gamelift

package
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Published: Sep 26, 2024 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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
}

Provides a GameLift Alias resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v6/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{
			Name:        pulumi.String("example-alias"),
			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

Using `pulumi import`, import GameLift Aliases using the ID. For example:

```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

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) Arn

Alias ARN.

func (AliasOutput) Description

func (o AliasOutput) Description() pulumi.StringPtrOutput

Description of the alias.

func (AliasOutput) ElementType

func (AliasOutput) ElementType() reflect.Type

func (AliasOutput) Name

func (o AliasOutput) Name() pulumi.StringOutput

Name of the alias.

func (AliasOutput) RoutingStrategy

func (o AliasOutput) RoutingStrategy() AliasRoutingStrategyOutput

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

func (AliasOutput) Tags

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.

func (AliasOutput) TagsAll deprecated

func (o AliasOutput) TagsAll() pulumi.StringMapOutput

A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.

Deprecated: Please use `tags` instead.

func (AliasOutput) ToAliasOutput

func (o AliasOutput) ToAliasOutput() AliasOutput

func (AliasOutput) ToAliasOutputWithContext

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

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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	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 on. Valid values: `WINDOWS_2012`, `AMAZON_LINUX`, `AMAZON_LINUX_2`, `WINDOWS_2016`, `AMAZON_LINUX_2023`.
	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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	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/v6/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{
			Name:            pulumi.String("example-build"),
			OperatingSystem: pulumi.String("WINDOWS_2012"),
			StorageLocation: &gamelift.BuildStorageLocationArgs{
				Bucket:  pulumi.Any(testAwsS3Bucket.Id),
				Key:     pulumi.Any(testAwsS3Object.Key),
				RoleArn: pulumi.Any(testAwsIamRole.Arn),
			},
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

Using `pulumi import`, import GameLift Builds using the ID. For example:

```sh $ pulumi import aws:gamelift/build:Build example <build-id> ```

func GetBuild

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

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

func NewBuild

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

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

func (*Build) ElementType

func (*Build) ElementType() reflect.Type

func (*Build) ToBuildOutput

func (i *Build) ToBuildOutput() BuildOutput

func (*Build) ToBuildOutputWithContext

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

type BuildArgs

type BuildArgs struct {
	// Name of the build
	Name pulumi.StringPtrInput
	// Operating system that the game server binaries are built to run on. Valid values: `WINDOWS_2012`, `AMAZON_LINUX`, `AMAZON_LINUX_2`, `WINDOWS_2016`, `AMAZON_LINUX_2023`.
	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) Arn

GameLift Build ARN.

func (BuildOutput) ElementType

func (BuildOutput) ElementType() reflect.Type

func (BuildOutput) Name

func (o BuildOutput) Name() pulumi.StringOutput

Name of the build

func (BuildOutput) OperatingSystem

func (o BuildOutput) OperatingSystem() pulumi.StringOutput

Operating system that the game server binaries are built to run on. Valid values: `WINDOWS_2012`, `AMAZON_LINUX`, `AMAZON_LINUX_2`, `WINDOWS_2016`, `AMAZON_LINUX_2023`.

func (BuildOutput) StorageLocation

func (o BuildOutput) StorageLocation() BuildStorageLocationOutput

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

func (BuildOutput) Tags

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.

func (BuildOutput) TagsAll deprecated

func (o BuildOutput) TagsAll() pulumi.StringMapOutput

A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.

Deprecated: Please use `tags` instead.

func (BuildOutput) ToBuildOutput

func (o BuildOutput) ToBuildOutput() BuildOutput

func (BuildOutput) ToBuildOutputWithContext

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

func (BuildOutput) Version

func (o BuildOutput) Version() pulumi.StringPtrOutput

Version that is associated with this build.

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. Valid values: `WINDOWS_2012`, `AMAZON_LINUX`, `AMAZON_LINUX_2`, `WINDOWS_2016`, `AMAZON_LINUX_2023`.
	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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	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"`
	// A specific version of the file. If not set, the latest version of the file is retrieved.
	ObjectVersion *string `pulumi:"objectVersion"`
	// 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"`
	// A specific version of the file. If not set, the latest version of the file is retrieved.
	ObjectVersion pulumi.StringPtrInput `pulumi:"objectVersion"`
	// 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) ObjectVersion

A specific version of the file. If not set, the latest version of the file is retrieved.

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) ObjectVersion

A specific version of the file. If not set, the latest version of the file is retrieved.

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"`
	// Build ARN.
	BuildArn pulumi.StringOutput `pulumi:"buildArn"`
	// ID of the GameLift Build to be deployed on the fleet.
	BuildId pulumi.StringPtrOutput `pulumi:"buildId"`
	// Prompts GameLift to generate a TLS/SSL certificate for the fleet. See certificate_configuration.
	CertificateConfiguration FleetCertificateConfigurationOutput `pulumi:"certificateConfiguration"`
	// 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"`
	// Script ARN.
	ScriptArn pulumi.StringOutput `pulumi:"scriptArn"`
	// ID of the GameLift Script to be deployed on the fleet.
	ScriptId pulumi.StringPtrOutput `pulumi:"scriptId"`
	// 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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
}

Provides a GameLift Fleet resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v6/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(exampleAwsGameliftBuild.Id),
			Ec2InstanceType: pulumi.String("t2.micro"),
			FleetType:       pulumi.String("ON_DEMAND"),
			Name:            pulumi.String("example-fleet-name"),
			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

Using `pulumi import`, import GameLift Fleets using the ID. For example:

```sh $ pulumi import aws:gamelift/fleet:Fleet example <fleet-id> ```

func GetFleet

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

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

func NewFleet

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

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

func (*Fleet) ElementType

func (*Fleet) ElementType() reflect.Type

func (*Fleet) ToFleetOutput

func (i *Fleet) ToFleetOutput() FleetOutput

func (*Fleet) ToFleetOutputWithContext

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

type FleetArgs

type FleetArgs struct {
	// ID of the GameLift Build to be deployed on the fleet.
	BuildId pulumi.StringPtrInput
	// Prompts GameLift to generate a TLS/SSL certificate for the fleet. See certificate_configuration.
	CertificateConfiguration FleetCertificateConfigurationPtrInput
	// 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
	// ID of the GameLift Script to be deployed on the fleet.
	ScriptId pulumi.StringPtrInput
	// 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 FleetCertificateConfiguration

type FleetCertificateConfiguration struct {
	// Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values are `DISABLED` and `GENERATED`. Default value is `DISABLED`.
	CertificateType *string `pulumi:"certificateType"`
}

type FleetCertificateConfigurationArgs

type FleetCertificateConfigurationArgs struct {
	// Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values are `DISABLED` and `GENERATED`. Default value is `DISABLED`.
	CertificateType pulumi.StringPtrInput `pulumi:"certificateType"`
}

func (FleetCertificateConfigurationArgs) ElementType

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutput

func (i FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutput() FleetCertificateConfigurationOutput

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutputWithContext

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

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutput

func (i FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutputWithContext

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

type FleetCertificateConfigurationInput

type FleetCertificateConfigurationInput interface {
	pulumi.Input

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

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

FleetCertificateConfigurationArgs{...}

type FleetCertificateConfigurationOutput

type FleetCertificateConfigurationOutput struct{ *pulumi.OutputState }

func (FleetCertificateConfigurationOutput) CertificateType

Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values are `DISABLED` and `GENERATED`. Default value is `DISABLED`.

func (FleetCertificateConfigurationOutput) ElementType

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutput

func (o FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutput() FleetCertificateConfigurationOutput

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutputWithContext

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

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutput

func (o FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutputWithContext

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

type FleetCertificateConfigurationPtrInput

type FleetCertificateConfigurationPtrInput interface {
	pulumi.Input

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

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

        FleetCertificateConfigurationArgs{...}

or:

        nil

type FleetCertificateConfigurationPtrOutput

type FleetCertificateConfigurationPtrOutput struct{ *pulumi.OutputState }

func (FleetCertificateConfigurationPtrOutput) CertificateType

Indicates whether a TLS/SSL certificate is generated for a fleet. Valid values are `DISABLED` and `GENERATED`. Default value is `DISABLED`.

func (FleetCertificateConfigurationPtrOutput) Elem

func (FleetCertificateConfigurationPtrOutput) ElementType

func (FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutput

func (o FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput

func (FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutputWithContext

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

type 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) Arn

Fleet ARN.

func (FleetOutput) BuildArn

func (o FleetOutput) BuildArn() pulumi.StringOutput

Build ARN.

func (FleetOutput) BuildId

func (o FleetOutput) BuildId() pulumi.StringPtrOutput

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

func (FleetOutput) CertificateConfiguration

func (o FleetOutput) CertificateConfiguration() FleetCertificateConfigurationOutput

Prompts GameLift to generate a TLS/SSL certificate for the fleet. See certificate_configuration.

func (FleetOutput) Description

func (o FleetOutput) Description() pulumi.StringPtrOutput

Human-readable description of the fleet.

func (FleetOutput) Ec2InboundPermissions

func (o FleetOutput) Ec2InboundPermissions() FleetEc2InboundPermissionArrayOutput

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

func (FleetOutput) Ec2InstanceType

func (o FleetOutput) Ec2InstanceType() pulumi.StringOutput

Name of an EC2 instance typeE.g., `t2.micro`

func (FleetOutput) ElementType

func (FleetOutput) ElementType() reflect.Type

func (FleetOutput) FleetType

func (o FleetOutput) FleetType() pulumi.StringPtrOutput

Type of fleet. This value must be `ON_DEMAND` or `SPOT`. Defaults to `ON_DEMAND`.

func (FleetOutput) InstanceRoleArn

func (o FleetOutput) InstanceRoleArn() pulumi.StringPtrOutput

ARN of an IAM role that instances in the fleet can assume.

func (FleetOutput) LogPaths

func (o FleetOutput) LogPaths() pulumi.StringArrayOutput

func (FleetOutput) MetricGroups

func (o FleetOutput) MetricGroups() pulumi.StringArrayOutput

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

func (FleetOutput) Name

func (o FleetOutput) Name() pulumi.StringOutput

The name of the fleet.

func (FleetOutput) NewGameSessionProtectionPolicy

func (o FleetOutput) NewGameSessionProtectionPolicy() pulumi.StringPtrOutput

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

func (FleetOutput) OperatingSystem

func (o FleetOutput) OperatingSystem() pulumi.StringOutput

Operating system of the fleet's computing resources.

func (FleetOutput) ResourceCreationLimitPolicy

func (o FleetOutput) ResourceCreationLimitPolicy() FleetResourceCreationLimitPolicyPtrOutput

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

func (FleetOutput) RuntimeConfiguration

func (o FleetOutput) RuntimeConfiguration() FleetRuntimeConfigurationPtrOutput

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

func (FleetOutput) ScriptArn

func (o FleetOutput) ScriptArn() pulumi.StringOutput

Script ARN.

func (FleetOutput) ScriptId

func (o FleetOutput) ScriptId() pulumi.StringPtrOutput

ID of the GameLift Script to be deployed on the fleet.

func (FleetOutput) Tags

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.

func (FleetOutput) TagsAll deprecated

func (o FleetOutput) TagsAll() pulumi.StringMapOutput

A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.

Deprecated: Please use `tags` instead.

func (FleetOutput) ToFleetOutput

func (o FleetOutput) ToFleetOutput() FleetOutput

func (FleetOutput) ToFleetOutputWithContext

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

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
	// Build ARN.
	BuildArn pulumi.StringPtrInput
	// ID of the GameLift Build to be deployed on the fleet.
	BuildId pulumi.StringPtrInput
	// Prompts GameLift to generate a TLS/SSL certificate for the fleet. See certificate_configuration.
	CertificateConfiguration FleetCertificateConfigurationPtrInput
	// 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
	// Script ARN.
	ScriptArn pulumi.StringPtrInput
	// ID of the GameLift Script to be deployed on the fleet.
	ScriptId pulumi.StringPtrInput
	// 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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapInput
}

func (FleetState) ElementType

func (FleetState) ElementType() reflect.Type

type GameServerGroup

type GameServerGroup struct {
	pulumi.CustomResourceState

	// The ARN of the GameLift Game Server Group.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// The ARN of the created EC2 Auto Scaling group.
	AutoScalingGroupArn pulumi.StringOutput                       `pulumi:"autoScalingGroupArn"`
	AutoScalingPolicy   GameServerGroupAutoScalingPolicyPtrOutput `pulumi:"autoScalingPolicy"`
	// Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances.
	// Valid values: `SPOT_ONLY`, `SPOT_PREFERRED`, `ON_DEMAND_ONLY`. Defaults to `SPOT_PREFERRED`.
	BalancingStrategy pulumi.StringOutput `pulumi:"balancingStrategy"`
	// Name of the game server group.
	// This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group.
	GameServerGroupName pulumi.StringOutput `pulumi:"gameServerGroupName"`
	// Indicates whether instances in the game server group are protected from early termination.
	// Unprotected instances that have active game servers running might be terminated during a scale-down event,
	// causing players to be dropped from the game.
	// Protected instances cannot be terminated while there are active game servers running except in the event
	// of a forced game server group deletion.
	// Valid values: `NO_PROTECTION`, `FULL_PROTECTION`. Defaults to `NO_PROTECTION`.
	GameServerProtectionPolicy pulumi.StringOutput                          `pulumi:"gameServerProtectionPolicy"`
	InstanceDefinitions        GameServerGroupInstanceDefinitionArrayOutput `pulumi:"instanceDefinitions"`
	LaunchTemplate             GameServerGroupLaunchTemplateOutput          `pulumi:"launchTemplate"`
	// The maximum number of instances allowed in the EC2 Auto Scaling group.
	// During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum.
	MaxSize pulumi.IntOutput `pulumi:"maxSize"`
	// The minimum number of instances allowed in the EC2 Auto Scaling group.
	// During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum.
	MinSize pulumi.IntOutput `pulumi:"minSize"`
	// ARN for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
	RoleArn pulumi.StringOutput `pulumi:"roleArn"`
	// Key-value map of resource tags
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
	// A list of VPC subnets to use with instances in the game server group.
	// By default, all GameLift FleetIQ-supported Availability Zones are used.
	VpcSubnets pulumi.StringArrayOutput `pulumi:"vpcSubnets"`
}

Provides an GameLift Game Server Group resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v6/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewGameServerGroup(ctx, "example", &gamelift.GameServerGroupArgs{
			GameServerGroupName: pulumi.String("example"),
			InstanceDefinitions: gamelift.GameServerGroupInstanceDefinitionArray{
				&gamelift.GameServerGroupInstanceDefinitionArgs{
					InstanceType: pulumi.String("c5.large"),
				},
				&gamelift.GameServerGroupInstanceDefinitionArgs{
					InstanceType: pulumi.String("c5a.large"),
				},
			},
			LaunchTemplate: &gamelift.GameServerGroupLaunchTemplateArgs{
				Id: pulumi.Any(exampleAwsLaunchTemplate.Id),
			},
			MaxSize: pulumi.Int(1),
			MinSize: pulumi.Int(1),
			RoleArn: pulumi.Any(exampleAwsIamRole.Arn),
		}, pulumi.DependsOn([]pulumi.Resource{
			exampleAwsIamRolePolicyAttachment,
		}))
		if err != nil {
			return err
		}
		return nil
	})
}

```

Full usage:

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v6/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewGameServerGroup(ctx, "example", &gamelift.GameServerGroupArgs{
			AutoScalingPolicy: &gamelift.GameServerGroupAutoScalingPolicyArgs{
				EstimatedInstanceWarmup: pulumi.Int(60),
				TargetTrackingConfiguration: &gamelift.GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs{
					TargetValue: pulumi.Float64(75),
				},
			},
			BalancingStrategy:          pulumi.String("SPOT_ONLY"),
			GameServerGroupName:        pulumi.String("example"),
			GameServerProtectionPolicy: pulumi.String("FULL_PROTECTION"),
			InstanceDefinitions: gamelift.GameServerGroupInstanceDefinitionArray{
				&gamelift.GameServerGroupInstanceDefinitionArgs{
					InstanceType:     pulumi.String("c5.large"),
					WeightedCapacity: pulumi.String("1"),
				},
				&gamelift.GameServerGroupInstanceDefinitionArgs{
					InstanceType:     pulumi.String("c5.2xlarge"),
					WeightedCapacity: pulumi.String("2"),
				},
			},
			LaunchTemplate: &gamelift.GameServerGroupLaunchTemplateArgs{
				Id:      pulumi.Any(exampleAwsLaunchTemplate.Id),
				Version: pulumi.String("1"),
			},
			MaxSize: pulumi.Int(1),
			MinSize: pulumi.Int(1),
			RoleArn: pulumi.Any(exampleAwsIamRole.Arn),
			Tags: pulumi.StringMap{
				"Name": pulumi.String("example"),
			},
			VpcSubnets: pulumi.StringArray{
				pulumi.String("subnet-12345678"),
				pulumi.String("subnet-23456789"),
			},
		}, pulumi.DependsOn([]pulumi.Resource{
			exampleAwsIamRolePolicyAttachment,
		}))
		if err != nil {
			return err
		}
		return nil
	})
}

```

### Example IAM Role for GameLift Game Server Group

```go package main

import (

"fmt"

"github.com/pulumi/pulumi-aws/sdk/v6/go/aws"
"github.com/pulumi/pulumi-aws/sdk/v6/go/aws/iam"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		current, err := aws.GetPartition(ctx, nil, nil)
		if err != nil {
			return err
		}
		assumeRole, err := iam.GetPolicyDocument(ctx, &iam.GetPolicyDocumentArgs{
			Statements: []iam.GetPolicyDocumentStatement{
				{
					Effect: pulumi.StringRef("Allow"),
					Principals: []iam.GetPolicyDocumentStatementPrincipal{
						{
							Type: "Service",
							Identifiers: []string{
								"autoscaling.amazonaws.com",
								"gamelift.amazonaws.com",
							},
						},
					},
					Actions: []string{
						"sts:AssumeRole",
					},
				},
			},
		}, nil)
		if err != nil {
			return err
		}
		example, err := iam.NewRole(ctx, "example", &iam.RoleArgs{
			AssumeRolePolicy: pulumi.String(assumeRole.Json),
			Name:             pulumi.String("gamelift-game-server-group-example"),
		})
		if err != nil {
			return err
		}
		_, err = iam.NewRolePolicyAttachment(ctx, "example", &iam.RolePolicyAttachmentArgs{
			PolicyArn: pulumi.Sprintf("arn:%v:iam::aws:policy/GameLiftGameServerGroupPolicy", current.Partition),
			Role:      example.Name,
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

Using `pulumi import`, import GameLift Game Server Group using the `name`. For example:

```sh $ pulumi import aws:gamelift/gameServerGroup:GameServerGroup example example ```

func GetGameServerGroup

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

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

func NewGameServerGroup

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

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

func (*GameServerGroup) ElementType

func (*GameServerGroup) ElementType() reflect.Type

func (*GameServerGroup) ToGameServerGroupOutput

func (i *GameServerGroup) ToGameServerGroupOutput() GameServerGroupOutput

func (*GameServerGroup) ToGameServerGroupOutputWithContext

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

type GameServerGroupArgs

type GameServerGroupArgs struct {
	AutoScalingPolicy GameServerGroupAutoScalingPolicyPtrInput
	// Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances.
	// Valid values: `SPOT_ONLY`, `SPOT_PREFERRED`, `ON_DEMAND_ONLY`. Defaults to `SPOT_PREFERRED`.
	BalancingStrategy pulumi.StringPtrInput
	// Name of the game server group.
	// This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group.
	GameServerGroupName pulumi.StringInput
	// Indicates whether instances in the game server group are protected from early termination.
	// Unprotected instances that have active game servers running might be terminated during a scale-down event,
	// causing players to be dropped from the game.
	// Protected instances cannot be terminated while there are active game servers running except in the event
	// of a forced game server group deletion.
	// Valid values: `NO_PROTECTION`, `FULL_PROTECTION`. Defaults to `NO_PROTECTION`.
	GameServerProtectionPolicy pulumi.StringPtrInput
	InstanceDefinitions        GameServerGroupInstanceDefinitionArrayInput
	LaunchTemplate             GameServerGroupLaunchTemplateInput
	// The maximum number of instances allowed in the EC2 Auto Scaling group.
	// During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum.
	MaxSize pulumi.IntInput
	// The minimum number of instances allowed in the EC2 Auto Scaling group.
	// During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum.
	MinSize pulumi.IntInput
	// ARN for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
	RoleArn pulumi.StringInput
	// Key-value map of resource tags
	Tags pulumi.StringMapInput
	// A list of VPC subnets to use with instances in the game server group.
	// By default, all GameLift FleetIQ-supported Availability Zones are used.
	VpcSubnets pulumi.StringArrayInput
}

The set of arguments for constructing a GameServerGroup resource.

func (GameServerGroupArgs) ElementType

func (GameServerGroupArgs) ElementType() reflect.Type

type GameServerGroupArray

type GameServerGroupArray []GameServerGroupInput

func (GameServerGroupArray) ElementType

func (GameServerGroupArray) ElementType() reflect.Type

func (GameServerGroupArray) ToGameServerGroupArrayOutput

func (i GameServerGroupArray) ToGameServerGroupArrayOutput() GameServerGroupArrayOutput

func (GameServerGroupArray) ToGameServerGroupArrayOutputWithContext

func (i GameServerGroupArray) ToGameServerGroupArrayOutputWithContext(ctx context.Context) GameServerGroupArrayOutput

type GameServerGroupArrayInput

type GameServerGroupArrayInput interface {
	pulumi.Input

	ToGameServerGroupArrayOutput() GameServerGroupArrayOutput
	ToGameServerGroupArrayOutputWithContext(context.Context) GameServerGroupArrayOutput
}

GameServerGroupArrayInput is an input type that accepts GameServerGroupArray and GameServerGroupArrayOutput values. You can construct a concrete instance of `GameServerGroupArrayInput` via:

GameServerGroupArray{ GameServerGroupArgs{...} }

type GameServerGroupArrayOutput

type GameServerGroupArrayOutput struct{ *pulumi.OutputState }

func (GameServerGroupArrayOutput) ElementType

func (GameServerGroupArrayOutput) ElementType() reflect.Type

func (GameServerGroupArrayOutput) Index

func (GameServerGroupArrayOutput) ToGameServerGroupArrayOutput

func (o GameServerGroupArrayOutput) ToGameServerGroupArrayOutput() GameServerGroupArrayOutput

func (GameServerGroupArrayOutput) ToGameServerGroupArrayOutputWithContext

func (o GameServerGroupArrayOutput) ToGameServerGroupArrayOutputWithContext(ctx context.Context) GameServerGroupArrayOutput

type GameServerGroupAutoScalingPolicy

type GameServerGroupAutoScalingPolicy struct {
	// Length of time, in seconds, it takes for a new instance to start
	// new game server processes and register with GameLift FleetIQ.
	// Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up,
	// because it avoids prematurely starting new instances. Defaults to `60`.
	EstimatedInstanceWarmup     *int                                                        `pulumi:"estimatedInstanceWarmup"`
	TargetTrackingConfiguration GameServerGroupAutoScalingPolicyTargetTrackingConfiguration `pulumi:"targetTrackingConfiguration"`
}

type GameServerGroupAutoScalingPolicyArgs

type GameServerGroupAutoScalingPolicyArgs struct {
	// Length of time, in seconds, it takes for a new instance to start
	// new game server processes and register with GameLift FleetIQ.
	// Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up,
	// because it avoids prematurely starting new instances. Defaults to `60`.
	EstimatedInstanceWarmup     pulumi.IntPtrInput                                               `pulumi:"estimatedInstanceWarmup"`
	TargetTrackingConfiguration GameServerGroupAutoScalingPolicyTargetTrackingConfigurationInput `pulumi:"targetTrackingConfiguration"`
}

func (GameServerGroupAutoScalingPolicyArgs) ElementType

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutput

func (i GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutput() GameServerGroupAutoScalingPolicyOutput

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutputWithContext

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

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutput

func (i GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext

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

type GameServerGroupAutoScalingPolicyInput

type GameServerGroupAutoScalingPolicyInput interface {
	pulumi.Input

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

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

GameServerGroupAutoScalingPolicyArgs{...}

type GameServerGroupAutoScalingPolicyOutput

type GameServerGroupAutoScalingPolicyOutput struct{ *pulumi.OutputState }

func (GameServerGroupAutoScalingPolicyOutput) ElementType

func (GameServerGroupAutoScalingPolicyOutput) EstimatedInstanceWarmup

func (o GameServerGroupAutoScalingPolicyOutput) EstimatedInstanceWarmup() pulumi.IntPtrOutput

Length of time, in seconds, it takes for a new instance to start new game server processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances. Defaults to `60`.

func (GameServerGroupAutoScalingPolicyOutput) TargetTrackingConfiguration

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutput

func (o GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutput() GameServerGroupAutoScalingPolicyOutput

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutputWithContext

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

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutput

func (o GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext

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

type GameServerGroupAutoScalingPolicyPtrInput

type GameServerGroupAutoScalingPolicyPtrInput interface {
	pulumi.Input

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

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

        GameServerGroupAutoScalingPolicyArgs{...}

or:

        nil

type GameServerGroupAutoScalingPolicyPtrOutput

type GameServerGroupAutoScalingPolicyPtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupAutoScalingPolicyPtrOutput) Elem

func (GameServerGroupAutoScalingPolicyPtrOutput) ElementType

func (GameServerGroupAutoScalingPolicyPtrOutput) EstimatedInstanceWarmup

Length of time, in seconds, it takes for a new instance to start new game server processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances. Defaults to `60`.

func (GameServerGroupAutoScalingPolicyPtrOutput) TargetTrackingConfiguration

func (GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutput

func (o GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput

func (GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext

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

type GameServerGroupAutoScalingPolicyTargetTrackingConfiguration

type GameServerGroupAutoScalingPolicyTargetTrackingConfiguration struct {
	// Desired value to use with a game server group target-based scaling policy.
	TargetValue float64 `pulumi:"targetValue"`
}

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs struct {
	// Desired value to use with a game server group target-based scaling policy.
	TargetValue pulumi.Float64Input `pulumi:"targetValue"`
}

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ElementType

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutputWithContext

func (i GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext

func (i GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationInput

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationInput interface {
	pulumi.Input

	ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput() GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput
	ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutputWithContext(context.Context) GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput
}

GameServerGroupAutoScalingPolicyTargetTrackingConfigurationInput is an input type that accepts GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs and GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput values. You can construct a concrete instance of `GameServerGroupAutoScalingPolicyTargetTrackingConfigurationInput` via:

GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs{...}

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput struct{ *pulumi.OutputState }

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ElementType

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) TargetValue

Desired value to use with a game server group target-based scaling policy.

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutputWithContext

func (o GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext

func (o GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrInput

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrInput interface {
	pulumi.Input

	ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput() GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput
	ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext(context.Context) GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput
}

GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrInput is an input type that accepts GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs, GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtr and GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput values. You can construct a concrete instance of `GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrInput` via:

        GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs{...}

or:

        nil

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) Elem

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) ElementType

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) TargetValue

Desired value to use with a game server group target-based scaling policy.

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext

func (o GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext(ctx context.Context) GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput

type GameServerGroupInput

type GameServerGroupInput interface {
	pulumi.Input

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

type GameServerGroupInstanceDefinition

type GameServerGroupInstanceDefinition struct {
	// An EC2 instance type.
	InstanceType string `pulumi:"instanceType"`
	// Instance weighting that indicates how much this instance type contributes
	// to the total capacity of a game server group.
	// Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify
	// the most cost-effective options.
	WeightedCapacity *string `pulumi:"weightedCapacity"`
}

type GameServerGroupInstanceDefinitionArgs

type GameServerGroupInstanceDefinitionArgs struct {
	// An EC2 instance type.
	InstanceType pulumi.StringInput `pulumi:"instanceType"`
	// Instance weighting that indicates how much this instance type contributes
	// to the total capacity of a game server group.
	// Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify
	// the most cost-effective options.
	WeightedCapacity pulumi.StringPtrInput `pulumi:"weightedCapacity"`
}

func (GameServerGroupInstanceDefinitionArgs) ElementType

func (GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutput

func (i GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutput() GameServerGroupInstanceDefinitionOutput

func (GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutputWithContext

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

type GameServerGroupInstanceDefinitionArray

type GameServerGroupInstanceDefinitionArray []GameServerGroupInstanceDefinitionInput

func (GameServerGroupInstanceDefinitionArray) ElementType

func (GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutput

func (i GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutput() GameServerGroupInstanceDefinitionArrayOutput

func (GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutputWithContext

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

type GameServerGroupInstanceDefinitionArrayInput

type GameServerGroupInstanceDefinitionArrayInput interface {
	pulumi.Input

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

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

GameServerGroupInstanceDefinitionArray{ GameServerGroupInstanceDefinitionArgs{...} }

type GameServerGroupInstanceDefinitionArrayOutput

type GameServerGroupInstanceDefinitionArrayOutput struct{ *pulumi.OutputState }

func (GameServerGroupInstanceDefinitionArrayOutput) ElementType

func (GameServerGroupInstanceDefinitionArrayOutput) Index

func (GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutput

func (o GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutput() GameServerGroupInstanceDefinitionArrayOutput

func (GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutputWithContext

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

type GameServerGroupInstanceDefinitionInput

type GameServerGroupInstanceDefinitionInput interface {
	pulumi.Input

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

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

GameServerGroupInstanceDefinitionArgs{...}

type GameServerGroupInstanceDefinitionOutput

type GameServerGroupInstanceDefinitionOutput struct{ *pulumi.OutputState }

func (GameServerGroupInstanceDefinitionOutput) ElementType

func (GameServerGroupInstanceDefinitionOutput) InstanceType

An EC2 instance type.

func (GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutput

func (o GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutput() GameServerGroupInstanceDefinitionOutput

func (GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutputWithContext

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

func (GameServerGroupInstanceDefinitionOutput) WeightedCapacity

Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options.

type GameServerGroupLaunchTemplate

type GameServerGroupLaunchTemplate struct {
	// A unique identifier for an existing EC2 launch template.
	Id *string `pulumi:"id"`
	// A readable identifier for an existing EC2 launch template.
	Name *string `pulumi:"name"`
	// The version of the EC2 launch template to use. If none is set, the default is the first version created.
	Version *string `pulumi:"version"`
}

type GameServerGroupLaunchTemplateArgs

type GameServerGroupLaunchTemplateArgs struct {
	// A unique identifier for an existing EC2 launch template.
	Id pulumi.StringPtrInput `pulumi:"id"`
	// A readable identifier for an existing EC2 launch template.
	Name pulumi.StringPtrInput `pulumi:"name"`
	// The version of the EC2 launch template to use. If none is set, the default is the first version created.
	Version pulumi.StringPtrInput `pulumi:"version"`
}

func (GameServerGroupLaunchTemplateArgs) ElementType

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutput

func (i GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutput() GameServerGroupLaunchTemplateOutput

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutputWithContext

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

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutput

func (i GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutputWithContext

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

type GameServerGroupLaunchTemplateInput

type GameServerGroupLaunchTemplateInput interface {
	pulumi.Input

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

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

GameServerGroupLaunchTemplateArgs{...}

type GameServerGroupLaunchTemplateOutput

type GameServerGroupLaunchTemplateOutput struct{ *pulumi.OutputState }

func (GameServerGroupLaunchTemplateOutput) ElementType

func (GameServerGroupLaunchTemplateOutput) Id

A unique identifier for an existing EC2 launch template.

func (GameServerGroupLaunchTemplateOutput) Name

A readable identifier for an existing EC2 launch template.

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutput

func (o GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutput() GameServerGroupLaunchTemplateOutput

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutputWithContext

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

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutput

func (o GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutputWithContext

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

func (GameServerGroupLaunchTemplateOutput) Version

The version of the EC2 launch template to use. If none is set, the default is the first version created.

type GameServerGroupLaunchTemplatePtrInput

type GameServerGroupLaunchTemplatePtrInput interface {
	pulumi.Input

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

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

        GameServerGroupLaunchTemplateArgs{...}

or:

        nil

type GameServerGroupLaunchTemplatePtrOutput

type GameServerGroupLaunchTemplatePtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupLaunchTemplatePtrOutput) Elem

func (GameServerGroupLaunchTemplatePtrOutput) ElementType

func (GameServerGroupLaunchTemplatePtrOutput) Id

A unique identifier for an existing EC2 launch template.

func (GameServerGroupLaunchTemplatePtrOutput) Name

A readable identifier for an existing EC2 launch template.

func (GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutput

func (o GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutputWithContext

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

func (GameServerGroupLaunchTemplatePtrOutput) Version

The version of the EC2 launch template to use. If none is set, the default is the first version created.

type GameServerGroupMap

type GameServerGroupMap map[string]GameServerGroupInput

func (GameServerGroupMap) ElementType

func (GameServerGroupMap) ElementType() reflect.Type

func (GameServerGroupMap) ToGameServerGroupMapOutput

func (i GameServerGroupMap) ToGameServerGroupMapOutput() GameServerGroupMapOutput

func (GameServerGroupMap) ToGameServerGroupMapOutputWithContext

func (i GameServerGroupMap) ToGameServerGroupMapOutputWithContext(ctx context.Context) GameServerGroupMapOutput

type GameServerGroupMapInput

type GameServerGroupMapInput interface {
	pulumi.Input

	ToGameServerGroupMapOutput() GameServerGroupMapOutput
	ToGameServerGroupMapOutputWithContext(context.Context) GameServerGroupMapOutput
}

GameServerGroupMapInput is an input type that accepts GameServerGroupMap and GameServerGroupMapOutput values. You can construct a concrete instance of `GameServerGroupMapInput` via:

GameServerGroupMap{ "key": GameServerGroupArgs{...} }

type GameServerGroupMapOutput

type GameServerGroupMapOutput struct{ *pulumi.OutputState }

func (GameServerGroupMapOutput) ElementType

func (GameServerGroupMapOutput) ElementType() reflect.Type

func (GameServerGroupMapOutput) MapIndex

func (GameServerGroupMapOutput) ToGameServerGroupMapOutput

func (o GameServerGroupMapOutput) ToGameServerGroupMapOutput() GameServerGroupMapOutput

func (GameServerGroupMapOutput) ToGameServerGroupMapOutputWithContext

func (o GameServerGroupMapOutput) ToGameServerGroupMapOutputWithContext(ctx context.Context) GameServerGroupMapOutput

type GameServerGroupOutput

type GameServerGroupOutput struct{ *pulumi.OutputState }

func (GameServerGroupOutput) Arn

The ARN of the GameLift Game Server Group.

func (GameServerGroupOutput) AutoScalingGroupArn

func (o GameServerGroupOutput) AutoScalingGroupArn() pulumi.StringOutput

The ARN of the created EC2 Auto Scaling group.

func (GameServerGroupOutput) AutoScalingPolicy

func (GameServerGroupOutput) BalancingStrategy

func (o GameServerGroupOutput) BalancingStrategy() pulumi.StringOutput

Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances. Valid values: `SPOT_ONLY`, `SPOT_PREFERRED`, `ON_DEMAND_ONLY`. Defaults to `SPOT_PREFERRED`.

func (GameServerGroupOutput) ElementType

func (GameServerGroupOutput) ElementType() reflect.Type

func (GameServerGroupOutput) GameServerGroupName

func (o GameServerGroupOutput) GameServerGroupName() pulumi.StringOutput

Name of the game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group.

func (GameServerGroupOutput) GameServerProtectionPolicy

func (o GameServerGroupOutput) GameServerProtectionPolicy() pulumi.StringOutput

Indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion. Valid values: `NO_PROTECTION`, `FULL_PROTECTION`. Defaults to `NO_PROTECTION`.

func (GameServerGroupOutput) InstanceDefinitions

func (GameServerGroupOutput) LaunchTemplate

func (GameServerGroupOutput) MaxSize

The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum.

func (GameServerGroupOutput) MinSize

The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum.

func (GameServerGroupOutput) RoleArn

ARN for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.

func (GameServerGroupOutput) Tags

Key-value map of resource tags

func (GameServerGroupOutput) TagsAll deprecated

Deprecated: Please use `tags` instead.

func (GameServerGroupOutput) ToGameServerGroupOutput

func (o GameServerGroupOutput) ToGameServerGroupOutput() GameServerGroupOutput

func (GameServerGroupOutput) ToGameServerGroupOutputWithContext

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

func (GameServerGroupOutput) VpcSubnets

A list of VPC subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used.

type GameServerGroupState

type GameServerGroupState struct {
	// The ARN of the GameLift Game Server Group.
	Arn pulumi.StringPtrInput
	// The ARN of the created EC2 Auto Scaling group.
	AutoScalingGroupArn pulumi.StringPtrInput
	AutoScalingPolicy   GameServerGroupAutoScalingPolicyPtrInput
	// Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances.
	// Valid values: `SPOT_ONLY`, `SPOT_PREFERRED`, `ON_DEMAND_ONLY`. Defaults to `SPOT_PREFERRED`.
	BalancingStrategy pulumi.StringPtrInput
	// Name of the game server group.
	// This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group.
	GameServerGroupName pulumi.StringPtrInput
	// Indicates whether instances in the game server group are protected from early termination.
	// Unprotected instances that have active game servers running might be terminated during a scale-down event,
	// causing players to be dropped from the game.
	// Protected instances cannot be terminated while there are active game servers running except in the event
	// of a forced game server group deletion.
	// Valid values: `NO_PROTECTION`, `FULL_PROTECTION`. Defaults to `NO_PROTECTION`.
	GameServerProtectionPolicy pulumi.StringPtrInput
	InstanceDefinitions        GameServerGroupInstanceDefinitionArrayInput
	LaunchTemplate             GameServerGroupLaunchTemplatePtrInput
	// The maximum number of instances allowed in the EC2 Auto Scaling group.
	// During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum.
	MaxSize pulumi.IntPtrInput
	// The minimum number of instances allowed in the EC2 Auto Scaling group.
	// During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum.
	MinSize pulumi.IntPtrInput
	// ARN for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups.
	RoleArn pulumi.StringPtrInput
	// Key-value map of resource tags
	Tags pulumi.StringMapInput
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapInput
	// A list of VPC subnets to use with instances in the game server group.
	// By default, all GameLift FleetIQ-supported Availability Zones are used.
	VpcSubnets pulumi.StringArrayInput
}

func (GameServerGroupState) ElementType

func (GameServerGroupState) ElementType() reflect.Type

type GameSessionQueue

type GameSessionQueue struct {
	pulumi.CustomResourceState

	// Game Session Queue ARN.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// Information to be added to all events that are related to this game session queue.
	CustomEventData pulumi.StringPtrOutput `pulumi:"customEventData"`
	// 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"`
	// An SNS topic ARN that is set up to receive game session placement notifications.
	NotificationTarget pulumi.StringPtrOutput `pulumi:"notificationTarget"`
	// 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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	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/v6/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{
			Name: pulumi.String("example-session-queue"),
			Destinations: pulumi.StringArray{
				usWest2Fleet.Arn,
				euCentral1Fleet.Arn,
			},
			NotificationTarget: pulumi.Any(gameSessionQueueNotifications.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

Using `pulumi import`, import GameLift Game Session Queues using their `name`. For example:

```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

type GameSessionQueueArgs

type GameSessionQueueArgs struct {
	// Information to be added to all events that are related to this game session queue.
	CustomEventData 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
	// An SNS topic ARN that is set up to receive game session placement notifications.
	NotificationTarget 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) Arn

Game Session Queue ARN.

func (GameSessionQueueOutput) CustomEventData

func (o GameSessionQueueOutput) CustomEventData() pulumi.StringPtrOutput

Information to be added to all events that are related to this game session queue.

func (GameSessionQueueOutput) Destinations

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

func (GameSessionQueueOutput) ElementType

func (GameSessionQueueOutput) ElementType() reflect.Type

func (GameSessionQueueOutput) Name

Name of the session queue.

func (GameSessionQueueOutput) NotificationTarget

func (o GameSessionQueueOutput) NotificationTarget() pulumi.StringPtrOutput

An SNS topic ARN that is set up to receive game session placement notifications.

func (GameSessionQueueOutput) PlayerLatencyPolicies

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

func (GameSessionQueueOutput) Tags

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.

func (GameSessionQueueOutput) TagsAll deprecated

A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.

Deprecated: Please use `tags` instead.

func (GameSessionQueueOutput) TimeoutInSeconds

func (o GameSessionQueueOutput) TimeoutInSeconds() pulumi.IntPtrOutput

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

func (GameSessionQueueOutput) ToGameSessionQueueOutput

func (o GameSessionQueueOutput) ToGameSessionQueueOutput() GameSessionQueueOutput

func (GameSessionQueueOutput) ToGameSessionQueueOutputWithContext

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

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 GameSessionQueueState

type GameSessionQueueState struct {
	// Game Session Queue ARN.
	Arn pulumi.StringPtrInput
	// Information to be added to all events that are related to this game session queue.
	CustomEventData 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
	// An SNS topic ARN that is set up to receive game session placement notifications.
	NotificationTarget 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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	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

type MatchmakingConfiguration deprecated

type MatchmakingConfiguration struct {
	pulumi.CustomResourceState

	// Specifies if the match that was created with this configuration must be accepted by matched players.
	AcceptanceRequired pulumi.BoolPtrOutput `pulumi:"acceptanceRequired"`
	// The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
	AcceptanceTimeoutSeconds pulumi.IntPtrOutput `pulumi:"acceptanceTimeoutSeconds"`
	// The number of player slots in a match to keep open for future players.
	AdditionalPlayerCount pulumi.IntPtrOutput `pulumi:"additionalPlayerCount"`
	// Matchmaking Configuration ARN.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// The method used to backfill game sessions that are created with this matchmaking configuration.
	BackfillMode pulumi.StringPtrOutput `pulumi:"backfillMode"`
	// The time when the Matchmaking Configuration was created.
	CreationTime pulumi.StringOutput `pulumi:"creationTime"`
	// Information to be added to all events related to this matchmaking configuration.
	CustomEventData pulumi.StringPtrOutput `pulumi:"customEventData"`
	// A human-readable description of the matchmaking configuration.
	Description pulumi.StringPtrOutput `pulumi:"description"`
	// Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
	FlexMatchMode pulumi.StringOutput `pulumi:"flexMatchMode"`
	// One or more custom game properties. See below.
	GameProperties MatchmakingConfigurationGamePropertyArrayOutput `pulumi:"gameProperties"`
	// A set of custom game session properties.
	GameSessionData pulumi.StringPtrOutput `pulumi:"gameSessionData"`
	// The ARNs of the GameLift game session queue resources.
	GameSessionQueueArns pulumi.StringArrayOutput `pulumi:"gameSessionQueueArns"`
	// Name of the matchmaking configuration
	Name pulumi.StringOutput `pulumi:"name"`
	// An SNS topic ARN that is set up to receive matchmaking notifications.
	NotificationTarget pulumi.StringPtrOutput `pulumi:"notificationTarget"`
	// The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
	RequestTimeoutSeconds pulumi.IntOutput    `pulumi:"requestTimeoutSeconds"`
	RuleSetArn            pulumi.StringOutput `pulumi:"ruleSetArn"`
	// A rule set names for the matchmaking rule set to use with this configuration.
	RuleSetName pulumi.StringOutput `pulumi:"ruleSetName"`
	// 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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
}

Provides a GameLift Alias resource.

## Import

GameLift Matchmaking Configurations can be imported using the ID, e.g.,

```sh $ pulumi import aws:gamelift/matchmakingConfiguration:MatchmakingConfiguration example <matchmakingconfiguration-id> ```

Deprecated: This resource will be removed in the next major version. Consider using https://www.pulumi.com/registry/packages/aws-native/api-docs/gamelift/matchmakingconfiguration/ instead

func GetMatchmakingConfiguration

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

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

func NewMatchmakingConfiguration

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

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

func (*MatchmakingConfiguration) ElementType

func (*MatchmakingConfiguration) ElementType() reflect.Type

func (*MatchmakingConfiguration) ToMatchmakingConfigurationOutput

func (i *MatchmakingConfiguration) ToMatchmakingConfigurationOutput() MatchmakingConfigurationOutput

func (*MatchmakingConfiguration) ToMatchmakingConfigurationOutputWithContext

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

type MatchmakingConfigurationArgs

type MatchmakingConfigurationArgs struct {
	// Specifies if the match that was created with this configuration must be accepted by matched players.
	AcceptanceRequired pulumi.BoolPtrInput
	// The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
	AcceptanceTimeoutSeconds pulumi.IntPtrInput
	// The number of player slots in a match to keep open for future players.
	AdditionalPlayerCount pulumi.IntPtrInput
	// The method used to backfill game sessions that are created with this matchmaking configuration.
	BackfillMode pulumi.StringPtrInput
	// Information to be added to all events related to this matchmaking configuration.
	CustomEventData pulumi.StringPtrInput
	// A human-readable description of the matchmaking configuration.
	Description pulumi.StringPtrInput
	// Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
	FlexMatchMode pulumi.StringPtrInput
	// One or more custom game properties. See below.
	GameProperties MatchmakingConfigurationGamePropertyArrayInput
	// A set of custom game session properties.
	GameSessionData pulumi.StringPtrInput
	// The ARNs of the GameLift game session queue resources.
	GameSessionQueueArns pulumi.StringArrayInput
	// Name of the matchmaking configuration
	Name pulumi.StringPtrInput
	// An SNS topic ARN that is set up to receive matchmaking notifications.
	NotificationTarget pulumi.StringPtrInput
	// The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
	RequestTimeoutSeconds pulumi.IntInput
	// A rule set names for the matchmaking rule set to use with this configuration.
	RuleSetName pulumi.StringInput
	// 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 MatchmakingConfiguration resource.

func (MatchmakingConfigurationArgs) ElementType

type MatchmakingConfigurationArray

type MatchmakingConfigurationArray []MatchmakingConfigurationInput

func (MatchmakingConfigurationArray) ElementType

func (MatchmakingConfigurationArray) ToMatchmakingConfigurationArrayOutput

func (i MatchmakingConfigurationArray) ToMatchmakingConfigurationArrayOutput() MatchmakingConfigurationArrayOutput

func (MatchmakingConfigurationArray) ToMatchmakingConfigurationArrayOutputWithContext

func (i MatchmakingConfigurationArray) ToMatchmakingConfigurationArrayOutputWithContext(ctx context.Context) MatchmakingConfigurationArrayOutput

type MatchmakingConfigurationArrayInput

type MatchmakingConfigurationArrayInput interface {
	pulumi.Input

	ToMatchmakingConfigurationArrayOutput() MatchmakingConfigurationArrayOutput
	ToMatchmakingConfigurationArrayOutputWithContext(context.Context) MatchmakingConfigurationArrayOutput
}

MatchmakingConfigurationArrayInput is an input type that accepts MatchmakingConfigurationArray and MatchmakingConfigurationArrayOutput values. You can construct a concrete instance of `MatchmakingConfigurationArrayInput` via:

MatchmakingConfigurationArray{ MatchmakingConfigurationArgs{...} }

type MatchmakingConfigurationArrayOutput

type MatchmakingConfigurationArrayOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationArrayOutput) ElementType

func (MatchmakingConfigurationArrayOutput) Index

func (MatchmakingConfigurationArrayOutput) ToMatchmakingConfigurationArrayOutput

func (o MatchmakingConfigurationArrayOutput) ToMatchmakingConfigurationArrayOutput() MatchmakingConfigurationArrayOutput

func (MatchmakingConfigurationArrayOutput) ToMatchmakingConfigurationArrayOutputWithContext

func (o MatchmakingConfigurationArrayOutput) ToMatchmakingConfigurationArrayOutputWithContext(ctx context.Context) MatchmakingConfigurationArrayOutput

type MatchmakingConfigurationGameProperty

type MatchmakingConfigurationGameProperty struct {
	// A game property key
	Key string `pulumi:"key"`
	// A game property value.
	Value string `pulumi:"value"`
}

type MatchmakingConfigurationGamePropertyArgs

type MatchmakingConfigurationGamePropertyArgs struct {
	// A game property key
	Key pulumi.StringInput `pulumi:"key"`
	// A game property value.
	Value pulumi.StringInput `pulumi:"value"`
}

func (MatchmakingConfigurationGamePropertyArgs) ElementType

func (MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutput

func (i MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutput() MatchmakingConfigurationGamePropertyOutput

func (MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutputWithContext

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

type MatchmakingConfigurationGamePropertyArray

type MatchmakingConfigurationGamePropertyArray []MatchmakingConfigurationGamePropertyInput

func (MatchmakingConfigurationGamePropertyArray) ElementType

func (MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutput

func (i MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutput() MatchmakingConfigurationGamePropertyArrayOutput

func (MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutputWithContext

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

type MatchmakingConfigurationGamePropertyArrayInput

type MatchmakingConfigurationGamePropertyArrayInput interface {
	pulumi.Input

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

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

MatchmakingConfigurationGamePropertyArray{ MatchmakingConfigurationGamePropertyArgs{...} }

type MatchmakingConfigurationGamePropertyArrayOutput

type MatchmakingConfigurationGamePropertyArrayOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationGamePropertyArrayOutput) ElementType

func (MatchmakingConfigurationGamePropertyArrayOutput) Index

func (MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutput

func (o MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutput() MatchmakingConfigurationGamePropertyArrayOutput

func (MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutputWithContext

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

type MatchmakingConfigurationGamePropertyInput

type MatchmakingConfigurationGamePropertyInput interface {
	pulumi.Input

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

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

MatchmakingConfigurationGamePropertyArgs{...}

type MatchmakingConfigurationGamePropertyOutput

type MatchmakingConfigurationGamePropertyOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationGamePropertyOutput) ElementType

func (MatchmakingConfigurationGamePropertyOutput) Key

A game property key

func (MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutput

func (o MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutput() MatchmakingConfigurationGamePropertyOutput

func (MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutputWithContext

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

func (MatchmakingConfigurationGamePropertyOutput) Value

A game property value.

type MatchmakingConfigurationInput

type MatchmakingConfigurationInput interface {
	pulumi.Input

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

type MatchmakingConfigurationMap

type MatchmakingConfigurationMap map[string]MatchmakingConfigurationInput

func (MatchmakingConfigurationMap) ElementType

func (MatchmakingConfigurationMap) ToMatchmakingConfigurationMapOutput

func (i MatchmakingConfigurationMap) ToMatchmakingConfigurationMapOutput() MatchmakingConfigurationMapOutput

func (MatchmakingConfigurationMap) ToMatchmakingConfigurationMapOutputWithContext

func (i MatchmakingConfigurationMap) ToMatchmakingConfigurationMapOutputWithContext(ctx context.Context) MatchmakingConfigurationMapOutput

type MatchmakingConfigurationMapInput

type MatchmakingConfigurationMapInput interface {
	pulumi.Input

	ToMatchmakingConfigurationMapOutput() MatchmakingConfigurationMapOutput
	ToMatchmakingConfigurationMapOutputWithContext(context.Context) MatchmakingConfigurationMapOutput
}

MatchmakingConfigurationMapInput is an input type that accepts MatchmakingConfigurationMap and MatchmakingConfigurationMapOutput values. You can construct a concrete instance of `MatchmakingConfigurationMapInput` via:

MatchmakingConfigurationMap{ "key": MatchmakingConfigurationArgs{...} }

type MatchmakingConfigurationMapOutput

type MatchmakingConfigurationMapOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationMapOutput) ElementType

func (MatchmakingConfigurationMapOutput) MapIndex

func (MatchmakingConfigurationMapOutput) ToMatchmakingConfigurationMapOutput

func (o MatchmakingConfigurationMapOutput) ToMatchmakingConfigurationMapOutput() MatchmakingConfigurationMapOutput

func (MatchmakingConfigurationMapOutput) ToMatchmakingConfigurationMapOutputWithContext

func (o MatchmakingConfigurationMapOutput) ToMatchmakingConfigurationMapOutputWithContext(ctx context.Context) MatchmakingConfigurationMapOutput

type MatchmakingConfigurationOutput

type MatchmakingConfigurationOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationOutput) AcceptanceRequired

func (o MatchmakingConfigurationOutput) AcceptanceRequired() pulumi.BoolPtrOutput

Specifies if the match that was created with this configuration must be accepted by matched players.

func (MatchmakingConfigurationOutput) AcceptanceTimeoutSeconds

func (o MatchmakingConfigurationOutput) AcceptanceTimeoutSeconds() pulumi.IntPtrOutput

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

func (MatchmakingConfigurationOutput) AdditionalPlayerCount

func (o MatchmakingConfigurationOutput) AdditionalPlayerCount() pulumi.IntPtrOutput

The number of player slots in a match to keep open for future players.

func (MatchmakingConfigurationOutput) Arn

Matchmaking Configuration ARN.

func (MatchmakingConfigurationOutput) BackfillMode

The method used to backfill game sessions that are created with this matchmaking configuration.

func (MatchmakingConfigurationOutput) CreationTime

The time when the Matchmaking Configuration was created.

func (MatchmakingConfigurationOutput) CustomEventData

Information to be added to all events related to this matchmaking configuration.

func (MatchmakingConfigurationOutput) Description

A human-readable description of the matchmaking configuration.

func (MatchmakingConfigurationOutput) ElementType

func (MatchmakingConfigurationOutput) FlexMatchMode

Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.

func (MatchmakingConfigurationOutput) GameProperties

One or more custom game properties. See below.

func (MatchmakingConfigurationOutput) GameSessionData

A set of custom game session properties.

func (MatchmakingConfigurationOutput) GameSessionQueueArns

func (o MatchmakingConfigurationOutput) GameSessionQueueArns() pulumi.StringArrayOutput

The ARNs of the GameLift game session queue resources.

func (MatchmakingConfigurationOutput) Name

Name of the matchmaking configuration

func (MatchmakingConfigurationOutput) NotificationTarget

func (o MatchmakingConfigurationOutput) NotificationTarget() pulumi.StringPtrOutput

An SNS topic ARN that is set up to receive matchmaking notifications.

func (MatchmakingConfigurationOutput) RequestTimeoutSeconds

func (o MatchmakingConfigurationOutput) RequestTimeoutSeconds() pulumi.IntOutput

The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.

func (MatchmakingConfigurationOutput) RuleSetArn

func (MatchmakingConfigurationOutput) RuleSetName

A rule set names for the matchmaking rule set to use with this configuration.

func (MatchmakingConfigurationOutput) Tags

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.

func (MatchmakingConfigurationOutput) TagsAll deprecated

A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.

Deprecated: Please use `tags` instead.

func (MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutput

func (o MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutput() MatchmakingConfigurationOutput

func (MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutputWithContext

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

type MatchmakingConfigurationState

type MatchmakingConfigurationState struct {
	// Specifies if the match that was created with this configuration must be accepted by matched players.
	AcceptanceRequired pulumi.BoolPtrInput
	// The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
	AcceptanceTimeoutSeconds pulumi.IntPtrInput
	// The number of player slots in a match to keep open for future players.
	AdditionalPlayerCount pulumi.IntPtrInput
	// Matchmaking Configuration ARN.
	Arn pulumi.StringPtrInput
	// The method used to backfill game sessions that are created with this matchmaking configuration.
	BackfillMode pulumi.StringPtrInput
	// The time when the Matchmaking Configuration was created.
	CreationTime pulumi.StringPtrInput
	// Information to be added to all events related to this matchmaking configuration.
	CustomEventData pulumi.StringPtrInput
	// A human-readable description of the matchmaking configuration.
	Description pulumi.StringPtrInput
	// Indicates whether this matchmaking configuration is being used with GameLift hosting or as a standalone matchmaking solution.
	FlexMatchMode pulumi.StringPtrInput
	// One or more custom game properties. See below.
	GameProperties MatchmakingConfigurationGamePropertyArrayInput
	// A set of custom game session properties.
	GameSessionData pulumi.StringPtrInput
	// The ARNs of the GameLift game session queue resources.
	GameSessionQueueArns pulumi.StringArrayInput
	// Name of the matchmaking configuration
	Name pulumi.StringPtrInput
	// An SNS topic ARN that is set up to receive matchmaking notifications.
	NotificationTarget pulumi.StringPtrInput
	// The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
	RequestTimeoutSeconds pulumi.IntPtrInput
	RuleSetArn            pulumi.StringPtrInput
	// A rule set names for the matchmaking rule set to use with this configuration.
	RuleSetName pulumi.StringPtrInput
	// 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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapInput
}

func (MatchmakingConfigurationState) ElementType

type MatchmakingRuleSet deprecated

type MatchmakingRuleSet struct {
	pulumi.CustomResourceState

	// Rule Set ARN.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// Name of the matchmaking rule set.
	Name pulumi.StringOutput `pulumi:"name"`
	// JSON encoded string containing rule set data.
	RuleSetBody pulumi.StringOutput    `pulumi:"ruleSetBody"`
	Tags        pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
}

Provides a GameLift Matchmaking Rule Set resources.

## Import

GameLift Matchmaking Rule Sets can be imported using the ID, e.g.,

```sh $ pulumi import aws:gamelift/matchmakingRuleSet:MatchmakingRuleSet example <ruleset-id> ```

Deprecated: This resource will be removed in the next major version.Consider using https://www.pulumi.com/registry/packages/aws-native/api-docs/gamelift/matchmakingruleset/ instead

func GetMatchmakingRuleSet

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

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

func NewMatchmakingRuleSet

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

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

func (*MatchmakingRuleSet) ElementType

func (*MatchmakingRuleSet) ElementType() reflect.Type

func (*MatchmakingRuleSet) ToMatchmakingRuleSetOutput

func (i *MatchmakingRuleSet) ToMatchmakingRuleSetOutput() MatchmakingRuleSetOutput

func (*MatchmakingRuleSet) ToMatchmakingRuleSetOutputWithContext

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

type MatchmakingRuleSetArgs

type MatchmakingRuleSetArgs struct {
	// Name of the matchmaking rule set.
	Name pulumi.StringPtrInput
	// JSON encoded string containing rule set data.
	RuleSetBody pulumi.StringInput
	Tags        pulumi.StringMapInput
}

The set of arguments for constructing a MatchmakingRuleSet resource.

func (MatchmakingRuleSetArgs) ElementType

func (MatchmakingRuleSetArgs) ElementType() reflect.Type

type MatchmakingRuleSetArray

type MatchmakingRuleSetArray []MatchmakingRuleSetInput

func (MatchmakingRuleSetArray) ElementType

func (MatchmakingRuleSetArray) ElementType() reflect.Type

func (MatchmakingRuleSetArray) ToMatchmakingRuleSetArrayOutput

func (i MatchmakingRuleSetArray) ToMatchmakingRuleSetArrayOutput() MatchmakingRuleSetArrayOutput

func (MatchmakingRuleSetArray) ToMatchmakingRuleSetArrayOutputWithContext

func (i MatchmakingRuleSetArray) ToMatchmakingRuleSetArrayOutputWithContext(ctx context.Context) MatchmakingRuleSetArrayOutput

type MatchmakingRuleSetArrayInput

type MatchmakingRuleSetArrayInput interface {
	pulumi.Input

	ToMatchmakingRuleSetArrayOutput() MatchmakingRuleSetArrayOutput
	ToMatchmakingRuleSetArrayOutputWithContext(context.Context) MatchmakingRuleSetArrayOutput
}

MatchmakingRuleSetArrayInput is an input type that accepts MatchmakingRuleSetArray and MatchmakingRuleSetArrayOutput values. You can construct a concrete instance of `MatchmakingRuleSetArrayInput` via:

MatchmakingRuleSetArray{ MatchmakingRuleSetArgs{...} }

type MatchmakingRuleSetArrayOutput

type MatchmakingRuleSetArrayOutput struct{ *pulumi.OutputState }

func (MatchmakingRuleSetArrayOutput) ElementType

func (MatchmakingRuleSetArrayOutput) Index

func (MatchmakingRuleSetArrayOutput) ToMatchmakingRuleSetArrayOutput

func (o MatchmakingRuleSetArrayOutput) ToMatchmakingRuleSetArrayOutput() MatchmakingRuleSetArrayOutput

func (MatchmakingRuleSetArrayOutput) ToMatchmakingRuleSetArrayOutputWithContext

func (o MatchmakingRuleSetArrayOutput) ToMatchmakingRuleSetArrayOutputWithContext(ctx context.Context) MatchmakingRuleSetArrayOutput

type MatchmakingRuleSetInput

type MatchmakingRuleSetInput interface {
	pulumi.Input

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

type MatchmakingRuleSetMap

type MatchmakingRuleSetMap map[string]MatchmakingRuleSetInput

func (MatchmakingRuleSetMap) ElementType

func (MatchmakingRuleSetMap) ElementType() reflect.Type

func (MatchmakingRuleSetMap) ToMatchmakingRuleSetMapOutput

func (i MatchmakingRuleSetMap) ToMatchmakingRuleSetMapOutput() MatchmakingRuleSetMapOutput

func (MatchmakingRuleSetMap) ToMatchmakingRuleSetMapOutputWithContext

func (i MatchmakingRuleSetMap) ToMatchmakingRuleSetMapOutputWithContext(ctx context.Context) MatchmakingRuleSetMapOutput

type MatchmakingRuleSetMapInput

type MatchmakingRuleSetMapInput interface {
	pulumi.Input

	ToMatchmakingRuleSetMapOutput() MatchmakingRuleSetMapOutput
	ToMatchmakingRuleSetMapOutputWithContext(context.Context) MatchmakingRuleSetMapOutput
}

MatchmakingRuleSetMapInput is an input type that accepts MatchmakingRuleSetMap and MatchmakingRuleSetMapOutput values. You can construct a concrete instance of `MatchmakingRuleSetMapInput` via:

MatchmakingRuleSetMap{ "key": MatchmakingRuleSetArgs{...} }

type MatchmakingRuleSetMapOutput

type MatchmakingRuleSetMapOutput struct{ *pulumi.OutputState }

func (MatchmakingRuleSetMapOutput) ElementType

func (MatchmakingRuleSetMapOutput) MapIndex

func (MatchmakingRuleSetMapOutput) ToMatchmakingRuleSetMapOutput

func (o MatchmakingRuleSetMapOutput) ToMatchmakingRuleSetMapOutput() MatchmakingRuleSetMapOutput

func (MatchmakingRuleSetMapOutput) ToMatchmakingRuleSetMapOutputWithContext

func (o MatchmakingRuleSetMapOutput) ToMatchmakingRuleSetMapOutputWithContext(ctx context.Context) MatchmakingRuleSetMapOutput

type MatchmakingRuleSetOutput

type MatchmakingRuleSetOutput struct{ *pulumi.OutputState }

func (MatchmakingRuleSetOutput) Arn

Rule Set ARN.

func (MatchmakingRuleSetOutput) ElementType

func (MatchmakingRuleSetOutput) ElementType() reflect.Type

func (MatchmakingRuleSetOutput) Name

Name of the matchmaking rule set.

func (MatchmakingRuleSetOutput) RuleSetBody

JSON encoded string containing rule set data.

func (MatchmakingRuleSetOutput) Tags

func (MatchmakingRuleSetOutput) TagsAll deprecated

A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.

Deprecated: Please use `tags` instead.

func (MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutput

func (o MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutput() MatchmakingRuleSetOutput

func (MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutputWithContext

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

type MatchmakingRuleSetState

type MatchmakingRuleSetState struct {
	// Rule Set ARN.
	Arn pulumi.StringPtrInput
	// Name of the matchmaking rule set.
	Name pulumi.StringPtrInput
	// JSON encoded string containing rule set data.
	RuleSetBody pulumi.StringPtrInput
	Tags        pulumi.StringMapInput
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapInput
}

func (MatchmakingRuleSetState) ElementType

func (MatchmakingRuleSetState) ElementType() reflect.Type

type Script

type Script struct {
	pulumi.CustomResourceState

	// GameLift Script ARN.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// Name of the script
	Name pulumi.StringOutput `pulumi:"name"`
	// Information indicating where your game script files are stored. See below.
	StorageLocation ScriptStorageLocationOutput `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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
	// Version that is associated with this script.
	Version pulumi.StringPtrOutput `pulumi:"version"`
	// A data object containing your Realtime scripts and dependencies as a zip  file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
	ZipFile pulumi.StringPtrOutput `pulumi:"zipFile"`
}

Provides an GameLift Script resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v6/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewScript(ctx, "example", &gamelift.ScriptArgs{
			Name: pulumi.String("example-script"),
			StorageLocation: &gamelift.ScriptStorageLocationArgs{
				Bucket:  pulumi.Any(exampleAwsS3Bucket.Id),
				Key:     pulumi.Any(exampleAwsS3Object.Key),
				RoleArn: pulumi.Any(exampleAwsIamRole.Arn),
			},
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

Using `pulumi import`, import GameLift Scripts using the ID. For example:

```sh $ pulumi import aws:gamelift/script:Script example <script-id> ```

func GetScript

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

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

func NewScript

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

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

func (*Script) ElementType

func (*Script) ElementType() reflect.Type

func (*Script) ToScriptOutput

func (i *Script) ToScriptOutput() ScriptOutput

func (*Script) ToScriptOutputWithContext

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

type ScriptArgs

type ScriptArgs struct {
	// Name of the script
	Name pulumi.StringPtrInput
	// Information indicating where your game script files are stored. See below.
	StorageLocation ScriptStorageLocationPtrInput
	// 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 script.
	Version pulumi.StringPtrInput
	// A data object containing your Realtime scripts and dependencies as a zip  file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
	ZipFile pulumi.StringPtrInput
}

The set of arguments for constructing a Script resource.

func (ScriptArgs) ElementType

func (ScriptArgs) ElementType() reflect.Type

type ScriptArray

type ScriptArray []ScriptInput

func (ScriptArray) ElementType

func (ScriptArray) ElementType() reflect.Type

func (ScriptArray) ToScriptArrayOutput

func (i ScriptArray) ToScriptArrayOutput() ScriptArrayOutput

func (ScriptArray) ToScriptArrayOutputWithContext

func (i ScriptArray) ToScriptArrayOutputWithContext(ctx context.Context) ScriptArrayOutput

type ScriptArrayInput

type ScriptArrayInput interface {
	pulumi.Input

	ToScriptArrayOutput() ScriptArrayOutput
	ToScriptArrayOutputWithContext(context.Context) ScriptArrayOutput
}

ScriptArrayInput is an input type that accepts ScriptArray and ScriptArrayOutput values. You can construct a concrete instance of `ScriptArrayInput` via:

ScriptArray{ ScriptArgs{...} }

type ScriptArrayOutput

type ScriptArrayOutput struct{ *pulumi.OutputState }

func (ScriptArrayOutput) ElementType

func (ScriptArrayOutput) ElementType() reflect.Type

func (ScriptArrayOutput) Index

func (ScriptArrayOutput) ToScriptArrayOutput

func (o ScriptArrayOutput) ToScriptArrayOutput() ScriptArrayOutput

func (ScriptArrayOutput) ToScriptArrayOutputWithContext

func (o ScriptArrayOutput) ToScriptArrayOutputWithContext(ctx context.Context) ScriptArrayOutput

type ScriptInput

type ScriptInput interface {
	pulumi.Input

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

type ScriptMap

type ScriptMap map[string]ScriptInput

func (ScriptMap) ElementType

func (ScriptMap) ElementType() reflect.Type

func (ScriptMap) ToScriptMapOutput

func (i ScriptMap) ToScriptMapOutput() ScriptMapOutput

func (ScriptMap) ToScriptMapOutputWithContext

func (i ScriptMap) ToScriptMapOutputWithContext(ctx context.Context) ScriptMapOutput

type ScriptMapInput

type ScriptMapInput interface {
	pulumi.Input

	ToScriptMapOutput() ScriptMapOutput
	ToScriptMapOutputWithContext(context.Context) ScriptMapOutput
}

ScriptMapInput is an input type that accepts ScriptMap and ScriptMapOutput values. You can construct a concrete instance of `ScriptMapInput` via:

ScriptMap{ "key": ScriptArgs{...} }

type ScriptMapOutput

type ScriptMapOutput struct{ *pulumi.OutputState }

func (ScriptMapOutput) ElementType

func (ScriptMapOutput) ElementType() reflect.Type

func (ScriptMapOutput) MapIndex

func (ScriptMapOutput) ToScriptMapOutput

func (o ScriptMapOutput) ToScriptMapOutput() ScriptMapOutput

func (ScriptMapOutput) ToScriptMapOutputWithContext

func (o ScriptMapOutput) ToScriptMapOutputWithContext(ctx context.Context) ScriptMapOutput

type ScriptOutput

type ScriptOutput struct{ *pulumi.OutputState }

func (ScriptOutput) Arn

GameLift Script ARN.

func (ScriptOutput) ElementType

func (ScriptOutput) ElementType() reflect.Type

func (ScriptOutput) Name

func (o ScriptOutput) Name() pulumi.StringOutput

Name of the script

func (ScriptOutput) StorageLocation

func (o ScriptOutput) StorageLocation() ScriptStorageLocationOutput

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

func (ScriptOutput) Tags

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.

func (ScriptOutput) TagsAll deprecated

func (o ScriptOutput) TagsAll() pulumi.StringMapOutput

A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.

Deprecated: Please use `tags` instead.

func (ScriptOutput) ToScriptOutput

func (o ScriptOutput) ToScriptOutput() ScriptOutput

func (ScriptOutput) ToScriptOutputWithContext

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

func (ScriptOutput) Version

func (o ScriptOutput) Version() pulumi.StringPtrOutput

Version that is associated with this script.

func (ScriptOutput) ZipFile

func (o ScriptOutput) ZipFile() pulumi.StringPtrOutput

A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

type ScriptState

type ScriptState struct {
	// GameLift Script ARN.
	Arn pulumi.StringPtrInput
	// Name of the script
	Name pulumi.StringPtrInput
	// Information indicating where your game script files are stored. See below.
	StorageLocation ScriptStorageLocationPtrInput
	// 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 `defaultTags` configuration block.
	//
	// Deprecated: Please use `tags` instead.
	TagsAll pulumi.StringMapInput
	// Version that is associated with this script.
	Version pulumi.StringPtrInput
	// A data object containing your Realtime scripts and dependencies as a zip  file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
	ZipFile pulumi.StringPtrInput
}

func (ScriptState) ElementType

func (ScriptState) ElementType() reflect.Type

type ScriptStorageLocation

type ScriptStorageLocation struct {
	// Name of your S3 bucket.
	Bucket string `pulumi:"bucket"`
	// Name of the zip file containing your script files.
	Key string `pulumi:"key"`
	// A specific version of the file. If not set, the latest version of the file is retrieved.
	ObjectVersion *string `pulumi:"objectVersion"`
	// ARN of the access role that allows Amazon GameLift to access your S3 bucket.
	RoleArn string `pulumi:"roleArn"`
}

type ScriptStorageLocationArgs

type ScriptStorageLocationArgs struct {
	// Name of your S3 bucket.
	Bucket pulumi.StringInput `pulumi:"bucket"`
	// Name of the zip file containing your script files.
	Key pulumi.StringInput `pulumi:"key"`
	// A specific version of the file. If not set, the latest version of the file is retrieved.
	ObjectVersion pulumi.StringPtrInput `pulumi:"objectVersion"`
	// ARN of the access role that allows Amazon GameLift to access your S3 bucket.
	RoleArn pulumi.StringInput `pulumi:"roleArn"`
}

func (ScriptStorageLocationArgs) ElementType

func (ScriptStorageLocationArgs) ElementType() reflect.Type

func (ScriptStorageLocationArgs) ToScriptStorageLocationOutput

func (i ScriptStorageLocationArgs) ToScriptStorageLocationOutput() ScriptStorageLocationOutput

func (ScriptStorageLocationArgs) ToScriptStorageLocationOutputWithContext

func (i ScriptStorageLocationArgs) ToScriptStorageLocationOutputWithContext(ctx context.Context) ScriptStorageLocationOutput

func (ScriptStorageLocationArgs) ToScriptStorageLocationPtrOutput

func (i ScriptStorageLocationArgs) ToScriptStorageLocationPtrOutput() ScriptStorageLocationPtrOutput

func (ScriptStorageLocationArgs) ToScriptStorageLocationPtrOutputWithContext

func (i ScriptStorageLocationArgs) ToScriptStorageLocationPtrOutputWithContext(ctx context.Context) ScriptStorageLocationPtrOutput

type ScriptStorageLocationInput

type ScriptStorageLocationInput interface {
	pulumi.Input

	ToScriptStorageLocationOutput() ScriptStorageLocationOutput
	ToScriptStorageLocationOutputWithContext(context.Context) ScriptStorageLocationOutput
}

ScriptStorageLocationInput is an input type that accepts ScriptStorageLocationArgs and ScriptStorageLocationOutput values. You can construct a concrete instance of `ScriptStorageLocationInput` via:

ScriptStorageLocationArgs{...}

type ScriptStorageLocationOutput

type ScriptStorageLocationOutput struct{ *pulumi.OutputState }

func (ScriptStorageLocationOutput) Bucket

Name of your S3 bucket.

func (ScriptStorageLocationOutput) ElementType

func (ScriptStorageLocationOutput) Key

Name of the zip file containing your script files.

func (ScriptStorageLocationOutput) ObjectVersion

A specific version of the file. If not set, the latest version of the file is retrieved.

func (ScriptStorageLocationOutput) RoleArn

ARN of the access role that allows Amazon GameLift to access your S3 bucket.

func (ScriptStorageLocationOutput) ToScriptStorageLocationOutput

func (o ScriptStorageLocationOutput) ToScriptStorageLocationOutput() ScriptStorageLocationOutput

func (ScriptStorageLocationOutput) ToScriptStorageLocationOutputWithContext

func (o ScriptStorageLocationOutput) ToScriptStorageLocationOutputWithContext(ctx context.Context) ScriptStorageLocationOutput

func (ScriptStorageLocationOutput) ToScriptStorageLocationPtrOutput

func (o ScriptStorageLocationOutput) ToScriptStorageLocationPtrOutput() ScriptStorageLocationPtrOutput

func (ScriptStorageLocationOutput) ToScriptStorageLocationPtrOutputWithContext

func (o ScriptStorageLocationOutput) ToScriptStorageLocationPtrOutputWithContext(ctx context.Context) ScriptStorageLocationPtrOutput

type ScriptStorageLocationPtrInput

type ScriptStorageLocationPtrInput interface {
	pulumi.Input

	ToScriptStorageLocationPtrOutput() ScriptStorageLocationPtrOutput
	ToScriptStorageLocationPtrOutputWithContext(context.Context) ScriptStorageLocationPtrOutput
}

ScriptStorageLocationPtrInput is an input type that accepts ScriptStorageLocationArgs, ScriptStorageLocationPtr and ScriptStorageLocationPtrOutput values. You can construct a concrete instance of `ScriptStorageLocationPtrInput` via:

        ScriptStorageLocationArgs{...}

or:

        nil

type ScriptStorageLocationPtrOutput

type ScriptStorageLocationPtrOutput struct{ *pulumi.OutputState }

func (ScriptStorageLocationPtrOutput) Bucket

Name of your S3 bucket.

func (ScriptStorageLocationPtrOutput) Elem

func (ScriptStorageLocationPtrOutput) ElementType

func (ScriptStorageLocationPtrOutput) Key

Name of the zip file containing your script files.

func (ScriptStorageLocationPtrOutput) ObjectVersion

A specific version of the file. If not set, the latest version of the file is retrieved.

func (ScriptStorageLocationPtrOutput) RoleArn

ARN of the access role that allows Amazon GameLift to access your S3 bucket.

func (ScriptStorageLocationPtrOutput) ToScriptStorageLocationPtrOutput

func (o ScriptStorageLocationPtrOutput) ToScriptStorageLocationPtrOutput() ScriptStorageLocationPtrOutput

func (ScriptStorageLocationPtrOutput) ToScriptStorageLocationPtrOutputWithContext

func (o ScriptStorageLocationPtrOutput) ToScriptStorageLocationPtrOutputWithContext(ctx context.Context) ScriptStorageLocationPtrOutput

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