gamelift

package
v4.36.0 Latest Latest
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Published: Jan 24, 2022 License: Apache-2.0 Imports: 7 Imported by: 0

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Index

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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider .
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
}

Provides a Gamelift Alias resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v4/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/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
	})
}

```

## Import

Gamelift Aliases can be imported using the ID, e.g.,

```sh

$ pulumi import aws:gamelift/alias:Alias example <alias-id>

```

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

func (*Alias) ToAliasPtrOutput

func (i *Alias) ToAliasPtrOutput() AliasPtrOutput

func (*Alias) ToAliasPtrOutputWithContext

func (i *Alias) ToAliasPtrOutputWithContext(ctx context.Context) AliasPtrOutput

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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
}

The set of arguments for constructing a Alias resource.

func (AliasArgs) ElementType

func (AliasArgs) ElementType() reflect.Type

type AliasArray

type AliasArray []AliasInput

func (AliasArray) ElementType

func (AliasArray) ElementType() reflect.Type

func (AliasArray) ToAliasArrayOutput

func (i AliasArray) ToAliasArrayOutput() AliasArrayOutput

func (AliasArray) ToAliasArrayOutputWithContext

func (i AliasArray) ToAliasArrayOutputWithContext(ctx context.Context) AliasArrayOutput

type AliasArrayInput

type AliasArrayInput interface {
	pulumi.Input

	ToAliasArrayOutput() AliasArrayOutput
	ToAliasArrayOutputWithContext(context.Context) AliasArrayOutput
}

AliasArrayInput is an input type that accepts AliasArray and AliasArrayOutput values. You can construct a concrete instance of `AliasArrayInput` via:

AliasArray{ AliasArgs{...} }

type AliasArrayOutput

type AliasArrayOutput struct{ *pulumi.OutputState }

func (AliasArrayOutput) ElementType

func (AliasArrayOutput) ElementType() reflect.Type

func (AliasArrayOutput) Index

func (AliasArrayOutput) ToAliasArrayOutput

func (o AliasArrayOutput) ToAliasArrayOutput() AliasArrayOutput

func (AliasArrayOutput) ToAliasArrayOutputWithContext

func (o AliasArrayOutput) ToAliasArrayOutputWithContext(ctx context.Context) AliasArrayOutput

type AliasInput

type AliasInput interface {
	pulumi.Input

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

type AliasMap

type AliasMap map[string]AliasInput

func (AliasMap) ElementType

func (AliasMap) ElementType() reflect.Type

func (AliasMap) ToAliasMapOutput

func (i AliasMap) ToAliasMapOutput() AliasMapOutput

func (AliasMap) ToAliasMapOutputWithContext

func (i AliasMap) ToAliasMapOutputWithContext(ctx context.Context) AliasMapOutput

type AliasMapInput

type AliasMapInput interface {
	pulumi.Input

	ToAliasMapOutput() AliasMapOutput
	ToAliasMapOutputWithContext(context.Context) AliasMapOutput
}

AliasMapInput is an input type that accepts AliasMap and AliasMapOutput values. You can construct a concrete instance of `AliasMapInput` via:

AliasMap{ "key": AliasArgs{...} }

type AliasMapOutput

type AliasMapOutput struct{ *pulumi.OutputState }

func (AliasMapOutput) ElementType

func (AliasMapOutput) ElementType() reflect.Type

func (AliasMapOutput) MapIndex

func (AliasMapOutput) ToAliasMapOutput

func (o AliasMapOutput) ToAliasMapOutput() AliasMapOutput

func (AliasMapOutput) ToAliasMapOutputWithContext

func (o AliasMapOutput) ToAliasMapOutputWithContext(ctx context.Context) AliasMapOutput

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

func (AliasOutput) ToAliasPtrOutput

func (o AliasOutput) ToAliasPtrOutput() AliasPtrOutput

func (AliasOutput) ToAliasPtrOutputWithContext

func (o AliasOutput) ToAliasPtrOutputWithContext(ctx context.Context) AliasPtrOutput

type AliasPtrInput

type AliasPtrInput interface {
	pulumi.Input

	ToAliasPtrOutput() AliasPtrOutput
	ToAliasPtrOutputWithContext(ctx context.Context) AliasPtrOutput
}

type AliasPtrOutput

type AliasPtrOutput struct{ *pulumi.OutputState }

func (AliasPtrOutput) Elem added in v4.15.0

func (o AliasPtrOutput) Elem() AliasOutput

func (AliasPtrOutput) ElementType

func (AliasPtrOutput) ElementType() reflect.Type

func (AliasPtrOutput) ToAliasPtrOutput

func (o AliasPtrOutput) ToAliasPtrOutput() AliasPtrOutput

func (AliasPtrOutput) ToAliasPtrOutputWithContext

func (o AliasPtrOutput) ToAliasPtrOutputWithContext(ctx context.Context) AliasPtrOutput

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 strategyE.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 strategyE.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

ID of the Gamelift Fleet to point the alias to.

func (AliasRoutingStrategyOutput) Message

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

Type of routing strategyE.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

type AliasRoutingStrategyPtrOutput

type AliasRoutingStrategyPtrOutput struct{ *pulumi.OutputState }

func (AliasRoutingStrategyPtrOutput) Elem

func (AliasRoutingStrategyPtrOutput) ElementType

func (AliasRoutingStrategyPtrOutput) FleetId

ID of the Gamelift Fleet to point the alias to.

func (AliasRoutingStrategyPtrOutput) Message

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

Type of routing strategyE.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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// A map of tags assigned to the resource, including those inherited from the provider .
	TagsAll 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 onE.g., `WINDOWS_2012`, `AMAZON_LINUX` or `AMAZON_LINUX_2`.
	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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider .
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
	// 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/v4/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/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.Any(aws_s3_bucket.Test.Bucket),
				Key:     pulumi.Any(aws_s3_bucket_object.Test.Key),
				RoleArn: pulumi.Any(aws_iam_role.Test.Arn),
			},
		}, pulumi.DependsOn([]pulumi.Resource{
			aws_iam_role_policy.Test,
		}))
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

Gamelift Builds cannot be imported at this time.

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

func (*Build) ToBuildPtrOutput

func (i *Build) ToBuildPtrOutput() BuildPtrOutput

func (*Build) ToBuildPtrOutputWithContext

func (i *Build) ToBuildPtrOutputWithContext(ctx context.Context) BuildPtrOutput

type BuildArgs

type BuildArgs struct {
	// Name of the build
	Name pulumi.StringPtrInput
	// Operating system that the game server binaries are built to run onE.g., `WINDOWS_2012`, `AMAZON_LINUX` or `AMAZON_LINUX_2`.
	OperatingSystem pulumi.StringInput
	// Information indicating where your game build files are stored. See below.
	StorageLocation BuildStorageLocationInput
	// Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	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

func (BuildArgs) ElementType() reflect.Type

type BuildArray

type BuildArray []BuildInput

func (BuildArray) ElementType

func (BuildArray) ElementType() reflect.Type

func (BuildArray) ToBuildArrayOutput

func (i BuildArray) ToBuildArrayOutput() BuildArrayOutput

func (BuildArray) ToBuildArrayOutputWithContext

func (i BuildArray) ToBuildArrayOutputWithContext(ctx context.Context) BuildArrayOutput

type BuildArrayInput

type BuildArrayInput interface {
	pulumi.Input

	ToBuildArrayOutput() BuildArrayOutput
	ToBuildArrayOutputWithContext(context.Context) BuildArrayOutput
}

BuildArrayInput is an input type that accepts BuildArray and BuildArrayOutput values. You can construct a concrete instance of `BuildArrayInput` via:

BuildArray{ BuildArgs{...} }

type BuildArrayOutput

type BuildArrayOutput struct{ *pulumi.OutputState }

func (BuildArrayOutput) ElementType

func (BuildArrayOutput) ElementType() reflect.Type

func (BuildArrayOutput) Index

func (BuildArrayOutput) ToBuildArrayOutput

func (o BuildArrayOutput) ToBuildArrayOutput() BuildArrayOutput

func (BuildArrayOutput) ToBuildArrayOutputWithContext

func (o BuildArrayOutput) ToBuildArrayOutputWithContext(ctx context.Context) BuildArrayOutput

type BuildInput

type BuildInput interface {
	pulumi.Input

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

type BuildMap

type BuildMap map[string]BuildInput

func (BuildMap) ElementType

func (BuildMap) ElementType() reflect.Type

func (BuildMap) ToBuildMapOutput

func (i BuildMap) ToBuildMapOutput() BuildMapOutput

func (BuildMap) ToBuildMapOutputWithContext

func (i BuildMap) ToBuildMapOutputWithContext(ctx context.Context) BuildMapOutput

type BuildMapInput

type BuildMapInput interface {
	pulumi.Input

	ToBuildMapOutput() BuildMapOutput
	ToBuildMapOutputWithContext(context.Context) BuildMapOutput
}

BuildMapInput is an input type that accepts BuildMap and BuildMapOutput values. You can construct a concrete instance of `BuildMapInput` via:

BuildMap{ "key": BuildArgs{...} }

type BuildMapOutput

type BuildMapOutput struct{ *pulumi.OutputState }

func (BuildMapOutput) ElementType

func (BuildMapOutput) ElementType() reflect.Type

func (BuildMapOutput) MapIndex

func (BuildMapOutput) ToBuildMapOutput

func (o BuildMapOutput) ToBuildMapOutput() BuildMapOutput

func (BuildMapOutput) ToBuildMapOutputWithContext

func (o BuildMapOutput) ToBuildMapOutputWithContext(ctx context.Context) BuildMapOutput

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

func (BuildOutput) ToBuildPtrOutput

func (o BuildOutput) ToBuildPtrOutput() BuildPtrOutput

func (BuildOutput) ToBuildPtrOutputWithContext

func (o BuildOutput) ToBuildPtrOutputWithContext(ctx context.Context) BuildPtrOutput

type BuildPtrInput

type BuildPtrInput interface {
	pulumi.Input

	ToBuildPtrOutput() BuildPtrOutput
	ToBuildPtrOutputWithContext(ctx context.Context) BuildPtrOutput
}

type BuildPtrOutput

type BuildPtrOutput struct{ *pulumi.OutputState }

func (BuildPtrOutput) Elem added in v4.15.0

func (o BuildPtrOutput) Elem() BuildOutput

func (BuildPtrOutput) ElementType

func (BuildPtrOutput) ElementType() reflect.Type

func (BuildPtrOutput) ToBuildPtrOutput

func (o BuildPtrOutput) ToBuildPtrOutput() BuildPtrOutput

func (BuildPtrOutput) ToBuildPtrOutputWithContext

func (o BuildPtrOutput) ToBuildPtrOutputWithContext(ctx context.Context) BuildPtrOutput

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 onE.g., `WINDOWS_2012`, `AMAZON_LINUX` or `AMAZON_LINUX_2`.
	OperatingSystem pulumi.StringPtrInput
	// Information indicating where your game build files are stored. See below.
	StorageLocation BuildStorageLocationPtrInput
	// Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// A map of tags assigned to the resource, including those inherited from the provider .
	TagsAll pulumi.StringMapInput
	// Version that is associated with this build.
	Version pulumi.StringPtrInput
}

func (BuildState) ElementType

func (BuildState) ElementType() reflect.Type

type BuildStorageLocation

type BuildStorageLocation struct {
	// Name of your S3 bucket.
	Bucket string `pulumi:"bucket"`
	// Name of the zip file containing your build files.
	Key string `pulumi:"key"`
	// ARN of the access role that allows Amazon GameLift to access your S3 bucket.
	RoleArn string `pulumi:"roleArn"`
}

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

Name of your S3 bucket.

func (BuildStorageLocationOutput) ElementType

func (BuildStorageLocationOutput) ElementType() reflect.Type

func (BuildStorageLocationOutput) Key

Name of the zip file containing your build files.

func (BuildStorageLocationOutput) RoleArn

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

type BuildStorageLocationPtrOutput

type BuildStorageLocationPtrOutput struct{ *pulumi.OutputState }

func (BuildStorageLocationPtrOutput) Bucket

Name of your S3 bucket.

func (BuildStorageLocationPtrOutput) Elem

func (BuildStorageLocationPtrOutput) ElementType

func (BuildStorageLocationPtrOutput) Key

Name of the zip file containing your build files.

func (BuildStorageLocationPtrOutput) RoleArn

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 typeE.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 fleetE.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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider .
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
}

Provides a Gamelift Fleet resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v4/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewFleet(ctx, "example", &gamelift.FleetArgs{
			BuildId:         pulumi.Any(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
	})
}

```

## Import

Gamelift Fleets cannot be imported at this time.

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

func (*Fleet) ToFleetPtrOutput

func (i *Fleet) ToFleetPtrOutput() FleetPtrOutput

func (*Fleet) ToFleetPtrOutputWithContext

func (i *Fleet) ToFleetPtrOutputWithContext(ctx context.Context) FleetPtrOutput

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 typeE.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 fleetE.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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
}

The set of arguments for constructing a Fleet resource.

func (FleetArgs) ElementType

func (FleetArgs) ElementType() reflect.Type

type FleetArray

type FleetArray []FleetInput

func (FleetArray) ElementType

func (FleetArray) ElementType() reflect.Type

func (FleetArray) ToFleetArrayOutput

func (i FleetArray) ToFleetArrayOutput() FleetArrayOutput

func (FleetArray) ToFleetArrayOutputWithContext

func (i FleetArray) ToFleetArrayOutputWithContext(ctx context.Context) FleetArrayOutput

type FleetArrayInput

type FleetArrayInput interface {
	pulumi.Input

	ToFleetArrayOutput() FleetArrayOutput
	ToFleetArrayOutputWithContext(context.Context) FleetArrayOutput
}

FleetArrayInput is an input type that accepts FleetArray and FleetArrayOutput values. You can construct a concrete instance of `FleetArrayInput` via:

FleetArray{ FleetArgs{...} }

type FleetArrayOutput

type FleetArrayOutput struct{ *pulumi.OutputState }

func (FleetArrayOutput) ElementType

func (FleetArrayOutput) ElementType() reflect.Type

func (FleetArrayOutput) Index

func (FleetArrayOutput) ToFleetArrayOutput

func (o FleetArrayOutput) ToFleetArrayOutput() FleetArrayOutput

func (FleetArrayOutput) ToFleetArrayOutputWithContext

func (o FleetArrayOutput) ToFleetArrayOutputWithContext(ctx context.Context) FleetArrayOutput

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 notationE.g., `000.000.000.000/[subnet mask]` or `0.0.0.0/[subnet mask]`.
	IpRange string `pulumi:"ipRange"`
	// Network communication protocol used by the fleetE.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 notationE.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 fleetE.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) 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) 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) Index

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) FromPort

Starting value for a range of allowed port numbers.

func (FleetEc2InboundPermissionOutput) IpRange

Range of allowed IP addresses expressed in CIDR notationE.g., `000.000.000.000/[subnet mask]` or `0.0.0.0/[subnet mask]`.

func (FleetEc2InboundPermissionOutput) Protocol

Network communication protocol used by the fleetE.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

Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than `fromPort`.

type FleetInput

type FleetInput interface {
	pulumi.Input

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

type FleetMap

type FleetMap map[string]FleetInput

func (FleetMap) ElementType

func (FleetMap) ElementType() reflect.Type

func (FleetMap) ToFleetMapOutput

func (i FleetMap) ToFleetMapOutput() FleetMapOutput

func (FleetMap) ToFleetMapOutputWithContext

func (i FleetMap) ToFleetMapOutputWithContext(ctx context.Context) FleetMapOutput

type FleetMapInput

type FleetMapInput interface {
	pulumi.Input

	ToFleetMapOutput() FleetMapOutput
	ToFleetMapOutputWithContext(context.Context) FleetMapOutput
}

FleetMapInput is an input type that accepts FleetMap and FleetMapOutput values. You can construct a concrete instance of `FleetMapInput` via:

FleetMap{ "key": FleetArgs{...} }

type FleetMapOutput

type FleetMapOutput struct{ *pulumi.OutputState }

func (FleetMapOutput) ElementType

func (FleetMapOutput) ElementType() reflect.Type

func (FleetMapOutput) MapIndex

func (FleetMapOutput) ToFleetMapOutput

func (o FleetMapOutput) ToFleetMapOutput() FleetMapOutput

func (FleetMapOutput) ToFleetMapOutputWithContext

func (o FleetMapOutput) ToFleetMapOutputWithContext(ctx context.Context) FleetMapOutput

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

func (FleetOutput) ToFleetPtrOutput

func (o FleetOutput) ToFleetPtrOutput() FleetPtrOutput

func (FleetOutput) ToFleetPtrOutputWithContext

func (o FleetOutput) ToFleetPtrOutputWithContext(ctx context.Context) FleetPtrOutput

type FleetPtrInput

type FleetPtrInput interface {
	pulumi.Input

	ToFleetPtrOutput() FleetPtrOutput
	ToFleetPtrOutputWithContext(ctx context.Context) FleetPtrOutput
}

type FleetPtrOutput

type FleetPtrOutput struct{ *pulumi.OutputState }

func (FleetPtrOutput) Elem added in v4.15.0

func (o FleetPtrOutput) Elem() FleetOutput

func (FleetPtrOutput) ElementType

func (FleetPtrOutput) ElementType() reflect.Type

func (FleetPtrOutput) ToFleetPtrOutput

func (o FleetPtrOutput) ToFleetPtrOutput() FleetPtrOutput

func (FleetPtrOutput) ToFleetPtrOutputWithContext

func (o FleetPtrOutput) ToFleetPtrOutputWithContext(ctx context.Context) FleetPtrOutput

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) 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) NewGameSessionsPerCreator

func (o FleetResourceCreationLimitPolicyOutput) NewGameSessionsPerCreator() pulumi.IntPtrOutput

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

func (FleetResourceCreationLimitPolicyOutput) PolicyPeriodInMinutes

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

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

func (FleetResourceCreationLimitPolicyPtrOutput) PolicyPeriodInMinutes

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) 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) 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

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

type FleetRuntimeConfigurationPtrOutput

type FleetRuntimeConfigurationPtrOutput struct{ *pulumi.OutputState }

func (FleetRuntimeConfigurationPtrOutput) Elem

func (FleetRuntimeConfigurationPtrOutput) ElementType

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

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) 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) 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) Index

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

Number of server processes using this configuration to run concurrently on an instance.

func (FleetRuntimeConfigurationServerProcessOutput) ElementType

func (FleetRuntimeConfigurationServerProcessOutput) LaunchPath

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

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 typeE.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 fleetE.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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// A map of tags assigned to the resource, including those inherited from the provider .
	TagsAll 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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider .
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
	// Maximum time a game session request can remain in the queue.
	TimeoutInSeconds pulumi.IntPtrOutput `pulumi:"timeoutInSeconds"`
}

Provides an Gamelift Game Session Queue resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v4/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewGameSessionQueue(ctx, "test", &gamelift.GameSessionQueueArgs{
			Destinations: pulumi.StringArray{
				pulumi.Any(aws_gamelift_fleet.Us_west_2_fleet.Arn),
				pulumi.Any(aws_gamelift_fleet.Eu_central_1_fleet.Arn),
			},
			PlayerLatencyPolicies: gamelift.GameSessionQueuePlayerLatencyPolicyArray{
				&gamelift.GameSessionQueuePlayerLatencyPolicyArgs{
					MaximumIndividualPlayerLatencyMilliseconds: pulumi.Int(100),
					PolicyDurationSeconds:                      pulumi.Int(5),
				},
				&gamelift.GameSessionQueuePlayerLatencyPolicyArgs{
					MaximumIndividualPlayerLatencyMilliseconds: pulumi.Int(200),
				},
			},
			TimeoutInSeconds: pulumi.Int(60),
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

Gamelift Game Session Queues can be imported by their `name`, e.g.,

```sh

$ pulumi import aws:gamelift/gameSessionQueue:GameSessionQueue example example

```

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

func (*GameSessionQueue) ToGameSessionQueuePtrOutput

func (i *GameSessionQueue) ToGameSessionQueuePtrOutput() GameSessionQueuePtrOutput

func (*GameSessionQueue) ToGameSessionQueuePtrOutputWithContext

func (i *GameSessionQueue) ToGameSessionQueuePtrOutputWithContext(ctx context.Context) GameSessionQueuePtrOutput

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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	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 GameSessionQueueArray

type GameSessionQueueArray []GameSessionQueueInput

func (GameSessionQueueArray) ElementType

func (GameSessionQueueArray) ElementType() reflect.Type

func (GameSessionQueueArray) ToGameSessionQueueArrayOutput

func (i GameSessionQueueArray) ToGameSessionQueueArrayOutput() GameSessionQueueArrayOutput

func (GameSessionQueueArray) ToGameSessionQueueArrayOutputWithContext

func (i GameSessionQueueArray) ToGameSessionQueueArrayOutputWithContext(ctx context.Context) GameSessionQueueArrayOutput

type GameSessionQueueArrayInput

type GameSessionQueueArrayInput interface {
	pulumi.Input

	ToGameSessionQueueArrayOutput() GameSessionQueueArrayOutput
	ToGameSessionQueueArrayOutputWithContext(context.Context) GameSessionQueueArrayOutput
}

GameSessionQueueArrayInput is an input type that accepts GameSessionQueueArray and GameSessionQueueArrayOutput values. You can construct a concrete instance of `GameSessionQueueArrayInput` via:

GameSessionQueueArray{ GameSessionQueueArgs{...} }

type GameSessionQueueArrayOutput

type GameSessionQueueArrayOutput struct{ *pulumi.OutputState }

func (GameSessionQueueArrayOutput) ElementType

func (GameSessionQueueArrayOutput) Index

func (GameSessionQueueArrayOutput) ToGameSessionQueueArrayOutput

func (o GameSessionQueueArrayOutput) ToGameSessionQueueArrayOutput() GameSessionQueueArrayOutput

func (GameSessionQueueArrayOutput) ToGameSessionQueueArrayOutputWithContext

func (o GameSessionQueueArrayOutput) ToGameSessionQueueArrayOutputWithContext(ctx context.Context) GameSessionQueueArrayOutput

type GameSessionQueueInput

type GameSessionQueueInput interface {
	pulumi.Input

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

type GameSessionQueueMap

type GameSessionQueueMap map[string]GameSessionQueueInput

func (GameSessionQueueMap) ElementType

func (GameSessionQueueMap) ElementType() reflect.Type

func (GameSessionQueueMap) ToGameSessionQueueMapOutput

func (i GameSessionQueueMap) ToGameSessionQueueMapOutput() GameSessionQueueMapOutput

func (GameSessionQueueMap) ToGameSessionQueueMapOutputWithContext

func (i GameSessionQueueMap) ToGameSessionQueueMapOutputWithContext(ctx context.Context) GameSessionQueueMapOutput

type GameSessionQueueMapInput

type GameSessionQueueMapInput interface {
	pulumi.Input

	ToGameSessionQueueMapOutput() GameSessionQueueMapOutput
	ToGameSessionQueueMapOutputWithContext(context.Context) GameSessionQueueMapOutput
}

GameSessionQueueMapInput is an input type that accepts GameSessionQueueMap and GameSessionQueueMapOutput values. You can construct a concrete instance of `GameSessionQueueMapInput` via:

GameSessionQueueMap{ "key": GameSessionQueueArgs{...} }

type GameSessionQueueMapOutput

type GameSessionQueueMapOutput struct{ *pulumi.OutputState }

func (GameSessionQueueMapOutput) ElementType

func (GameSessionQueueMapOutput) ElementType() reflect.Type

func (GameSessionQueueMapOutput) MapIndex

func (GameSessionQueueMapOutput) ToGameSessionQueueMapOutput

func (o GameSessionQueueMapOutput) ToGameSessionQueueMapOutput() GameSessionQueueMapOutput

func (GameSessionQueueMapOutput) ToGameSessionQueueMapOutputWithContext

func (o GameSessionQueueMapOutput) ToGameSessionQueueMapOutputWithContext(ctx context.Context) GameSessionQueueMapOutput

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

func (GameSessionQueueOutput) ToGameSessionQueuePtrOutput

func (o GameSessionQueueOutput) ToGameSessionQueuePtrOutput() GameSessionQueuePtrOutput

func (GameSessionQueueOutput) ToGameSessionQueuePtrOutputWithContext

func (o GameSessionQueueOutput) ToGameSessionQueuePtrOutputWithContext(ctx context.Context) GameSessionQueuePtrOutput

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) 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.IntOutput

Maximum latency value that is allowed for any player.

func (GameSessionQueuePlayerLatencyPolicyOutput) PolicyDurationSeconds

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 GameSessionQueuePtrInput

type GameSessionQueuePtrInput interface {
	pulumi.Input

	ToGameSessionQueuePtrOutput() GameSessionQueuePtrOutput
	ToGameSessionQueuePtrOutputWithContext(ctx context.Context) GameSessionQueuePtrOutput
}

type GameSessionQueuePtrOutput

type GameSessionQueuePtrOutput struct{ *pulumi.OutputState }

func (GameSessionQueuePtrOutput) Elem added in v4.15.0

func (GameSessionQueuePtrOutput) ElementType

func (GameSessionQueuePtrOutput) ElementType() reflect.Type

func (GameSessionQueuePtrOutput) ToGameSessionQueuePtrOutput

func (o GameSessionQueuePtrOutput) ToGameSessionQueuePtrOutput() GameSessionQueuePtrOutput

func (GameSessionQueuePtrOutput) ToGameSessionQueuePtrOutputWithContext

func (o GameSessionQueuePtrOutput) ToGameSessionQueuePtrOutputWithContext(ctx context.Context) GameSessionQueuePtrOutput

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. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// A map of tags assigned to the resource, including those inherited from the provider .
	TagsAll pulumi.StringMapInput
	// Maximum time a game session request can remain in the queue.
	TimeoutInSeconds pulumi.IntPtrInput
}

func (GameSessionQueueState) ElementType

func (GameSessionQueueState) ElementType() reflect.Type

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