionOutput) FromPort() pulumi.IntOutput
- func (o FleetEc2InboundPermissionOutput) IpRange() pulumi.StringOutput
- func (o FleetEc2InboundPermissionOutput) Protocol() pulumi.StringOutput
- func (o FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutput() FleetEc2InboundPermissionOutput
- func (o FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutputWithContext(ctx context.Context) FleetEc2InboundPermissionOutput
- func (o FleetEc2InboundPermissionOutput) ToPort() pulumi.IntOutput
- type FleetResourceCreationLimitPolicy
- type FleetResourceCreationLimitPolicyArgs
- func (FleetResourceCreationLimitPolicyArgs) ElementType() reflect.Type
- func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutput() FleetResourceCreationLimitPolicyOutput
- func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyOutput
- func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput
- func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyPtrOutput
- type FleetResourceCreationLimitPolicyInput
- type FleetResourceCreationLimitPolicyOutput
- func (FleetResourceCreationLimitPolicyOutput) ElementType() reflect.Type
- func (o FleetResourceCreationLimitPolicyOutput) NewGameSessionsPerCreator() pulumi.IntPtrOutput
- func (o FleetResourceCreationLimitPolicyOutput) PolicyPeriodInMinutes() pulumi.IntPtrOutput
- func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutput() FleetResourceCreationLimitPolicyOutput
- func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyOutput
- func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput
- func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyPtrOutput
- type FleetResourceCreationLimitPolicyPtrInput
- type FleetResourceCreationLimitPolicyPtrOutput
- func (o FleetResourceCreationLimitPolicyPtrOutput) Elem() FleetResourceCreationLimitPolicyOutput
- func (FleetResourceCreationLimitPolicyPtrOutput) ElementType() reflect.Type
- func (o FleetResourceCreationLimitPolicyPtrOutput) NewGameSessionsPerCreator() pulumi.IntPtrOutput
- func (o FleetResourceCreationLimitPolicyPtrOutput) PolicyPeriodInMinutes() pulumi.IntPtrOutput
- func (o FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput
- func (o FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyPtrOutput
- type FleetRuntimeConfiguration
- type FleetRuntimeConfigurationArgs
- func (FleetRuntimeConfigurationArgs) ElementType() reflect.Type
- func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutput() FleetRuntimeConfigurationOutput
- func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutputWithContext(ctx context.Context) FleetRuntimeConfigurationOutput
- func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput
- func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput
- type FleetRuntimeConfigurationInput
- type FleetRuntimeConfigurationOutput
- func (FleetRuntimeConfigurationOutput) ElementType() reflect.Type
- func (o FleetRuntimeConfigurationOutput) GameSessionActivationTimeoutSeconds() pulumi.IntPtrOutput
- func (o FleetRuntimeConfigurationOutput) MaxConcurrentGameSessionActivations() pulumi.IntPtrOutput
- func (o FleetRuntimeConfigurationOutput) ServerProcesses() FleetRuntimeConfigurationServerProcessArrayOutput
- func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutput() FleetRuntimeConfigurationOutput
- func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutputWithContext(ctx context.Context) FleetRuntimeConfigurationOutput
- func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput
- func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput
- type FleetRuntimeConfigurationPtrInput
- type FleetRuntimeConfigurationPtrOutput
- func (o FleetRuntimeConfigurationPtrOutput) Elem() FleetRuntimeConfigurationOutput
- func (FleetRuntimeConfigurationPtrOutput) ElementType() reflect.Type
- func (o FleetRuntimeConfigurationPtrOutput) GameSessionActivationTimeoutSeconds() pulumi.IntPtrOutput
- func (o FleetRuntimeConfigurationPtrOutput) MaxConcurrentGameSessionActivations() pulumi.IntPtrOutput
- func (o FleetRuntimeConfigurationPtrOutput) ServerProcesses() FleetRuntimeConfigurationServerProcessArrayOutput
- func (o FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput
- func (o FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput
- type FleetRuntimeConfigurationServerProcess
- type FleetRuntimeConfigurationServerProcessArgs
- func (FleetRuntimeConfigurationServerProcessArgs) ElementType() reflect.Type
- func (i FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutput() FleetRuntimeConfigurationServerProcessOutput
- func (i FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessOutput
- type FleetRuntimeConfigurationServerProcessArray
- func (FleetRuntimeConfigurationServerProcessArray) ElementType() reflect.Type
- func (i FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutput() FleetRuntimeConfigurationServerProcessArrayOutput
- func (i FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessArrayOutput
- type FleetRuntimeConfigurationServerProcessArrayInput
- type FleetRuntimeConfigurationServerProcessArrayOutput
- func (FleetRuntimeConfigurationServerProcessArrayOutput) ElementType() reflect.Type
- func (o FleetRuntimeConfigurationServerProcessArrayOutput) Index(i pulumi.IntInput) FleetRuntimeConfigurationServerProcessOutput
- func (o FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutput() FleetRuntimeConfigurationServerProcessArrayOutput
- func (o FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessArrayOutput
- type FleetRuntimeConfigurationServerProcessInput
- type FleetRuntimeConfigurationServerProcessOutput
- func (o FleetRuntimeConfigurationServerProcessOutput) ConcurrentExecutions() pulumi.IntOutput
- func (FleetRuntimeConfigurationServerProcessOutput) ElementType() reflect.Type
- func (o FleetRuntimeConfigurationServerProcessOutput) LaunchPath() pulumi.StringOutput
- func (o FleetRuntimeConfigurationServerProcessOutput) Parameters() pulumi.StringPtrOutput
- func (o FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutput() FleetRuntimeConfigurationServerProcessOutput
- func (o FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessOutput
- type FleetState
- type GameSessionQueue
- type GameSessionQueueArgs
- type GameSessionQueuePlayerLatencyPolicy
- type GameSessionQueuePlayerLatencyPolicyArgs
- func (GameSessionQueuePlayerLatencyPolicyArgs) ElementType() reflect.Type
- func (i GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutput() GameSessionQueuePlayerLatencyPolicyOutput
- func (i GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyOutput
- type GameSessionQueuePlayerLatencyPolicyArray
- func (GameSessionQueuePlayerLatencyPolicyArray) ElementType() reflect.Type
- func (i GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutput() GameSessionQueuePlayerLatencyPolicyArrayOutput
- func (i GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyArrayOutput
- type GameSessionQueuePlayerLatencyPolicyArrayInput
- type GameSessionQueuePlayerLatencyPolicyArrayOutput
- func (GameSessionQueuePlayerLatencyPolicyArrayOutput) ElementType() reflect.Type
- func (o GameSessionQueuePlayerLatencyPolicyArrayOutput) Index(i pulumi.IntInput) GameSessionQueuePlayerLatencyPolicyOutput
- func (o GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutput() GameSessionQueuePlayerLatencyPolicyArrayOutput
- func (o GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyArrayOutput
- type GameSessionQueuePlayerLatencyPolicyInput
- type GameSessionQueuePlayerLatencyPolicyOutput
- func (GameSessionQueuePlayerLatencyPolicyOutput) ElementType() reflect.Type
- func (o GameSessionQueuePlayerLatencyPolicyOutput) MaximumIndividualPlayerLatencyMilliseconds() pulumi.IntOutput
- func (o GameSessionQueuePlayerLatencyPolicyOutput) PolicyDurationSeconds() pulumi.IntPtrOutput
- func (o GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutput() GameSessionQueuePlayerLatencyPolicyOutput
- func (o GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyOutput
- type GameSessionQueueState
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Alias ¶
type Alias struct { pulumi.CustomResourceState // Alias ARN. Arn pulumi.StringOutput `pulumi:"arn"` // Description of the alias. Description pulumi.StringPtrOutput `pulumi:"description"` // Name of the alias. Name pulumi.StringOutput `pulumi:"name"` // Specifies the fleet and/or routing type to use for the alias. RoutingStrategy AliasRoutingStrategyOutput `pulumi:"routingStrategy"` // Key-value map of resource tags Tags pulumi.StringMapOutput `pulumi:"tags"` }
Provides a Gamelift Alias resource.
## Example Usage
```go package main
import (
"github.com/pulumi/pulumi-aws/sdk/v2/go/aws/gamelift" "github.com/pulumi/pulumi/sdk/v2/go/pulumi"
)
func main() { pulumi.Run(func(ctx *pulumi.Context) error { _, err := gamelift.NewAlias(ctx, "example", &gamelift.AliasArgs{ Description: pulumi.String("Example Description"), RoutingStrategy: &gamelift.AliasRoutingStrategyArgs{ Message: pulumi.String("Example Message"), Type: pulumi.String("TERMINAL"), }, }) if err != nil { return err } return nil }) }
```
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).
type AliasArgs ¶
type AliasArgs struct { // Description of the alias. Description pulumi.StringPtrInput // Name of the alias. Name pulumi.StringPtrInput // Specifies the fleet and/or routing type to use for the alias. RoutingStrategy AliasRoutingStrategyInput // Key-value map of resource tags Tags pulumi.StringMapInput }
The set of arguments for constructing a Alias resource.
func (AliasArgs) ElementType ¶
type AliasRoutingStrategy ¶
type AliasRoutingStrategy struct { // ID of the Gamelift Fleet to point the alias to. FleetId *string `pulumi:"fleetId"` // Message text to be used with the `TERMINAL` routing strategy. Message *string `pulumi:"message"` // Type of routing strategy. e.g. `SIMPLE` or `TERMINAL` Type string `pulumi:"type"` }
type AliasRoutingStrategyArgs ¶
type AliasRoutingStrategyArgs struct { // ID of the Gamelift Fleet to point the alias to. FleetId pulumi.StringPtrInput `pulumi:"fleetId"` // Message text to be used with the `TERMINAL` routing strategy. Message pulumi.StringPtrInput `pulumi:"message"` // Type of routing strategy. e.g. `SIMPLE` or `TERMINAL` Type pulumi.StringInput `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 ¶
func (o AliasRoutingStrategyOutput) FleetId() pulumi.StringPtrOutput
ID of the Gamelift Fleet to point the alias to.
func (AliasRoutingStrategyOutput) Message ¶
func (o AliasRoutingStrategyOutput) Message() pulumi.StringPtrOutput
Message text to be used with the `TERMINAL` routing strategy.
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 ¶
func (o AliasRoutingStrategyOutput) Type() pulumi.StringOutput
Type of routing strategy. e.g. `SIMPLE` or `TERMINAL`
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
func AliasRoutingStrategyPtr ¶
func AliasRoutingStrategyPtr(v *AliasRoutingStrategyArgs) AliasRoutingStrategyPtrInput
type AliasRoutingStrategyPtrOutput ¶
type AliasRoutingStrategyPtrOutput struct{ *pulumi.OutputState }
func (AliasRoutingStrategyPtrOutput) Elem ¶
func (o AliasRoutingStrategyPtrOutput) Elem() AliasRoutingStrategyOutput
func (AliasRoutingStrategyPtrOutput) ElementType ¶
func (AliasRoutingStrategyPtrOutput) ElementType() reflect.Type
func (AliasRoutingStrategyPtrOutput) FleetId ¶
func (o AliasRoutingStrategyPtrOutput) FleetId() pulumi.StringPtrOutput
ID of the Gamelift Fleet to point the alias to.
func (AliasRoutingStrategyPtrOutput) Message ¶
func (o AliasRoutingStrategyPtrOutput) Message() pulumi.StringPtrOutput
Message text to be used with the `TERMINAL` routing strategy.
func (AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutput ¶
func (o AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput
func (AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutputWithContext ¶
func (o AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput
func (AliasRoutingStrategyPtrOutput) Type ¶
func (o AliasRoutingStrategyPtrOutput) Type() pulumi.StringPtrOutput
Type of routing strategy. e.g. `SIMPLE` or `TERMINAL`
type AliasState ¶
type AliasState struct { // Alias ARN. Arn pulumi.StringPtrInput // Description of the alias. Description pulumi.StringPtrInput // Name of the alias. Name pulumi.StringPtrInput // Specifies the fleet and/or routing type to use for the alias. RoutingStrategy AliasRoutingStrategyPtrInput // Key-value map of resource tags Tags pulumi.StringMapInput }
func (AliasState) ElementType ¶
func (AliasState) ElementType() reflect.Type
type Build ¶
type Build struct { pulumi.CustomResourceState // Gamelift Build ARN. Arn pulumi.StringOutput `pulumi:"arn"` // Name of the build Name pulumi.StringOutput `pulumi:"name"` // Operating system that the game server binaries are built to run on. e.g. `WINDOWS_2012` or `AMAZON_LINUX`. OperatingSystem pulumi.StringOutput `pulumi:"operatingSystem"` // Information indicating where your game build files are stored. See below. StorageLocation BuildStorageLocationOutput `pulumi:"storageLocation"` // Key-value map of resource tags Tags pulumi.StringMapOutput `pulumi:"tags"` // Version that is associated with this build. Version pulumi.StringPtrOutput `pulumi:"version"` }
Provides an Gamelift Build resource.
## Example Usage
```go package main
import (
"github.com/pulumi/pulumi-aws/sdk/v2/go/aws/gamelift" "github.com/pulumi/pulumi/sdk/v2/go/pulumi"
)
func main() { pulumi.Run(func(ctx *pulumi.Context) error { _, err := gamelift.NewBuild(ctx, "test", &gamelift.BuildArgs{ OperatingSystem: pulumi.String("WINDOWS_2012"), StorageLocation: &gamelift.BuildStorageLocationArgs{ Bucket: pulumi.String(aws_s3_bucket.Test.Bucket), Key: pulumi.String(aws_s3_bucket_object.Test.Key), RoleArn: pulumi.String(aws_iam_role.Test.Arn), }, }, pulumi.DependsOn([]pulumi.Resource{ "aws_iam_role_policy.test", })) if err != nil { return err } return nil }) }
```
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).
type BuildArgs ¶
type BuildArgs struct { // Name of the build Name pulumi.StringPtrInput // Operating system that the game server binaries are built to run on. e.g. `WINDOWS_2012` or `AMAZON_LINUX`. OperatingSystem pulumi.StringInput // Information indicating where your game build files are stored. See below. StorageLocation BuildStorageLocationInput // Key-value map of resource tags Tags pulumi.StringMapInput // Version that is associated with this build. Version pulumi.StringPtrInput }
The set of arguments for constructing a Build resource.
func (BuildArgs) ElementType ¶
type BuildState ¶
type BuildState struct { // Gamelift Build ARN. Arn pulumi.StringPtrInput // Name of the build Name pulumi.StringPtrInput // Operating system that the game server binaries are built to run on. e.g. `WINDOWS_2012` or `AMAZON_LINUX`. OperatingSystem pulumi.StringPtrInput // Information indicating where your game build files are stored. See below. StorageLocation BuildStorageLocationPtrInput // Key-value map of resource tags Tags pulumi.StringMapInput // Version that is associated with this build. Version pulumi.StringPtrInput }
func (BuildState) ElementType ¶
func (BuildState) ElementType() reflect.Type
type BuildStorageLocation ¶
type BuildStorageLocationArgs ¶
type BuildStorageLocationArgs struct { // Name of your S3 bucket. Bucket pulumi.StringInput `pulumi:"bucket"` // Name of the zip file containing your build files. Key pulumi.StringInput `pulumi:"key"` // ARN of the access role that allows Amazon GameLift to access your S3 bucket. RoleArn pulumi.StringInput `pulumi:"roleArn"` }
func (BuildStorageLocationArgs) ElementType ¶
func (BuildStorageLocationArgs) ElementType() reflect.Type
func (BuildStorageLocationArgs) ToBuildStorageLocationOutput ¶
func (i BuildStorageLocationArgs) ToBuildStorageLocationOutput() BuildStorageLocationOutput
func (BuildStorageLocationArgs) ToBuildStorageLocationOutputWithContext ¶
func (i BuildStorageLocationArgs) ToBuildStorageLocationOutputWithContext(ctx context.Context) BuildStorageLocationOutput
func (BuildStorageLocationArgs) ToBuildStorageLocationPtrOutput ¶
func (i BuildStorageLocationArgs) ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput
func (BuildStorageLocationArgs) ToBuildStorageLocationPtrOutputWithContext ¶
func (i BuildStorageLocationArgs) ToBuildStorageLocationPtrOutputWithContext(ctx context.Context) BuildStorageLocationPtrOutput
type BuildStorageLocationInput ¶
type BuildStorageLocationInput interface { pulumi.Input ToBuildStorageLocationOutput() BuildStorageLocationOutput ToBuildStorageLocationOutputWithContext(context.Context) BuildStorageLocationOutput }
BuildStorageLocationInput is an input type that accepts BuildStorageLocationArgs and BuildStorageLocationOutput values. You can construct a concrete instance of `BuildStorageLocationInput` via:
BuildStorageLocationArgs{...}
type BuildStorageLocationOutput ¶
type BuildStorageLocationOutput struct{ *pulumi.OutputState }
func (BuildStorageLocationOutput) Bucket ¶
func (o BuildStorageLocationOutput) Bucket() pulumi.StringOutput
Name of your S3 bucket.
func (BuildStorageLocationOutput) ElementType ¶
func (BuildStorageLocationOutput) ElementType() reflect.Type
func (BuildStorageLocationOutput) Key ¶
func (o BuildStorageLocationOutput) Key() pulumi.StringOutput
Name of the zip file containing your build files.
func (BuildStorageLocationOutput) RoleArn ¶
func (o BuildStorageLocationOutput) RoleArn() pulumi.StringOutput
ARN of the access role that allows Amazon GameLift to access your S3 bucket.
func (BuildStorageLocationOutput) ToBuildStorageLocationOutput ¶
func (o BuildStorageLocationOutput) ToBuildStorageLocationOutput() BuildStorageLocationOutput
func (BuildStorageLocationOutput) ToBuildStorageLocationOutputWithContext ¶
func (o BuildStorageLocationOutput) ToBuildStorageLocationOutputWithContext(ctx context.Context) BuildStorageLocationOutput
func (BuildStorageLocationOutput) ToBuildStorageLocationPtrOutput ¶
func (o BuildStorageLocationOutput) ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput
func (BuildStorageLocationOutput) ToBuildStorageLocationPtrOutputWithContext ¶
func (o BuildStorageLocationOutput) ToBuildStorageLocationPtrOutputWithContext(ctx context.Context) BuildStorageLocationPtrOutput
type BuildStorageLocationPtrInput ¶
type BuildStorageLocationPtrInput interface { pulumi.Input ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput ToBuildStorageLocationPtrOutputWithContext(context.Context) BuildStorageLocationPtrOutput }
BuildStorageLocationPtrInput is an input type that accepts BuildStorageLocationArgs, BuildStorageLocationPtr and BuildStorageLocationPtrOutput values. You can construct a concrete instance of `BuildStorageLocationPtrInput` via:
BuildStorageLocationArgs{...} or: nil
func BuildStorageLocationPtr ¶
func BuildStorageLocationPtr(v *BuildStorageLocationArgs) BuildStorageLocationPtrInput
type BuildStorageLocationPtrOutput ¶
type BuildStorageLocationPtrOutput struct{ *pulumi.OutputState }
func (BuildStorageLocationPtrOutput) Bucket ¶
func (o BuildStorageLocationPtrOutput) Bucket() pulumi.StringPtrOutput
Name of your S3 bucket.
func (BuildStorageLocationPtrOutput) Elem ¶
func (o BuildStorageLocationPtrOutput) Elem() BuildStorageLocationOutput
func (BuildStorageLocationPtrOutput) ElementType ¶
func (BuildStorageLocationPtrOutput) ElementType() reflect.Type
func (BuildStorageLocationPtrOutput) Key ¶
func (o BuildStorageLocationPtrOutput) Key() pulumi.StringPtrOutput
Name of the zip file containing your build files.
func (BuildStorageLocationPtrOutput) RoleArn ¶
func (o BuildStorageLocationPtrOutput) RoleArn() pulumi.StringPtrOutput
ARN of the access role that allows Amazon GameLift to access your S3 bucket.
func (BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutput ¶
func (o BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput
func (BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutputWithContext ¶
func (o BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutputWithContext(ctx context.Context) BuildStorageLocationPtrOutput
type Fleet ¶
type Fleet struct { pulumi.CustomResourceState // Fleet ARN. Arn pulumi.StringOutput `pulumi:"arn"` // ID of the Gamelift Build to be deployed on the fleet. BuildId pulumi.StringOutput `pulumi:"buildId"` // Human-readable description of the fleet. Description pulumi.StringPtrOutput `pulumi:"description"` // Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below. Ec2InboundPermissions FleetEc2InboundPermissionArrayOutput `pulumi:"ec2InboundPermissions"` // Name of an EC2 instance type. e.g. `t2.micro` Ec2InstanceType pulumi.StringOutput `pulumi:"ec2InstanceType"` // Type of fleet. This value must be `ON_DEMAND` or `SPOT`. Defaults to `ON_DEMAND`. FleetType pulumi.StringPtrOutput `pulumi:"fleetType"` // ARN of an IAM role that instances in the fleet can assume. InstanceRoleArn pulumi.StringPtrOutput `pulumi:"instanceRoleArn"` LogPaths pulumi.StringArrayOutput `pulumi:"logPaths"` // List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`. MetricGroups pulumi.StringArrayOutput `pulumi:"metricGroups"` // The name of the fleet. Name pulumi.StringOutput `pulumi:"name"` // Game session protection policy to apply to all instances in this fleet. e.g. `FullProtection`. Defaults to `NoProtection`. NewGameSessionProtectionPolicy pulumi.StringPtrOutput `pulumi:"newGameSessionProtectionPolicy"` // Operating system of the fleet's computing resources. OperatingSystem pulumi.StringOutput `pulumi:"operatingSystem"` // Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below. ResourceCreationLimitPolicy FleetResourceCreationLimitPolicyPtrOutput `pulumi:"resourceCreationLimitPolicy"` // Instructions for launching server processes on each instance in the fleet. See below. RuntimeConfiguration FleetRuntimeConfigurationPtrOutput `pulumi:"runtimeConfiguration"` // Key-value map of resource tags Tags pulumi.StringMapOutput `pulumi:"tags"` }
Provides a Gamelift Fleet resource.
## Example Usage
```go package main
import (
"github.com/pulumi/pulumi-aws/sdk/v2/go/aws/gamelift" "github.com/pulumi/pulumi/sdk/v2/go/pulumi"
)
func main() { pulumi.Run(func(ctx *pulumi.Context) error { _, err := gamelift.NewFleet(ctx, "example", &gamelift.FleetArgs{ BuildId: pulumi.String(aws_gamelift_build.Example.Id), Ec2InstanceType: pulumi.String("t2.micro"), FleetType: pulumi.String("ON_DEMAND"), RuntimeConfiguration: &gamelift.FleetRuntimeConfigurationArgs{ ServerProcesses: gamelift.FleetRuntimeConfigurationServerProcessArray{ &gamelift.FleetRuntimeConfigurationServerProcessArgs{ ConcurrentExecutions: pulumi.Int(1), LaunchPath: pulumi.String("C:\\game\\GomokuServer.exe"), }, }, }, }) if err != nil { return err } return nil }) }
```
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).
type FleetArgs ¶
type FleetArgs struct { // ID of the Gamelift Build to be deployed on the fleet. BuildId pulumi.StringInput // Human-readable description of the fleet. Description pulumi.StringPtrInput // Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below. Ec2InboundPermissions FleetEc2InboundPermissionArrayInput // Name of an EC2 instance type. e.g. `t2.micro` Ec2InstanceType pulumi.StringInput // Type of fleet. This value must be `ON_DEMAND` or `SPOT`. Defaults to `ON_DEMAND`. FleetType pulumi.StringPtrInput // ARN of an IAM role that instances in the fleet can assume. InstanceRoleArn pulumi.StringPtrInput // List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`. MetricGroups pulumi.StringArrayInput // The name of the fleet. Name pulumi.StringPtrInput // Game session protection policy to apply to all instances in this fleet. e.g. `FullProtection`. Defaults to `NoProtection`. NewGameSessionProtectionPolicy pulumi.StringPtrInput // Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below. ResourceCreationLimitPolicy FleetResourceCreationLimitPolicyPtrInput // Instructions for launching server processes on each instance in the fleet. See below. RuntimeConfiguration FleetRuntimeConfigurationPtrInput // Key-value map of resource tags Tags pulumi.StringMapInput }
The set of arguments for constructing a Fleet resource.
func (FleetArgs) ElementType ¶
type FleetEc2InboundPermission ¶
type FleetEc2InboundPermission struct { // Starting value for a range of allowed port numbers. FromPort int `pulumi:"fromPort"` // Range of allowed IP addresses expressed in CIDR notation. e.g. `000.000.000.000/[subnet mask]` or `0.0.0.0/[subnet mask]`. IpRange string `pulumi:"ipRange"` // Network communication protocol used by the fleet. e.g. `TCP` or `UDP` Protocol string `pulumi:"protocol"` // 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"` }
type FleetEc2InboundPermissionArgs ¶
type FleetEc2InboundPermissionArgs struct { // Starting value for a range of allowed port numbers. FromPort pulumi.IntInput `pulumi:"fromPort"` // Range of allowed IP addresses expressed in CIDR notation. e.g. `000.000.000.000/[subnet mask]` or `0.0.0.0/[subnet mask]`. IpRange pulumi.StringInput `pulumi:"ipRange"` // Network communication protocol used by the fleet. e.g. `TCP` or `UDP` Protocol pulumi.StringInput `pulumi:"protocol"` // 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"` }
func (FleetEc2InboundPermissionArgs) ElementType ¶
func (FleetEc2InboundPermissionArgs) ElementType() reflect.Type
func (FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutput ¶
func (i FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutput() FleetEc2InboundPermissionOutput
func (FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutputWithContext ¶
func (i FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutputWithContext(ctx context.Context) FleetEc2InboundPermissionOutput
type FleetEc2InboundPermissionArray ¶
type FleetEc2InboundPermissionArray []FleetEc2InboundPermissionInput
func (FleetEc2InboundPermissionArray) ElementType ¶
func (FleetEc2InboundPermissionArray) ElementType() reflect.Type
func (FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutput ¶
func (i FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutput() FleetEc2InboundPermissionArrayOutput
func (FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutputWithContext ¶
func (i FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutputWithContext(ctx context.Context) FleetEc2InboundPermissionArrayOutput
type FleetEc2InboundPermissionArrayInput ¶
type FleetEc2InboundPermissionArrayInput interface { pulumi.Input ToFleetEc2InboundPermissionArrayOutput() FleetEc2InboundPermissionArrayOutput ToFleetEc2InboundPermissionArrayOutputWithContext(context.Context) FleetEc2InboundPermissionArrayOutput }
FleetEc2InboundPermissionArrayInput is an input type that accepts FleetEc2InboundPermissionArray and FleetEc2InboundPermissionArrayOutput values. You can construct a concrete instance of `FleetEc2InboundPermissionArrayInput` via:
FleetEc2InboundPermissionArray{ FleetEc2InboundPermissionArgs{...} }
type FleetEc2InboundPermissionArrayOutput ¶
type FleetEc2InboundPermissionArrayOutput struct{ *pulumi.OutputState }
func (FleetEc2InboundPermissionArrayOutput) ElementType ¶
func (FleetEc2InboundPermissionArrayOutput) ElementType() reflect.Type
func (FleetEc2InboundPermissionArrayOutput) Index ¶
func (o FleetEc2InboundPermissionArrayOutput) Index(i pulumi.IntInput) FleetEc2InboundPermissionOutput
func (FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutput ¶
func (o FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutput() FleetEc2InboundPermissionArrayOutput
func (FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutputWithContext ¶
func (o FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutputWithContext(ctx context.Context) FleetEc2InboundPermissionArrayOutput
type FleetEc2InboundPermissionInput ¶
type FleetEc2InboundPermissionInput interface { pulumi.Input ToFleetEc2InboundPermissionOutput() FleetEc2InboundPermissionOutput ToFleetEc2InboundPermissionOutputWithContext(context.Context) FleetEc2InboundPermissionOutput }
FleetEc2InboundPermissionInput is an input type that accepts FleetEc2InboundPermissionArgs and FleetEc2InboundPermissionOutput values. You can construct a concrete instance of `FleetEc2InboundPermissionInput` via:
FleetEc2InboundPermissionArgs{...}
type FleetEc2InboundPermissionOutput ¶
type FleetEc2InboundPermissionOutput struct{ *pulumi.OutputState }
func (FleetEc2InboundPermissionOutput) ElementType ¶
func (FleetEc2InboundPermissionOutput) ElementType() reflect.Type
func (FleetEc2InboundPermissionOutput) FromPort ¶
func (o FleetEc2InboundPermissionOutput) FromPort() pulumi.IntOutput
Starting value for a range of allowed port numbers.
func (FleetEc2InboundPermissionOutput) IpRange ¶
func (o FleetEc2InboundPermissionOutput) IpRange() pulumi.StringOutput
Range of allowed IP addresses expressed in CIDR notation. e.g. `000.000.000.000/[subnet mask]` or `0.0.0.0/[subnet mask]`.
func (FleetEc2InboundPermissionOutput) Protocol ¶
func (o FleetEc2InboundPermissionOutput) Protocol() pulumi.StringOutput
Network communication protocol used by the fleet. e.g. `TCP` or `UDP`
func (FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutput ¶
func (o FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutput() FleetEc2InboundPermissionOutput
func (FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutputWithContext ¶
func (o FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutputWithContext(ctx context.Context) FleetEc2InboundPermissionOutput
func (FleetEc2InboundPermissionOutput) ToPort ¶
func (o FleetEc2InboundPermissionOutput) ToPort() pulumi.IntOutput
Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than `fromPort`.
type FleetResourceCreationLimitPolicy ¶
type FleetResourceCreationLimitPolicy struct { // Maximum number of game sessions that an individual can create during the policy period. NewGameSessionsPerCreator *int `pulumi:"newGameSessionsPerCreator"` // Time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int `pulumi:"policyPeriodInMinutes"` }
type FleetResourceCreationLimitPolicyArgs ¶
type FleetResourceCreationLimitPolicyArgs struct { // Maximum number of game sessions that an individual can create during the policy period. NewGameSessionsPerCreator pulumi.IntPtrInput `pulumi:"newGameSessionsPerCreator"` // Time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes pulumi.IntPtrInput `pulumi:"policyPeriodInMinutes"` }
func (FleetResourceCreationLimitPolicyArgs) ElementType ¶
func (FleetResourceCreationLimitPolicyArgs) ElementType() reflect.Type
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 }
func (FleetResourceCreationLimitPolicyOutput) ElementType ¶
func (FleetResourceCreationLimitPolicyOutput) ElementType() reflect.Type
func (FleetResourceCreationLimitPolicyOutput) NewGameSessionsPerCreator ¶
func (o FleetResourceCreationLimitPolicyOutput) NewGameSessionsPerCreator() pulumi.IntPtrOutput
Maximum number of game sessions that an individual can create during the policy period.
func (FleetResourceCreationLimitPolicyOutput) PolicyPeriodInMinutes ¶
func (o FleetResourceCreationLimitPolicyOutput) PolicyPeriodInMinutes() pulumi.IntPtrOutput
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
func FleetResourceCreationLimitPolicyPtr ¶
func FleetResourceCreationLimitPolicyPtr(v *FleetResourceCreationLimitPolicyArgs) FleetResourceCreationLimitPolicyPtrInput
type FleetResourceCreationLimitPolicyPtrOutput ¶
type FleetResourceCreationLimitPolicyPtrOutput struct{ *pulumi.OutputState }
func (FleetResourceCreationLimitPolicyPtrOutput) ElementType ¶
func (FleetResourceCreationLimitPolicyPtrOutput) ElementType() reflect.Type
func (FleetResourceCreationLimitPolicyPtrOutput) NewGameSessionsPerCreator ¶
func (o FleetResourceCreationLimitPolicyPtrOutput) NewGameSessionsPerCreator() pulumi.IntPtrOutput
Maximum number of game sessions that an individual can create during the policy period.
func (FleetResourceCreationLimitPolicyPtrOutput) PolicyPeriodInMinutes ¶
func (o FleetResourceCreationLimitPolicyPtrOutput) PolicyPeriodInMinutes() pulumi.IntPtrOutput
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 { // Maximum amount of time (in seconds) that a game session can remain in status `ACTIVATING`. GameSessionActivationTimeoutSeconds *int `pulumi:"gameSessionActivationTimeoutSeconds"` // Maximum number of game sessions with status `ACTIVATING` to allow on an instance simultaneously. MaxConcurrentGameSessionActivations *int `pulumi:"maxConcurrentGameSessionActivations"` // Collection of server process configurations that describe which server processes to run on each instance in a fleet. See below. ServerProcesses []FleetRuntimeConfigurationServerProcess `pulumi:"serverProcesses"` }
type FleetRuntimeConfigurationArgs ¶
type FleetRuntimeConfigurationArgs struct { // Maximum amount of time (in seconds) that a game session can remain in status `ACTIVATING`. GameSessionActivationTimeoutSeconds pulumi.IntPtrInput `pulumi:"gameSessionActivationTimeoutSeconds"` // Maximum number of game sessions with status `ACTIVATING` to allow on an instance simultaneously. MaxConcurrentGameSessionActivations pulumi.IntPtrInput `pulumi:"maxConcurrentGameSessionActivations"` // Collection of server process configurations that describe which server processes to run on each instance in a fleet. See below. ServerProcesses FleetRuntimeConfigurationServerProcessArrayInput `pulumi:"serverProcesses"` }
func (FleetRuntimeConfigurationArgs) ElementType ¶
func (FleetRuntimeConfigurationArgs) ElementType() reflect.Type
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 }
func (FleetRuntimeConfigurationOutput) ElementType ¶
func (FleetRuntimeConfigurationOutput) ElementType() reflect.Type
func (FleetRuntimeConfigurationOutput) GameSessionActivationTimeoutSeconds ¶
func (o FleetRuntimeConfigurationOutput) GameSessionActivationTimeoutSeconds() pulumi.IntPtrOutput
Maximum amount of time (in seconds) that a game session can remain in status `ACTIVATING`.
func (FleetRuntimeConfigurationOutput) MaxConcurrentGameSessionActivations ¶
func (o FleetRuntimeConfigurationOutput) MaxConcurrentGameSessionActivations() pulumi.IntPtrOutput
Maximum number of game sessions with status `ACTIVATING` to allow on an instance simultaneously.
func (FleetRuntimeConfigurationOutput) ServerProcesses ¶
func (o FleetRuntimeConfigurationOutput) ServerProcesses() FleetRuntimeConfigurationServerProcessArrayOutput
Collection of server process configurations that describe which server processes to run on each instance in a fleet. See below.
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
func FleetRuntimeConfigurationPtr ¶
func FleetRuntimeConfigurationPtr(v *FleetRuntimeConfigurationArgs) FleetRuntimeConfigurationPtrInput
type FleetRuntimeConfigurationPtrOutput ¶
type FleetRuntimeConfigurationPtrOutput struct{ *pulumi.OutputState }
func (FleetRuntimeConfigurationPtrOutput) Elem ¶
func (o FleetRuntimeConfigurationPtrOutput) Elem() FleetRuntimeConfigurationOutput
func (FleetRuntimeConfigurationPtrOutput) ElementType ¶
func (FleetRuntimeConfigurationPtrOutput) ElementType() reflect.Type
func (FleetRuntimeConfigurationPtrOutput) GameSessionActivationTimeoutSeconds ¶
func (o FleetRuntimeConfigurationPtrOutput) GameSessionActivationTimeoutSeconds() pulumi.IntPtrOutput
Maximum amount of time (in seconds) that a game session can remain in status `ACTIVATING`.
func (FleetRuntimeConfigurationPtrOutput) MaxConcurrentGameSessionActivations ¶
func (o FleetRuntimeConfigurationPtrOutput) MaxConcurrentGameSessionActivations() pulumi.IntPtrOutput
Maximum number of game sessions with status `ACTIVATING` to allow on an instance simultaneously.
func (FleetRuntimeConfigurationPtrOutput) ServerProcesses ¶
func (o FleetRuntimeConfigurationPtrOutput) ServerProcesses() FleetRuntimeConfigurationServerProcessArrayOutput
Collection of server process configurations that describe which server processes to run on each instance in a fleet. See below.
func (FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutput ¶
func (o FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput
func (FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutputWithContext ¶
func (o FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput
type FleetRuntimeConfigurationServerProcess ¶
type FleetRuntimeConfigurationServerProcess struct { // Number of server processes using this configuration to run concurrently on an instance. ConcurrentExecutions int `pulumi:"concurrentExecutions"` // Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances `C:\game`, and for Linux instances `/local/game`. LaunchPath string `pulumi:"launchPath"` // Optional list of parameters to pass to the server executable on launch. Parameters *string `pulumi:"parameters"` }
type FleetRuntimeConfigurationServerProcessArgs ¶
type FleetRuntimeConfigurationServerProcessArgs struct { // Number of server processes using this configuration to run concurrently on an instance. ConcurrentExecutions pulumi.IntInput `pulumi:"concurrentExecutions"` // Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances `C:\game`, and for Linux instances `/local/game`. LaunchPath pulumi.StringInput `pulumi:"launchPath"` // Optional list of parameters to pass to the server executable on launch. Parameters pulumi.StringPtrInput `pulumi:"parameters"` }
func (FleetRuntimeConfigurationServerProcessArgs) ElementType ¶
func (FleetRuntimeConfigurationServerProcessArgs) ElementType() reflect.Type
func (FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutput ¶
func (i FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutput() FleetRuntimeConfigurationServerProcessOutput
func (FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutputWithContext ¶
func (i FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessOutput
type FleetRuntimeConfigurationServerProcessArray ¶
type FleetRuntimeConfigurationServerProcessArray []FleetRuntimeConfigurationServerProcessInput
func (FleetRuntimeConfigurationServerProcessArray) ElementType ¶
func (FleetRuntimeConfigurationServerProcessArray) ElementType() reflect.Type
func (FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutput ¶
func (i FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutput() FleetRuntimeConfigurationServerProcessArrayOutput
func (FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext ¶
func (i FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessArrayOutput
type FleetRuntimeConfigurationServerProcessArrayInput ¶
type FleetRuntimeConfigurationServerProcessArrayInput interface { pulumi.Input ToFleetRuntimeConfigurationServerProcessArrayOutput() FleetRuntimeConfigurationServerProcessArrayOutput ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext(context.Context) FleetRuntimeConfigurationServerProcessArrayOutput }
FleetRuntimeConfigurationServerProcessArrayInput is an input type that accepts FleetRuntimeConfigurationServerProcessArray and FleetRuntimeConfigurationServerProcessArrayOutput values. You can construct a concrete instance of `FleetRuntimeConfigurationServerProcessArrayInput` via:
FleetRuntimeConfigurationServerProcessArray{ FleetRuntimeConfigurationServerProcessArgs{...} }
type FleetRuntimeConfigurationServerProcessArrayOutput ¶
type FleetRuntimeConfigurationServerProcessArrayOutput struct{ *pulumi.OutputState }
func (FleetRuntimeConfigurationServerProcessArrayOutput) ElementType ¶
func (FleetRuntimeConfigurationServerProcessArrayOutput) ElementType() reflect.Type
func (FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutput ¶
func (o FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutput() FleetRuntimeConfigurationServerProcessArrayOutput
func (FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext ¶
func (o FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessArrayOutput
type FleetRuntimeConfigurationServerProcessInput ¶
type FleetRuntimeConfigurationServerProcessInput interface { pulumi.Input ToFleetRuntimeConfigurationServerProcessOutput() FleetRuntimeConfigurationServerProcessOutput ToFleetRuntimeConfigurationServerProcessOutputWithContext(context.Context) FleetRuntimeConfigurationServerProcessOutput }
FleetRuntimeConfigurationServerProcessInput is an input type that accepts FleetRuntimeConfigurationServerProcessArgs and FleetRuntimeConfigurationServerProcessOutput values. You can construct a concrete instance of `FleetRuntimeConfigurationServerProcessInput` via:
FleetRuntimeConfigurationServerProcessArgs{...}
type FleetRuntimeConfigurationServerProcessOutput ¶
type FleetRuntimeConfigurationServerProcessOutput struct{ *pulumi.OutputState }
func (FleetRuntimeConfigurationServerProcessOutput) ConcurrentExecutions ¶
func (o FleetRuntimeConfigurationServerProcessOutput) ConcurrentExecutions() pulumi.IntOutput
Number of server processes using this configuration to run concurrently on an instance.
func (FleetRuntimeConfigurationServerProcessOutput) ElementType ¶
func (FleetRuntimeConfigurationServerProcessOutput) ElementType() reflect.Type
func (FleetRuntimeConfigurationServerProcessOutput) LaunchPath ¶
func (o FleetRuntimeConfigurationServerProcessOutput) LaunchPath() pulumi.StringOutput
Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances `C:\game`, and for Linux instances `/local/game`.
func (FleetRuntimeConfigurationServerProcessOutput) Parameters ¶
func (o FleetRuntimeConfigurationServerProcessOutput) Parameters() pulumi.StringPtrOutput
Optional list of parameters to pass to the server executable on launch.
func (FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutput ¶
func (o FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutput() FleetRuntimeConfigurationServerProcessOutput
func (FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutputWithContext ¶
func (o FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessOutput
type FleetState ¶
type FleetState struct { // Fleet ARN. Arn pulumi.StringPtrInput // ID of the Gamelift Build to be deployed on the fleet. BuildId pulumi.StringPtrInput // Human-readable description of the fleet. Description pulumi.StringPtrInput // Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below. Ec2InboundPermissions FleetEc2InboundPermissionArrayInput // Name of an EC2 instance type. e.g. `t2.micro` Ec2InstanceType pulumi.StringPtrInput // Type of fleet. This value must be `ON_DEMAND` or `SPOT`. Defaults to `ON_DEMAND`. FleetType pulumi.StringPtrInput // ARN of an IAM role that instances in the fleet can assume. InstanceRoleArn pulumi.StringPtrInput LogPaths pulumi.StringArrayInput // List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`. MetricGroups pulumi.StringArrayInput // The name of the fleet. Name pulumi.StringPtrInput // Game session protection policy to apply to all instances in this fleet. e.g. `FullProtection`. Defaults to `NoProtection`. NewGameSessionProtectionPolicy pulumi.StringPtrInput // Operating system of the fleet's computing resources. OperatingSystem pulumi.StringPtrInput // Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below. ResourceCreationLimitPolicy FleetResourceCreationLimitPolicyPtrInput // Instructions for launching server processes on each instance in the fleet. See below. RuntimeConfiguration FleetRuntimeConfigurationPtrInput // Key-value map of resource tags Tags pulumi.StringMapInput }
func (FleetState) ElementType ¶
func (FleetState) ElementType() reflect.Type
type GameSessionQueue ¶
type GameSessionQueue struct { pulumi.CustomResourceState // Game Session Queue ARN. Arn pulumi.StringOutput `pulumi:"arn"` // List of fleet/alias ARNs used by session queue for placing game sessions. Destinations pulumi.StringArrayOutput `pulumi:"destinations"` // Name of the session queue. Name pulumi.StringOutput `pulumi:"name"` // One or more policies used to choose fleet based on player latency. See below. PlayerLatencyPolicies GameSessionQueuePlayerLatencyPolicyArrayOutput `pulumi:"playerLatencyPolicies"` // Key-value map of resource tags Tags pulumi.StringMapOutput `pulumi:"tags"` // Maximum time a game session request can remain in the queue. TimeoutInSeconds pulumi.IntPtrOutput `pulumi:"timeoutInSeconds"` }
Provides an Gamelift Game Session Queue resource.
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.
type GameSessionQueueArgs ¶
type GameSessionQueueArgs struct { // List of fleet/alias ARNs used by session queue for placing game sessions. Destinations pulumi.StringArrayInput // Name of the session queue. Name pulumi.StringPtrInput // One or more policies used to choose fleet based on player latency. See below. PlayerLatencyPolicies GameSessionQueuePlayerLatencyPolicyArrayInput // Key-value map of resource tags Tags pulumi.StringMapInput // Maximum time a game session request can remain in the queue. TimeoutInSeconds pulumi.IntPtrInput }
The set of arguments for constructing a GameSessionQueue resource.
func (GameSessionQueueArgs) ElementType ¶
func (GameSessionQueueArgs) ElementType() reflect.Type
type GameSessionQueuePlayerLatencyPolicy ¶
type GameSessionQueuePlayerLatencyPolicy struct { // Maximum latency value that is allowed for any player. MaximumIndividualPlayerLatencyMilliseconds int `pulumi:"maximumIndividualPlayerLatencyMilliseconds"` // Length of time that the policy is enforced while placing a new game session. Absence of value for this attribute means that the policy is enforced until the queue times out. PolicyDurationSeconds *int `pulumi:"policyDurationSeconds"` }
type GameSessionQueuePlayerLatencyPolicyArgs ¶
type GameSessionQueuePlayerLatencyPolicyArgs struct { // Maximum latency value that is allowed for any player. MaximumIndividualPlayerLatencyMilliseconds pulumi.IntInput `pulumi:"maximumIndividualPlayerLatencyMilliseconds"` // Length of time that the policy is enforced while placing a new game session. Absence of value for this attribute means that the policy is enforced until the queue times out. PolicyDurationSeconds pulumi.IntPtrInput `pulumi:"policyDurationSeconds"` }
func (GameSessionQueuePlayerLatencyPolicyArgs) ElementType ¶
func (GameSessionQueuePlayerLatencyPolicyArgs) ElementType() reflect.Type
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) ElementType() reflect.Type
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) ElementType() reflect.Type
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) ElementType() reflect.Type
func (GameSessionQueuePlayerLatencyPolicyOutput) MaximumIndividualPlayerLatencyMilliseconds ¶
func (o GameSessionQueuePlayerLatencyPolicyOutput) MaximumIndividualPlayerLatencyMilliseconds() pulumi.IntOutput
Maximum latency value that is allowed for any player.
func (GameSessionQueuePlayerLatencyPolicyOutput) PolicyDurationSeconds ¶
func (o GameSessionQueuePlayerLatencyPolicyOutput) PolicyDurationSeconds() pulumi.IntPtrOutput
Length of time that the policy is enforced while placing a new game session. Absence of value for this attribute means that the policy is enforced until the queue times out.
func (GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutput ¶
func (o GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutput() GameSessionQueuePlayerLatencyPolicyOutput
func (GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext ¶
func (o GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyOutput
type GameSessionQueueState ¶
type GameSessionQueueState struct { // Game Session Queue ARN. Arn pulumi.StringPtrInput // List of fleet/alias ARNs used by session queue for placing game sessions. Destinations pulumi.StringArrayInput // Name of the session queue. Name pulumi.StringPtrInput // One or more policies used to choose fleet based on player latency. See below. PlayerLatencyPolicies GameSessionQueuePlayerLatencyPolicyArrayInput // Key-value map of resource tags Tags pulumi.StringMapInput // Maximum time a game session request can remain in the queue. TimeoutInSeconds pulumi.IntPtrInput }
func (GameSessionQueueState) ElementType ¶
func (GameSessionQueueState) ElementType() reflect.Type