Documentation ¶
Index ¶
- type GameServerCluster
- type GameServerClusterArgs
- type GameServerClusterConnectionInfo
- type GameServerClusterConnectionInfoArgs
- func (GameServerClusterConnectionInfoArgs) ElementType() reflect.Type
- func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutput() GameServerClusterConnectionInfoOutput
- func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoOutput
- func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput
- func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoPtrOutput
- type GameServerClusterConnectionInfoGkeClusterReference
- type GameServerClusterConnectionInfoGkeClusterReferenceArgs
- func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ElementType() reflect.Type
- func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferenceOutput() GameServerClusterConnectionInfoGkeClusterReferenceOutput
- func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferenceOutput
- func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
- func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
- type GameServerClusterConnectionInfoGkeClusterReferenceInput
- type GameServerClusterConnectionInfoGkeClusterReferenceOutput
- func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) Cluster() pulumi.StringOutput
- func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ElementType() reflect.Type
- func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferenceOutput() GameServerClusterConnectionInfoGkeClusterReferenceOutput
- func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferenceOutput
- func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
- func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
- type GameServerClusterConnectionInfoGkeClusterReferencePtrInput
- type GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
- func (o GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) Cluster() pulumi.StringPtrOutput
- func (o GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) Elem() GameServerClusterConnectionInfoGkeClusterReferenceOutput
- func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ElementType() reflect.Type
- func (o GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
- func (o GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
- type GameServerClusterConnectionInfoInput
- type GameServerClusterConnectionInfoOutput
- func (GameServerClusterConnectionInfoOutput) ElementType() reflect.Type
- func (o GameServerClusterConnectionInfoOutput) GkeClusterReference() GameServerClusterConnectionInfoGkeClusterReferenceOutput
- func (o GameServerClusterConnectionInfoOutput) Namespace() pulumi.StringOutput
- func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutput() GameServerClusterConnectionInfoOutput
- func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoOutput
- func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput
- func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoPtrOutput
- type GameServerClusterConnectionInfoPtrInput
- type GameServerClusterConnectionInfoPtrOutput
- func (o GameServerClusterConnectionInfoPtrOutput) Elem() GameServerClusterConnectionInfoOutput
- func (GameServerClusterConnectionInfoPtrOutput) ElementType() reflect.Type
- func (o GameServerClusterConnectionInfoPtrOutput) GkeClusterReference() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
- func (o GameServerClusterConnectionInfoPtrOutput) Namespace() pulumi.StringPtrOutput
- func (o GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput
- func (o GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoPtrOutput
- type GameServerClusterState
- type GameServerConfig
- type GameServerConfigArgs
- type GameServerConfigFleetConfig
- type GameServerConfigFleetConfigArgs
- func (GameServerConfigFleetConfigArgs) ElementType() reflect.Type
- func (i GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutput() GameServerConfigFleetConfigOutput
- func (i GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutputWithContext(ctx context.Context) GameServerConfigFleetConfigOutput
- type GameServerConfigFleetConfigArray
- func (GameServerConfigFleetConfigArray) ElementType() reflect.Type
- func (i GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutput() GameServerConfigFleetConfigArrayOutput
- func (i GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutputWithContext(ctx context.Context) GameServerConfigFleetConfigArrayOutput
- type GameServerConfigFleetConfigArrayInput
- type GameServerConfigFleetConfigArrayOutput
- func (GameServerConfigFleetConfigArrayOutput) ElementType() reflect.Type
- func (o GameServerConfigFleetConfigArrayOutput) Index(i pulumi.IntInput) GameServerConfigFleetConfigOutput
- func (o GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutput() GameServerConfigFleetConfigArrayOutput
- func (o GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutputWithContext(ctx context.Context) GameServerConfigFleetConfigArrayOutput
- type GameServerConfigFleetConfigInput
- type GameServerConfigFleetConfigOutput
- func (GameServerConfigFleetConfigOutput) ElementType() reflect.Type
- func (o GameServerConfigFleetConfigOutput) FleetSpec() pulumi.StringOutput
- func (o GameServerConfigFleetConfigOutput) Name() pulumi.StringPtrOutput
- func (o GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutput() GameServerConfigFleetConfigOutput
- func (o GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutputWithContext(ctx context.Context) GameServerConfigFleetConfigOutput
- type GameServerConfigScalingConfig
- type GameServerConfigScalingConfigArgs
- func (GameServerConfigScalingConfigArgs) ElementType() reflect.Type
- func (i GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutput() GameServerConfigScalingConfigOutput
- func (i GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutputWithContext(ctx context.Context) GameServerConfigScalingConfigOutput
- type GameServerConfigScalingConfigArray
- func (GameServerConfigScalingConfigArray) ElementType() reflect.Type
- func (i GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutput() GameServerConfigScalingConfigArrayOutput
- func (i GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigArrayOutput
- type GameServerConfigScalingConfigArrayInput
- type GameServerConfigScalingConfigArrayOutput
- func (GameServerConfigScalingConfigArrayOutput) ElementType() reflect.Type
- func (o GameServerConfigScalingConfigArrayOutput) Index(i pulumi.IntInput) GameServerConfigScalingConfigOutput
- func (o GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutput() GameServerConfigScalingConfigArrayOutput
- func (o GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigArrayOutput
- type GameServerConfigScalingConfigInput
- type GameServerConfigScalingConfigOutput
- func (GameServerConfigScalingConfigOutput) ElementType() reflect.Type
- func (o GameServerConfigScalingConfigOutput) FleetAutoscalerSpec() pulumi.StringOutput
- func (o GameServerConfigScalingConfigOutput) Name() pulumi.StringOutput
- func (o GameServerConfigScalingConfigOutput) Schedules() GameServerConfigScalingConfigScheduleArrayOutput
- func (o GameServerConfigScalingConfigOutput) Selectors() GameServerConfigScalingConfigSelectorArrayOutput
- func (o GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutput() GameServerConfigScalingConfigOutput
- func (o GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutputWithContext(ctx context.Context) GameServerConfigScalingConfigOutput
- type GameServerConfigScalingConfigSchedule
- type GameServerConfigScalingConfigScheduleArgs
- func (GameServerConfigScalingConfigScheduleArgs) ElementType() reflect.Type
- func (i GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutput() GameServerConfigScalingConfigScheduleOutput
- func (i GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleOutput
- type GameServerConfigScalingConfigScheduleArray
- func (GameServerConfigScalingConfigScheduleArray) ElementType() reflect.Type
- func (i GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutput() GameServerConfigScalingConfigScheduleArrayOutput
- func (i GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleArrayOutput
- type GameServerConfigScalingConfigScheduleArrayInput
- type GameServerConfigScalingConfigScheduleArrayOutput
- func (GameServerConfigScalingConfigScheduleArrayOutput) ElementType() reflect.Type
- func (o GameServerConfigScalingConfigScheduleArrayOutput) Index(i pulumi.IntInput) GameServerConfigScalingConfigScheduleOutput
- func (o GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutput() GameServerConfigScalingConfigScheduleArrayOutput
- func (o GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleArrayOutput
- type GameServerConfigScalingConfigScheduleInput
- type GameServerConfigScalingConfigScheduleOutput
- func (o GameServerConfigScalingConfigScheduleOutput) CronJobDuration() pulumi.StringPtrOutput
- func (o GameServerConfigScalingConfigScheduleOutput) CronSpec() pulumi.StringPtrOutput
- func (GameServerConfigScalingConfigScheduleOutput) ElementType() reflect.Type
- func (o GameServerConfigScalingConfigScheduleOutput) EndTime() pulumi.StringPtrOutput
- func (o GameServerConfigScalingConfigScheduleOutput) StartTime() pulumi.StringPtrOutput
- func (o GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutput() GameServerConfigScalingConfigScheduleOutput
- func (o GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleOutput
- type GameServerConfigScalingConfigSelector
- type GameServerConfigScalingConfigSelectorArgs
- func (GameServerConfigScalingConfigSelectorArgs) ElementType() reflect.Type
- func (i GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutput() GameServerConfigScalingConfigSelectorOutput
- func (i GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorOutput
- type GameServerConfigScalingConfigSelectorArray
- func (GameServerConfigScalingConfigSelectorArray) ElementType() reflect.Type
- func (i GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutput() GameServerConfigScalingConfigSelectorArrayOutput
- func (i GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorArrayOutput
- type GameServerConfigScalingConfigSelectorArrayInput
- type GameServerConfigScalingConfigSelectorArrayOutput
- func (GameServerConfigScalingConfigSelectorArrayOutput) ElementType() reflect.Type
- func (o GameServerConfigScalingConfigSelectorArrayOutput) Index(i pulumi.IntInput) GameServerConfigScalingConfigSelectorOutput
- func (o GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutput() GameServerConfigScalingConfigSelectorArrayOutput
- func (o GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorArrayOutput
- type GameServerConfigScalingConfigSelectorInput
- type GameServerConfigScalingConfigSelectorOutput
- func (GameServerConfigScalingConfigSelectorOutput) ElementType() reflect.Type
- func (o GameServerConfigScalingConfigSelectorOutput) Labels() pulumi.StringMapOutput
- func (o GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutput() GameServerConfigScalingConfigSelectorOutput
- func (o GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorOutput
- type GameServerConfigState
- type GameServerDeployment
- type GameServerDeploymentArgs
- type GameServerDeploymentRollout
- type GameServerDeploymentRolloutArgs
- type GameServerDeploymentRolloutGameServerConfigOverride
- type GameServerDeploymentRolloutGameServerConfigOverrideArgs
- func (GameServerDeploymentRolloutGameServerConfigOverrideArgs) ElementType() reflect.Type
- func (i GameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideOutput() GameServerDeploymentRolloutGameServerConfigOverrideOutput
- func (i GameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideOutput
- type GameServerDeploymentRolloutGameServerConfigOverrideArray
- func (GameServerDeploymentRolloutGameServerConfigOverrideArray) ElementType() reflect.Type
- func (i GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput() GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
- func (i GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
- type GameServerDeploymentRolloutGameServerConfigOverrideArrayInput
- type GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
- func (GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ElementType() reflect.Type
- func (o GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) Index(i pulumi.IntInput) GameServerDeploymentRolloutGameServerConfigOverrideOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput() GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
- type GameServerDeploymentRolloutGameServerConfigOverrideInput
- type GameServerDeploymentRolloutGameServerConfigOverrideOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideOutput) ConfigVersion() pulumi.StringPtrOutput
- func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ElementType() reflect.Type
- func (o GameServerDeploymentRolloutGameServerConfigOverrideOutput) RealmsSelector() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideOutput() GameServerDeploymentRolloutGameServerConfigOverrideOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideOutput
- type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector
- type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs
- func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ElementType() reflect.Type
- func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
- func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
- func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
- func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
- type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput
- type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
- func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ElementType() reflect.Type
- func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) Realms() pulumi.StringArrayOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
- type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput
- type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) Elem() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
- func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ElementType() reflect.Type
- func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) Realms() pulumi.StringArrayOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
- func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
- type GameServerDeploymentRolloutState
- type GameServerDeploymentState
- type Realm
- type RealmArgs
- type RealmState
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type GameServerCluster ¶
type GameServerCluster struct { pulumi.CustomResourceState // Required. The resource name of the game server cluster ClusterId pulumi.StringOutput `pulumi:"clusterId"` // Game server cluster connection information. This information is used to // manage game server clusters. Structure is documented below. ConnectionInfo GameServerClusterConnectionInfoOutput `pulumi:"connectionInfo"` // Human readable description of the cluster. Description pulumi.StringPtrOutput `pulumi:"description"` // The labels associated with this game server cluster. Each label is a // key-value pair. Labels pulumi.StringMapOutput `pulumi:"labels"` // Location of the Cluster. Location pulumi.StringPtrOutput `pulumi:"location"` // The resource id of the game server cluster, eg: // 'projects/{project_id}/locations/{location}/realms/{realm_id}/gameServerClusters/{cluster_id}'. For example, // 'projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster'. Name pulumi.StringOutput `pulumi:"name"` // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringOutput `pulumi:"project"` // The realm id of the game server realm. RealmId pulumi.StringOutput `pulumi:"realmId"` }
A game server cluster resource.
To get more information about GameServerCluster, see:
* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/projects.locations.realms.gameServerClusters) * How-to Guides
- [Official Documentation](https://cloud.google.com/game-servers/docs)
func GetGameServerCluster ¶
func GetGameServerCluster(ctx *pulumi.Context, name string, id pulumi.IDInput, state *GameServerClusterState, opts ...pulumi.ResourceOption) (*GameServerCluster, error)
GetGameServerCluster gets an existing GameServerCluster 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 NewGameServerCluster ¶
func NewGameServerCluster(ctx *pulumi.Context, name string, args *GameServerClusterArgs, opts ...pulumi.ResourceOption) (*GameServerCluster, error)
NewGameServerCluster registers a new resource with the given unique name, arguments, and options.
type GameServerClusterArgs ¶
type GameServerClusterArgs struct { // Required. The resource name of the game server cluster ClusterId pulumi.StringInput // Game server cluster connection information. This information is used to // manage game server clusters. Structure is documented below. ConnectionInfo GameServerClusterConnectionInfoInput // Human readable description of the cluster. Description pulumi.StringPtrInput // The labels associated with this game server cluster. Each label is a // key-value pair. Labels pulumi.StringMapInput // Location of the Cluster. Location pulumi.StringPtrInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput // The realm id of the game server realm. RealmId pulumi.StringInput }
The set of arguments for constructing a GameServerCluster resource.
func (GameServerClusterArgs) ElementType ¶
func (GameServerClusterArgs) ElementType() reflect.Type
type GameServerClusterConnectionInfo ¶
type GameServerClusterConnectionInfo struct { // Reference of the GKE cluster where the game servers are installed. Structure is documented below. GkeClusterReference GameServerClusterConnectionInfoGkeClusterReference `pulumi:"gkeClusterReference"` // Namespace designated on the game server cluster where the game server // instances will be created. The namespace existence will be validated // during creation. Namespace string `pulumi:"namespace"` }
type GameServerClusterConnectionInfoArgs ¶
type GameServerClusterConnectionInfoArgs struct { // Reference of the GKE cluster where the game servers are installed. Structure is documented below. GkeClusterReference GameServerClusterConnectionInfoGkeClusterReferenceInput `pulumi:"gkeClusterReference"` // Namespace designated on the game server cluster where the game server // instances will be created. The namespace existence will be validated // during creation. Namespace pulumi.StringInput `pulumi:"namespace"` }
func (GameServerClusterConnectionInfoArgs) ElementType ¶
func (GameServerClusterConnectionInfoArgs) ElementType() reflect.Type
func (GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutput ¶
func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutput() GameServerClusterConnectionInfoOutput
func (GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutputWithContext ¶
func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoOutput
func (GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutput ¶
func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput
func (GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutputWithContext ¶
func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoPtrOutput
type GameServerClusterConnectionInfoGkeClusterReference ¶
type GameServerClusterConnectionInfoGkeClusterReference struct { // The full or partial name of a GKE cluster, using one of the following // forms: // * `projects/{project_id}/locations/{location}/clusters/{cluster_id}` // * `locations/{location}/clusters/{cluster_id}` // * `{cluster_id}` // If project and location are not specified, the project and location of the // GameServerCluster resource are used to generate the full name of the // GKE cluster. Cluster string `pulumi:"cluster"` }
type GameServerClusterConnectionInfoGkeClusterReferenceArgs ¶
type GameServerClusterConnectionInfoGkeClusterReferenceArgs struct { // The full or partial name of a GKE cluster, using one of the following // forms: // * `projects/{project_id}/locations/{location}/clusters/{cluster_id}` // * `locations/{location}/clusters/{cluster_id}` // * `{cluster_id}` // If project and location are not specified, the project and location of the // GameServerCluster resource are used to generate the full name of the // GKE cluster. Cluster pulumi.StringInput `pulumi:"cluster"` }
func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ElementType ¶
func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ElementType() reflect.Type
func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferenceOutput ¶
func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferenceOutput() GameServerClusterConnectionInfoGkeClusterReferenceOutput
func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext ¶
func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferenceOutput
func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput ¶ added in v3.2.0
func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext ¶ added in v3.2.0
func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
type GameServerClusterConnectionInfoGkeClusterReferenceInput ¶
type GameServerClusterConnectionInfoGkeClusterReferenceInput interface { pulumi.Input ToGameServerClusterConnectionInfoGkeClusterReferenceOutput() GameServerClusterConnectionInfoGkeClusterReferenceOutput ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext(context.Context) GameServerClusterConnectionInfoGkeClusterReferenceOutput }
GameServerClusterConnectionInfoGkeClusterReferenceInput is an input type that accepts GameServerClusterConnectionInfoGkeClusterReferenceArgs and GameServerClusterConnectionInfoGkeClusterReferenceOutput values. You can construct a concrete instance of `GameServerClusterConnectionInfoGkeClusterReferenceInput` via:
GameServerClusterConnectionInfoGkeClusterReferenceArgs{...}
type GameServerClusterConnectionInfoGkeClusterReferenceOutput ¶
type GameServerClusterConnectionInfoGkeClusterReferenceOutput struct{ *pulumi.OutputState }
func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) Cluster ¶
func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) Cluster() pulumi.StringOutput
The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project_id}/locations/{location}/clusters/{cluster_id}` * `locations/{location}/clusters/{cluster_id}` * `{cluster_id}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ElementType ¶
func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ElementType() reflect.Type
func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferenceOutput ¶
func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferenceOutput() GameServerClusterConnectionInfoGkeClusterReferenceOutput
func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext ¶
func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferenceOutput
func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput ¶ added in v3.2.0
func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext ¶ added in v3.2.0
func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
type GameServerClusterConnectionInfoGkeClusterReferencePtrInput ¶ added in v3.2.0
type GameServerClusterConnectionInfoGkeClusterReferencePtrInput interface { pulumi.Input ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput }
GameServerClusterConnectionInfoGkeClusterReferencePtrInput is an input type that accepts GameServerClusterConnectionInfoGkeClusterReferenceArgs, GameServerClusterConnectionInfoGkeClusterReferencePtr and GameServerClusterConnectionInfoGkeClusterReferencePtrOutput values. You can construct a concrete instance of `GameServerClusterConnectionInfoGkeClusterReferencePtrInput` via:
GameServerClusterConnectionInfoGkeClusterReferenceArgs{...} or: nil
func GameServerClusterConnectionInfoGkeClusterReferencePtr ¶ added in v3.2.0
func GameServerClusterConnectionInfoGkeClusterReferencePtr(v *GameServerClusterConnectionInfoGkeClusterReferenceArgs) GameServerClusterConnectionInfoGkeClusterReferencePtrInput
type GameServerClusterConnectionInfoGkeClusterReferencePtrOutput ¶ added in v3.2.0
type GameServerClusterConnectionInfoGkeClusterReferencePtrOutput struct{ *pulumi.OutputState }
func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) Cluster ¶ added in v3.2.0
func (o GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) Cluster() pulumi.StringPtrOutput
The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project_id}/locations/{location}/clusters/{cluster_id}` * `locations/{location}/clusters/{cluster_id}` * `{cluster_id}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ElementType ¶ added in v3.2.0
func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ElementType() reflect.Type
func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput ¶ added in v3.2.0
func (o GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext ¶ added in v3.2.0
func (o GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
type GameServerClusterConnectionInfoInput ¶
type GameServerClusterConnectionInfoInput interface { pulumi.Input ToGameServerClusterConnectionInfoOutput() GameServerClusterConnectionInfoOutput ToGameServerClusterConnectionInfoOutputWithContext(context.Context) GameServerClusterConnectionInfoOutput }
GameServerClusterConnectionInfoInput is an input type that accepts GameServerClusterConnectionInfoArgs and GameServerClusterConnectionInfoOutput values. You can construct a concrete instance of `GameServerClusterConnectionInfoInput` via:
GameServerClusterConnectionInfoArgs{...}
type GameServerClusterConnectionInfoOutput ¶
type GameServerClusterConnectionInfoOutput struct{ *pulumi.OutputState }
func (GameServerClusterConnectionInfoOutput) ElementType ¶
func (GameServerClusterConnectionInfoOutput) ElementType() reflect.Type
func (GameServerClusterConnectionInfoOutput) GkeClusterReference ¶
func (o GameServerClusterConnectionInfoOutput) GkeClusterReference() GameServerClusterConnectionInfoGkeClusterReferenceOutput
Reference of the GKE cluster where the game servers are installed. Structure is documented below.
func (GameServerClusterConnectionInfoOutput) Namespace ¶
func (o GameServerClusterConnectionInfoOutput) Namespace() pulumi.StringOutput
Namespace designated on the game server cluster where the game server instances will be created. The namespace existence will be validated during creation.
func (GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutput ¶
func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutput() GameServerClusterConnectionInfoOutput
func (GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutputWithContext ¶
func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoOutput
func (GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutput ¶
func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput
func (GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext ¶
func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoPtrOutput
type GameServerClusterConnectionInfoPtrInput ¶
type GameServerClusterConnectionInfoPtrInput interface { pulumi.Input ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput ToGameServerClusterConnectionInfoPtrOutputWithContext(context.Context) GameServerClusterConnectionInfoPtrOutput }
GameServerClusterConnectionInfoPtrInput is an input type that accepts GameServerClusterConnectionInfoArgs, GameServerClusterConnectionInfoPtr and GameServerClusterConnectionInfoPtrOutput values. You can construct a concrete instance of `GameServerClusterConnectionInfoPtrInput` via:
GameServerClusterConnectionInfoArgs{...} or: nil
func GameServerClusterConnectionInfoPtr ¶
func GameServerClusterConnectionInfoPtr(v *GameServerClusterConnectionInfoArgs) GameServerClusterConnectionInfoPtrInput
type GameServerClusterConnectionInfoPtrOutput ¶
type GameServerClusterConnectionInfoPtrOutput struct{ *pulumi.OutputState }
func (GameServerClusterConnectionInfoPtrOutput) ElementType ¶
func (GameServerClusterConnectionInfoPtrOutput) ElementType() reflect.Type
func (GameServerClusterConnectionInfoPtrOutput) GkeClusterReference ¶
func (o GameServerClusterConnectionInfoPtrOutput) GkeClusterReference() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
Reference of the GKE cluster where the game servers are installed. Structure is documented below.
func (GameServerClusterConnectionInfoPtrOutput) Namespace ¶
func (o GameServerClusterConnectionInfoPtrOutput) Namespace() pulumi.StringPtrOutput
Namespace designated on the game server cluster where the game server instances will be created. The namespace existence will be validated during creation.
func (GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutput ¶
func (o GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput
func (GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext ¶
func (o GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoPtrOutput
type GameServerClusterState ¶
type GameServerClusterState struct { // Required. The resource name of the game server cluster ClusterId pulumi.StringPtrInput // Game server cluster connection information. This information is used to // manage game server clusters. Structure is documented below. ConnectionInfo GameServerClusterConnectionInfoPtrInput // Human readable description of the cluster. Description pulumi.StringPtrInput // The labels associated with this game server cluster. Each label is a // key-value pair. Labels pulumi.StringMapInput // Location of the Cluster. Location pulumi.StringPtrInput // The resource id of the game server cluster, eg: // 'projects/{project_id}/locations/{location}/realms/{realm_id}/gameServerClusters/{cluster_id}'. For example, // 'projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster'. Name pulumi.StringPtrInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput // The realm id of the game server realm. RealmId pulumi.StringPtrInput }
func (GameServerClusterState) ElementType ¶
func (GameServerClusterState) ElementType() reflect.Type
type GameServerConfig ¶
type GameServerConfig struct { pulumi.CustomResourceState // A unique id for the deployment config. ConfigId pulumi.StringOutput `pulumi:"configId"` // A unique id for the deployment. DeploymentId pulumi.StringOutput `pulumi:"deploymentId"` // The description of the game server config. Description pulumi.StringPtrOutput `pulumi:"description"` // The fleet config contains list of fleet specs. In the Single Cloud, there // will be only one. Structure is documented below. FleetConfigs GameServerConfigFleetConfigArrayOutput `pulumi:"fleetConfigs"` // Set of labels to group by. Labels pulumi.StringMapOutput `pulumi:"labels"` // Location of the Deployment. Location pulumi.StringPtrOutput `pulumi:"location"` // The name of the ScalingConfig Name pulumi.StringOutput `pulumi:"name"` // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringOutput `pulumi:"project"` // Optional. This contains the autoscaling settings. Structure is documented below. ScalingConfigs GameServerConfigScalingConfigArrayOutput `pulumi:"scalingConfigs"` }
A game server config resource. Configs are global and immutable.
To get more information about GameServerConfig, see:
* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/projects.locations.gameServerDeployments.configs) * How-to Guides
- [Official Documentation](https://cloud.google.com/game-servers/docs)
func GetGameServerConfig ¶
func GetGameServerConfig(ctx *pulumi.Context, name string, id pulumi.IDInput, state *GameServerConfigState, opts ...pulumi.ResourceOption) (*GameServerConfig, error)
GetGameServerConfig gets an existing GameServerConfig 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 NewGameServerConfig ¶
func NewGameServerConfig(ctx *pulumi.Context, name string, args *GameServerConfigArgs, opts ...pulumi.ResourceOption) (*GameServerConfig, error)
NewGameServerConfig registers a new resource with the given unique name, arguments, and options.
type GameServerConfigArgs ¶
type GameServerConfigArgs struct { // A unique id for the deployment config. ConfigId pulumi.StringInput // A unique id for the deployment. DeploymentId pulumi.StringInput // The description of the game server config. Description pulumi.StringPtrInput // The fleet config contains list of fleet specs. In the Single Cloud, there // will be only one. Structure is documented below. FleetConfigs GameServerConfigFleetConfigArrayInput // Set of labels to group by. Labels pulumi.StringMapInput // Location of the Deployment. Location pulumi.StringPtrInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput // Optional. This contains the autoscaling settings. Structure is documented below. ScalingConfigs GameServerConfigScalingConfigArrayInput }
The set of arguments for constructing a GameServerConfig resource.
func (GameServerConfigArgs) ElementType ¶
func (GameServerConfigArgs) ElementType() reflect.Type
type GameServerConfigFleetConfig ¶
type GameServerConfigFleetConfig struct { // The fleet spec, which is sent to Agones to configure fleet. // The spec can be passed as inline json but it is recommended to use a file reference // instead. File references can contain the json or yaml format of the fleet spec. Eg: // * fleetSpec = jsonencode(yamldecode(file("fleet_configs.yaml"))) // * fleetSpec = file("fleet_configs.json") // The format of the spec can be found : // `https://agones.dev/site/docs/reference/fleet/`. FleetSpec string `pulumi:"fleetSpec"` // The name of the ScalingConfig Name *string `pulumi:"name"` }
type GameServerConfigFleetConfigArgs ¶
type GameServerConfigFleetConfigArgs struct { // The fleet spec, which is sent to Agones to configure fleet. // The spec can be passed as inline json but it is recommended to use a file reference // instead. File references can contain the json or yaml format of the fleet spec. Eg: // * fleetSpec = jsonencode(yamldecode(file("fleet_configs.yaml"))) // * fleetSpec = file("fleet_configs.json") // The format of the spec can be found : // `https://agones.dev/site/docs/reference/fleet/`. FleetSpec pulumi.StringInput `pulumi:"fleetSpec"` // The name of the ScalingConfig Name pulumi.StringPtrInput `pulumi:"name"` }
func (GameServerConfigFleetConfigArgs) ElementType ¶
func (GameServerConfigFleetConfigArgs) ElementType() reflect.Type
func (GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutput ¶
func (i GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutput() GameServerConfigFleetConfigOutput
func (GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutputWithContext ¶
func (i GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutputWithContext(ctx context.Context) GameServerConfigFleetConfigOutput
type GameServerConfigFleetConfigArray ¶
type GameServerConfigFleetConfigArray []GameServerConfigFleetConfigInput
func (GameServerConfigFleetConfigArray) ElementType ¶
func (GameServerConfigFleetConfigArray) ElementType() reflect.Type
func (GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutput ¶
func (i GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutput() GameServerConfigFleetConfigArrayOutput
func (GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutputWithContext ¶
func (i GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutputWithContext(ctx context.Context) GameServerConfigFleetConfigArrayOutput
type GameServerConfigFleetConfigArrayInput ¶
type GameServerConfigFleetConfigArrayInput interface { pulumi.Input ToGameServerConfigFleetConfigArrayOutput() GameServerConfigFleetConfigArrayOutput ToGameServerConfigFleetConfigArrayOutputWithContext(context.Context) GameServerConfigFleetConfigArrayOutput }
GameServerConfigFleetConfigArrayInput is an input type that accepts GameServerConfigFleetConfigArray and GameServerConfigFleetConfigArrayOutput values. You can construct a concrete instance of `GameServerConfigFleetConfigArrayInput` via:
GameServerConfigFleetConfigArray{ GameServerConfigFleetConfigArgs{...} }
type GameServerConfigFleetConfigArrayOutput ¶
type GameServerConfigFleetConfigArrayOutput struct{ *pulumi.OutputState }
func (GameServerConfigFleetConfigArrayOutput) ElementType ¶
func (GameServerConfigFleetConfigArrayOutput) ElementType() reflect.Type
func (GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutput ¶
func (o GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutput() GameServerConfigFleetConfigArrayOutput
func (GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutputWithContext ¶
func (o GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutputWithContext(ctx context.Context) GameServerConfigFleetConfigArrayOutput
type GameServerConfigFleetConfigInput ¶
type GameServerConfigFleetConfigInput interface { pulumi.Input ToGameServerConfigFleetConfigOutput() GameServerConfigFleetConfigOutput ToGameServerConfigFleetConfigOutputWithContext(context.Context) GameServerConfigFleetConfigOutput }
GameServerConfigFleetConfigInput is an input type that accepts GameServerConfigFleetConfigArgs and GameServerConfigFleetConfigOutput values. You can construct a concrete instance of `GameServerConfigFleetConfigInput` via:
GameServerConfigFleetConfigArgs{...}
type GameServerConfigFleetConfigOutput ¶
type GameServerConfigFleetConfigOutput struct{ *pulumi.OutputState }
func (GameServerConfigFleetConfigOutput) ElementType ¶
func (GameServerConfigFleetConfigOutput) ElementType() reflect.Type
func (GameServerConfigFleetConfigOutput) FleetSpec ¶
func (o GameServerConfigFleetConfigOutput) FleetSpec() pulumi.StringOutput
The fleet spec, which is sent to Agones to configure fleet. The spec can be passed as inline json but it is recommended to use a file reference instead. File references can contain the json or yaml format of the fleet spec. Eg: * fleetSpec = jsonencode(yamldecode(file("fleet_configs.yaml"))) * fleetSpec = file("fleet_configs.json") The format of the spec can be found : `https://agones.dev/site/docs/reference/fleet/`.
func (GameServerConfigFleetConfigOutput) Name ¶
func (o GameServerConfigFleetConfigOutput) Name() pulumi.StringPtrOutput
The name of the ScalingConfig
func (GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutput ¶
func (o GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutput() GameServerConfigFleetConfigOutput
func (GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutputWithContext ¶
func (o GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutputWithContext(ctx context.Context) GameServerConfigFleetConfigOutput
type GameServerConfigScalingConfig ¶
type GameServerConfigScalingConfig struct { // Fleet autoscaler spec, which is sent to Agones. // Example spec can be found : // https://agones.dev/site/docs/reference/fleetautoscaler/ FleetAutoscalerSpec string `pulumi:"fleetAutoscalerSpec"` // The name of the ScalingConfig Name string `pulumi:"name"` // The schedules to which this scaling config applies. Structure is documented below. Schedules []GameServerConfigScalingConfigSchedule `pulumi:"schedules"` // Labels used to identify the clusters to which this scaling config // applies. A cluster is subject to this scaling config if its labels match // any of the selector entries. Structure is documented below. Selectors []GameServerConfigScalingConfigSelector `pulumi:"selectors"` }
type GameServerConfigScalingConfigArgs ¶
type GameServerConfigScalingConfigArgs struct { // Fleet autoscaler spec, which is sent to Agones. // Example spec can be found : // https://agones.dev/site/docs/reference/fleetautoscaler/ FleetAutoscalerSpec pulumi.StringInput `pulumi:"fleetAutoscalerSpec"` // The name of the ScalingConfig Name pulumi.StringInput `pulumi:"name"` // The schedules to which this scaling config applies. Structure is documented below. Schedules GameServerConfigScalingConfigScheduleArrayInput `pulumi:"schedules"` // Labels used to identify the clusters to which this scaling config // applies. A cluster is subject to this scaling config if its labels match // any of the selector entries. Structure is documented below. Selectors GameServerConfigScalingConfigSelectorArrayInput `pulumi:"selectors"` }
func (GameServerConfigScalingConfigArgs) ElementType ¶
func (GameServerConfigScalingConfigArgs) ElementType() reflect.Type
func (GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutput ¶
func (i GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutput() GameServerConfigScalingConfigOutput
func (GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutputWithContext ¶
func (i GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutputWithContext(ctx context.Context) GameServerConfigScalingConfigOutput
type GameServerConfigScalingConfigArray ¶
type GameServerConfigScalingConfigArray []GameServerConfigScalingConfigInput
func (GameServerConfigScalingConfigArray) ElementType ¶
func (GameServerConfigScalingConfigArray) ElementType() reflect.Type
func (GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutput ¶
func (i GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutput() GameServerConfigScalingConfigArrayOutput
func (GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutputWithContext ¶
func (i GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigArrayOutput
type GameServerConfigScalingConfigArrayInput ¶
type GameServerConfigScalingConfigArrayInput interface { pulumi.Input ToGameServerConfigScalingConfigArrayOutput() GameServerConfigScalingConfigArrayOutput ToGameServerConfigScalingConfigArrayOutputWithContext(context.Context) GameServerConfigScalingConfigArrayOutput }
GameServerConfigScalingConfigArrayInput is an input type that accepts GameServerConfigScalingConfigArray and GameServerConfigScalingConfigArrayOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigArrayInput` via:
GameServerConfigScalingConfigArray{ GameServerConfigScalingConfigArgs{...} }
type GameServerConfigScalingConfigArrayOutput ¶
type GameServerConfigScalingConfigArrayOutput struct{ *pulumi.OutputState }
func (GameServerConfigScalingConfigArrayOutput) ElementType ¶
func (GameServerConfigScalingConfigArrayOutput) ElementType() reflect.Type
func (GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutput ¶
func (o GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutput() GameServerConfigScalingConfigArrayOutput
func (GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutputWithContext ¶
func (o GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigArrayOutput
type GameServerConfigScalingConfigInput ¶
type GameServerConfigScalingConfigInput interface { pulumi.Input ToGameServerConfigScalingConfigOutput() GameServerConfigScalingConfigOutput ToGameServerConfigScalingConfigOutputWithContext(context.Context) GameServerConfigScalingConfigOutput }
GameServerConfigScalingConfigInput is an input type that accepts GameServerConfigScalingConfigArgs and GameServerConfigScalingConfigOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigInput` via:
GameServerConfigScalingConfigArgs{...}
type GameServerConfigScalingConfigOutput ¶
type GameServerConfigScalingConfigOutput struct{ *pulumi.OutputState }
func (GameServerConfigScalingConfigOutput) ElementType ¶
func (GameServerConfigScalingConfigOutput) ElementType() reflect.Type
func (GameServerConfigScalingConfigOutput) FleetAutoscalerSpec ¶
func (o GameServerConfigScalingConfigOutput) FleetAutoscalerSpec() pulumi.StringOutput
Fleet autoscaler spec, which is sent to Agones. Example spec can be found : https://agones.dev/site/docs/reference/fleetautoscaler/
func (GameServerConfigScalingConfigOutput) Name ¶
func (o GameServerConfigScalingConfigOutput) Name() pulumi.StringOutput
The name of the ScalingConfig
func (GameServerConfigScalingConfigOutput) Schedules ¶
func (o GameServerConfigScalingConfigOutput) Schedules() GameServerConfigScalingConfigScheduleArrayOutput
The schedules to which this scaling config applies. Structure is documented below.
func (GameServerConfigScalingConfigOutput) Selectors ¶
func (o GameServerConfigScalingConfigOutput) Selectors() GameServerConfigScalingConfigSelectorArrayOutput
Labels used to identify the clusters to which this scaling config applies. A cluster is subject to this scaling config if its labels match any of the selector entries. Structure is documented below.
func (GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutput ¶
func (o GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutput() GameServerConfigScalingConfigOutput
func (GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutputWithContext ¶
func (o GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutputWithContext(ctx context.Context) GameServerConfigScalingConfigOutput
type GameServerConfigScalingConfigSchedule ¶
type GameServerConfigScalingConfigSchedule struct { // The duration for the cron job event. The duration of the event is effective // after the cron job's start time. // A duration in seconds with up to nine fractional digits, terminated by 's'. Example: "3.5s". CronJobDuration *string `pulumi:"cronJobDuration"` // The cron definition of the scheduled event. See // https://en.wikipedia.org/wiki/Cron. Cron spec specifies the local time as // defined by the realm. CronSpec *string `pulumi:"cronSpec"` // The end time of the event. // A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z". EndTime *string `pulumi:"endTime"` // The start time of the event. // A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z". StartTime *string `pulumi:"startTime"` }
type GameServerConfigScalingConfigScheduleArgs ¶
type GameServerConfigScalingConfigScheduleArgs struct { // The duration for the cron job event. The duration of the event is effective // after the cron job's start time. // A duration in seconds with up to nine fractional digits, terminated by 's'. Example: "3.5s". CronJobDuration pulumi.StringPtrInput `pulumi:"cronJobDuration"` // The cron definition of the scheduled event. See // https://en.wikipedia.org/wiki/Cron. Cron spec specifies the local time as // defined by the realm. CronSpec pulumi.StringPtrInput `pulumi:"cronSpec"` // The end time of the event. // A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z". EndTime pulumi.StringPtrInput `pulumi:"endTime"` // The start time of the event. // A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z". StartTime pulumi.StringPtrInput `pulumi:"startTime"` }
func (GameServerConfigScalingConfigScheduleArgs) ElementType ¶
func (GameServerConfigScalingConfigScheduleArgs) ElementType() reflect.Type
func (GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutput ¶
func (i GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutput() GameServerConfigScalingConfigScheduleOutput
func (GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutputWithContext ¶
func (i GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleOutput
type GameServerConfigScalingConfigScheduleArray ¶
type GameServerConfigScalingConfigScheduleArray []GameServerConfigScalingConfigScheduleInput
func (GameServerConfigScalingConfigScheduleArray) ElementType ¶
func (GameServerConfigScalingConfigScheduleArray) ElementType() reflect.Type
func (GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutput ¶
func (i GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutput() GameServerConfigScalingConfigScheduleArrayOutput
func (GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext ¶
func (i GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleArrayOutput
type GameServerConfigScalingConfigScheduleArrayInput ¶
type GameServerConfigScalingConfigScheduleArrayInput interface { pulumi.Input ToGameServerConfigScalingConfigScheduleArrayOutput() GameServerConfigScalingConfigScheduleArrayOutput ToGameServerConfigScalingConfigScheduleArrayOutputWithContext(context.Context) GameServerConfigScalingConfigScheduleArrayOutput }
GameServerConfigScalingConfigScheduleArrayInput is an input type that accepts GameServerConfigScalingConfigScheduleArray and GameServerConfigScalingConfigScheduleArrayOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigScheduleArrayInput` via:
GameServerConfigScalingConfigScheduleArray{ GameServerConfigScalingConfigScheduleArgs{...} }
type GameServerConfigScalingConfigScheduleArrayOutput ¶
type GameServerConfigScalingConfigScheduleArrayOutput struct{ *pulumi.OutputState }
func (GameServerConfigScalingConfigScheduleArrayOutput) ElementType ¶
func (GameServerConfigScalingConfigScheduleArrayOutput) ElementType() reflect.Type
func (GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutput ¶
func (o GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutput() GameServerConfigScalingConfigScheduleArrayOutput
func (GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext ¶
func (o GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleArrayOutput
type GameServerConfigScalingConfigScheduleInput ¶
type GameServerConfigScalingConfigScheduleInput interface { pulumi.Input ToGameServerConfigScalingConfigScheduleOutput() GameServerConfigScalingConfigScheduleOutput ToGameServerConfigScalingConfigScheduleOutputWithContext(context.Context) GameServerConfigScalingConfigScheduleOutput }
GameServerConfigScalingConfigScheduleInput is an input type that accepts GameServerConfigScalingConfigScheduleArgs and GameServerConfigScalingConfigScheduleOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigScheduleInput` via:
GameServerConfigScalingConfigScheduleArgs{...}
type GameServerConfigScalingConfigScheduleOutput ¶
type GameServerConfigScalingConfigScheduleOutput struct{ *pulumi.OutputState }
func (GameServerConfigScalingConfigScheduleOutput) CronJobDuration ¶
func (o GameServerConfigScalingConfigScheduleOutput) CronJobDuration() pulumi.StringPtrOutput
The duration for the cron job event. The duration of the event is effective after the cron job's start time. A duration in seconds with up to nine fractional digits, terminated by 's'. Example: "3.5s".
func (GameServerConfigScalingConfigScheduleOutput) CronSpec ¶
func (o GameServerConfigScalingConfigScheduleOutput) CronSpec() pulumi.StringPtrOutput
The cron definition of the scheduled event. See https://en.wikipedia.org/wiki/Cron. Cron spec specifies the local time as defined by the realm.
func (GameServerConfigScalingConfigScheduleOutput) ElementType ¶
func (GameServerConfigScalingConfigScheduleOutput) ElementType() reflect.Type
func (GameServerConfigScalingConfigScheduleOutput) EndTime ¶
func (o GameServerConfigScalingConfigScheduleOutput) EndTime() pulumi.StringPtrOutput
The end time of the event. A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z".
func (GameServerConfigScalingConfigScheduleOutput) StartTime ¶
func (o GameServerConfigScalingConfigScheduleOutput) StartTime() pulumi.StringPtrOutput
The start time of the event. A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z".
func (GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutput ¶
func (o GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutput() GameServerConfigScalingConfigScheduleOutput
func (GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutputWithContext ¶
func (o GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleOutput
type GameServerConfigScalingConfigSelectorArgs ¶
type GameServerConfigScalingConfigSelectorArgs struct { // Set of labels to group by. Labels pulumi.StringMapInput `pulumi:"labels"` }
func (GameServerConfigScalingConfigSelectorArgs) ElementType ¶
func (GameServerConfigScalingConfigSelectorArgs) ElementType() reflect.Type
func (GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutput ¶
func (i GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutput() GameServerConfigScalingConfigSelectorOutput
func (GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutputWithContext ¶
func (i GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorOutput
type GameServerConfigScalingConfigSelectorArray ¶
type GameServerConfigScalingConfigSelectorArray []GameServerConfigScalingConfigSelectorInput
func (GameServerConfigScalingConfigSelectorArray) ElementType ¶
func (GameServerConfigScalingConfigSelectorArray) ElementType() reflect.Type
func (GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutput ¶
func (i GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutput() GameServerConfigScalingConfigSelectorArrayOutput
func (GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext ¶
func (i GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorArrayOutput
type GameServerConfigScalingConfigSelectorArrayInput ¶
type GameServerConfigScalingConfigSelectorArrayInput interface { pulumi.Input ToGameServerConfigScalingConfigSelectorArrayOutput() GameServerConfigScalingConfigSelectorArrayOutput ToGameServerConfigScalingConfigSelectorArrayOutputWithContext(context.Context) GameServerConfigScalingConfigSelectorArrayOutput }
GameServerConfigScalingConfigSelectorArrayInput is an input type that accepts GameServerConfigScalingConfigSelectorArray and GameServerConfigScalingConfigSelectorArrayOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigSelectorArrayInput` via:
GameServerConfigScalingConfigSelectorArray{ GameServerConfigScalingConfigSelectorArgs{...} }
type GameServerConfigScalingConfigSelectorArrayOutput ¶
type GameServerConfigScalingConfigSelectorArrayOutput struct{ *pulumi.OutputState }
func (GameServerConfigScalingConfigSelectorArrayOutput) ElementType ¶
func (GameServerConfigScalingConfigSelectorArrayOutput) ElementType() reflect.Type
func (GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutput ¶
func (o GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutput() GameServerConfigScalingConfigSelectorArrayOutput
func (GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext ¶
func (o GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorArrayOutput
type GameServerConfigScalingConfigSelectorInput ¶
type GameServerConfigScalingConfigSelectorInput interface { pulumi.Input ToGameServerConfigScalingConfigSelectorOutput() GameServerConfigScalingConfigSelectorOutput ToGameServerConfigScalingConfigSelectorOutputWithContext(context.Context) GameServerConfigScalingConfigSelectorOutput }
GameServerConfigScalingConfigSelectorInput is an input type that accepts GameServerConfigScalingConfigSelectorArgs and GameServerConfigScalingConfigSelectorOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigSelectorInput` via:
GameServerConfigScalingConfigSelectorArgs{...}
type GameServerConfigScalingConfigSelectorOutput ¶
type GameServerConfigScalingConfigSelectorOutput struct{ *pulumi.OutputState }
func (GameServerConfigScalingConfigSelectorOutput) ElementType ¶
func (GameServerConfigScalingConfigSelectorOutput) ElementType() reflect.Type
func (GameServerConfigScalingConfigSelectorOutput) Labels ¶
func (o GameServerConfigScalingConfigSelectorOutput) Labels() pulumi.StringMapOutput
Set of labels to group by.
func (GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutput ¶
func (o GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutput() GameServerConfigScalingConfigSelectorOutput
func (GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutputWithContext ¶
func (o GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorOutput
type GameServerConfigState ¶
type GameServerConfigState struct { // A unique id for the deployment config. ConfigId pulumi.StringPtrInput // A unique id for the deployment. DeploymentId pulumi.StringPtrInput // The description of the game server config. Description pulumi.StringPtrInput // The fleet config contains list of fleet specs. In the Single Cloud, there // will be only one. Structure is documented below. FleetConfigs GameServerConfigFleetConfigArrayInput // Set of labels to group by. Labels pulumi.StringMapInput // Location of the Deployment. Location pulumi.StringPtrInput // The name of the ScalingConfig Name pulumi.StringPtrInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput // Optional. This contains the autoscaling settings. Structure is documented below. ScalingConfigs GameServerConfigScalingConfigArrayInput }
func (GameServerConfigState) ElementType ¶
func (GameServerConfigState) ElementType() reflect.Type
type GameServerDeployment ¶
type GameServerDeployment struct { pulumi.CustomResourceState // A unique id for the deployment. DeploymentId pulumi.StringOutput `pulumi:"deploymentId"` // Human readable description of the game server deployment. Description pulumi.StringPtrOutput `pulumi:"description"` // The labels associated with this game server deployment. Each label is a // key-value pair. Labels pulumi.StringMapOutput `pulumi:"labels"` // Location of the Deployment. Location pulumi.StringPtrOutput `pulumi:"location"` // The resource id of the game server deployment, eg: // 'projects/{project_id}/locations/{location}/gameServerDeployments/{deployment_id}'. For example, // 'projects/my-project/locations/{location}/gameServerDeployments/my-deployment'. Name pulumi.StringOutput `pulumi:"name"` // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringOutput `pulumi:"project"` }
A game server deployment resource.
To get more information about GameServerDeployment, see:
* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/projects.locations.gameServerDeployments) * How-to Guides
- [Official Documentation](https://cloud.google.com/game-servers/docs)
func GetGameServerDeployment ¶
func GetGameServerDeployment(ctx *pulumi.Context, name string, id pulumi.IDInput, state *GameServerDeploymentState, opts ...pulumi.ResourceOption) (*GameServerDeployment, error)
GetGameServerDeployment gets an existing GameServerDeployment 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 NewGameServerDeployment ¶
func NewGameServerDeployment(ctx *pulumi.Context, name string, args *GameServerDeploymentArgs, opts ...pulumi.ResourceOption) (*GameServerDeployment, error)
NewGameServerDeployment registers a new resource with the given unique name, arguments, and options.
type GameServerDeploymentArgs ¶
type GameServerDeploymentArgs struct { // A unique id for the deployment. DeploymentId pulumi.StringInput // Human readable description of the game server deployment. Description pulumi.StringPtrInput // The labels associated with this game server deployment. Each label is a // key-value pair. Labels pulumi.StringMapInput // Location of the Deployment. Location pulumi.StringPtrInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput }
The set of arguments for constructing a GameServerDeployment resource.
func (GameServerDeploymentArgs) ElementType ¶
func (GameServerDeploymentArgs) ElementType() reflect.Type
type GameServerDeploymentRollout ¶
type GameServerDeploymentRollout struct { pulumi.CustomResourceState // This field points to the game server config that is // applied by default to all realms and clusters. For example, // `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`. DefaultGameServerConfig pulumi.StringOutput `pulumi:"defaultGameServerConfig"` // The deployment to rollout the new config to. Only 1 rollout must be associated with each deployment. DeploymentId pulumi.StringOutput `pulumi:"deploymentId"` // The gameServerConfigOverrides contains the per game server config // overrides. The overrides are processed in the order they are listed. As // soon as a match is found for a cluster, the rest of the list is not // processed. Structure is documented below. GameServerConfigOverrides GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput `pulumi:"gameServerConfigOverrides"` // The resource id of the game server deployment eg: // 'projects/my-project/locations/global/gameServerDeployments/my-deployment/rollout'. Name pulumi.StringOutput `pulumi:"name"` // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringOutput `pulumi:"project"` }
This represents the rollout state. This is part of the game server deployment.
To get more information about GameServerDeploymentRollout, see:
* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/GameServerDeploymentRollout) * How-to Guides
- [Official Documentation](https://cloud.google.com/game-servers/docs)
func GetGameServerDeploymentRollout ¶
func GetGameServerDeploymentRollout(ctx *pulumi.Context, name string, id pulumi.IDInput, state *GameServerDeploymentRolloutState, opts ...pulumi.ResourceOption) (*GameServerDeploymentRollout, error)
GetGameServerDeploymentRollout gets an existing GameServerDeploymentRollout 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 NewGameServerDeploymentRollout ¶
func NewGameServerDeploymentRollout(ctx *pulumi.Context, name string, args *GameServerDeploymentRolloutArgs, opts ...pulumi.ResourceOption) (*GameServerDeploymentRollout, error)
NewGameServerDeploymentRollout registers a new resource with the given unique name, arguments, and options.
type GameServerDeploymentRolloutArgs ¶
type GameServerDeploymentRolloutArgs struct { // This field points to the game server config that is // applied by default to all realms and clusters. For example, // `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`. DefaultGameServerConfig pulumi.StringInput // The deployment to rollout the new config to. Only 1 rollout must be associated with each deployment. DeploymentId pulumi.StringInput // The gameServerConfigOverrides contains the per game server config // overrides. The overrides are processed in the order they are listed. As // soon as a match is found for a cluster, the rest of the list is not // processed. Structure is documented below. GameServerConfigOverrides GameServerDeploymentRolloutGameServerConfigOverrideArrayInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput }
The set of arguments for constructing a GameServerDeploymentRollout resource.
func (GameServerDeploymentRolloutArgs) ElementType ¶
func (GameServerDeploymentRolloutArgs) ElementType() reflect.Type
type GameServerDeploymentRolloutGameServerConfigOverride ¶
type GameServerDeploymentRolloutGameServerConfigOverride struct { // Version of the configuration. ConfigVersion *string `pulumi:"configVersion"` // Selection by realms. Structure is documented below. RealmsSelector *GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector `pulumi:"realmsSelector"` }
type GameServerDeploymentRolloutGameServerConfigOverrideArgs ¶
type GameServerDeploymentRolloutGameServerConfigOverrideArgs struct { // Version of the configuration. ConfigVersion pulumi.StringPtrInput `pulumi:"configVersion"` // Selection by realms. Structure is documented below. RealmsSelector GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput `pulumi:"realmsSelector"` }
func (GameServerDeploymentRolloutGameServerConfigOverrideArgs) ElementType ¶
func (GameServerDeploymentRolloutGameServerConfigOverrideArgs) ElementType() reflect.Type
func (GameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideOutput ¶
func (i GameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideOutput() GameServerDeploymentRolloutGameServerConfigOverrideOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext ¶
func (i GameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideOutput
type GameServerDeploymentRolloutGameServerConfigOverrideArray ¶
type GameServerDeploymentRolloutGameServerConfigOverrideArray []GameServerDeploymentRolloutGameServerConfigOverrideInput
func (GameServerDeploymentRolloutGameServerConfigOverrideArray) ElementType ¶
func (GameServerDeploymentRolloutGameServerConfigOverrideArray) ElementType() reflect.Type
func (GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput ¶
func (i GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput() GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext ¶
func (i GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
type GameServerDeploymentRolloutGameServerConfigOverrideArrayInput ¶
type GameServerDeploymentRolloutGameServerConfigOverrideArrayInput interface { pulumi.Input ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput() GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(context.Context) GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput }
GameServerDeploymentRolloutGameServerConfigOverrideArrayInput is an input type that accepts GameServerDeploymentRolloutGameServerConfigOverrideArray and GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutGameServerConfigOverrideArrayInput` via:
GameServerDeploymentRolloutGameServerConfigOverrideArray{ GameServerDeploymentRolloutGameServerConfigOverrideArgs{...} }
type GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput ¶
type GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput struct{ *pulumi.OutputState }
func (GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ElementType ¶
func (GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ElementType() reflect.Type
func (GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput() GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
type GameServerDeploymentRolloutGameServerConfigOverrideInput ¶
type GameServerDeploymentRolloutGameServerConfigOverrideInput interface { pulumi.Input ToGameServerDeploymentRolloutGameServerConfigOverrideOutput() GameServerDeploymentRolloutGameServerConfigOverrideOutput ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(context.Context) GameServerDeploymentRolloutGameServerConfigOverrideOutput }
GameServerDeploymentRolloutGameServerConfigOverrideInput is an input type that accepts GameServerDeploymentRolloutGameServerConfigOverrideArgs and GameServerDeploymentRolloutGameServerConfigOverrideOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutGameServerConfigOverrideInput` via:
GameServerDeploymentRolloutGameServerConfigOverrideArgs{...}
type GameServerDeploymentRolloutGameServerConfigOverrideOutput ¶
type GameServerDeploymentRolloutGameServerConfigOverrideOutput struct{ *pulumi.OutputState }
func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ConfigVersion ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideOutput) ConfigVersion() pulumi.StringPtrOutput
Version of the configuration.
func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ElementType ¶
func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ElementType() reflect.Type
func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) RealmsSelector ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideOutput) RealmsSelector() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
Selection by realms. Structure is documented below.
func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideOutput ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideOutput() GameServerDeploymentRolloutGameServerConfigOverrideOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideOutput
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector ¶
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector struct { // List of realms to match against. Realms []string `pulumi:"realms"` }
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs ¶
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs struct { // List of realms to match against. Realms pulumi.StringArrayInput `pulumi:"realms"` }
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ElementType ¶
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ElementType() reflect.Type
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput ¶
func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext ¶
func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput ¶
func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext ¶
func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput ¶
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput interface { pulumi.Input ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput }
GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput is an input type that accepts GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs and GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput` via:
GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs{...}
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput ¶
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput struct{ *pulumi.OutputState }
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ElementType ¶
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ElementType() reflect.Type
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) Realms ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) Realms() pulumi.StringArrayOutput
List of realms to match against.
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput ¶
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput interface { pulumi.Input ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput }
GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput is an input type that accepts GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs, GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtr and GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput` via:
GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs{...} or: nil
func GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtr ¶
func GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtr(v *GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput ¶
type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput struct{ *pulumi.OutputState }
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ElementType ¶
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ElementType() reflect.Type
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) Realms ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) Realms() pulumi.StringArrayOutput
List of realms to match against.
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext ¶
func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
type GameServerDeploymentRolloutState ¶
type GameServerDeploymentRolloutState struct { // This field points to the game server config that is // applied by default to all realms and clusters. For example, // `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`. DefaultGameServerConfig pulumi.StringPtrInput // The deployment to rollout the new config to. Only 1 rollout must be associated with each deployment. DeploymentId pulumi.StringPtrInput // The gameServerConfigOverrides contains the per game server config // overrides. The overrides are processed in the order they are listed. As // soon as a match is found for a cluster, the rest of the list is not // processed. Structure is documented below. GameServerConfigOverrides GameServerDeploymentRolloutGameServerConfigOverrideArrayInput // The resource id of the game server deployment eg: // 'projects/my-project/locations/global/gameServerDeployments/my-deployment/rollout'. Name pulumi.StringPtrInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput }
func (GameServerDeploymentRolloutState) ElementType ¶
func (GameServerDeploymentRolloutState) ElementType() reflect.Type
type GameServerDeploymentState ¶
type GameServerDeploymentState struct { // A unique id for the deployment. DeploymentId pulumi.StringPtrInput // Human readable description of the game server deployment. Description pulumi.StringPtrInput // The labels associated with this game server deployment. Each label is a // key-value pair. Labels pulumi.StringMapInput // Location of the Deployment. Location pulumi.StringPtrInput // The resource id of the game server deployment, eg: // 'projects/{project_id}/locations/{location}/gameServerDeployments/{deployment_id}'. For example, // 'projects/my-project/locations/{location}/gameServerDeployments/my-deployment'. Name pulumi.StringPtrInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput }
func (GameServerDeploymentState) ElementType ¶
func (GameServerDeploymentState) ElementType() reflect.Type
type Realm ¶
type Realm struct { pulumi.CustomResourceState // Human readable description of the realm. Description pulumi.StringPtrOutput `pulumi:"description"` // ETag of the resource. Etag pulumi.StringOutput `pulumi:"etag"` // The labels associated with this realm. Each label is a key-value pair. Labels pulumi.StringMapOutput `pulumi:"labels"` // Location of the Realm. Location pulumi.StringPtrOutput `pulumi:"location"` // The resource id of the realm, of the form: 'projects/{project_id}/locations/{location}/realms/{realm_id}'. For example, // 'projects/my-project/locations/{location}/realms/my-realm'. Name pulumi.StringOutput `pulumi:"name"` // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringOutput `pulumi:"project"` // GCP region of the Realm. RealmId pulumi.StringOutput `pulumi:"realmId"` // Required. Time zone where all realm-specific policies are evaluated. The value of // this field must be from the IANA time zone database: // https://www.iana.org/time-zones. TimeZone pulumi.StringOutput `pulumi:"timeZone"` }
A Realm resource.
To get more information about Realm, see:
* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/projects.locations.realms) * How-to Guides
- [Official Documentation](https://cloud.google.com/game-servers/docs)
func GetRealm ¶
func GetRealm(ctx *pulumi.Context, name string, id pulumi.IDInput, state *RealmState, opts ...pulumi.ResourceOption) (*Realm, error)
GetRealm gets an existing Realm resource's state with the given name, ID, and optional state properties that are used to uniquely qualify the lookup (nil if not required).
type RealmArgs ¶
type RealmArgs struct { // Human readable description of the realm. Description pulumi.StringPtrInput // The labels associated with this realm. Each label is a key-value pair. Labels pulumi.StringMapInput // Location of the Realm. Location pulumi.StringPtrInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput // GCP region of the Realm. RealmId pulumi.StringInput // Required. Time zone where all realm-specific policies are evaluated. The value of // this field must be from the IANA time zone database: // https://www.iana.org/time-zones. TimeZone pulumi.StringInput }
The set of arguments for constructing a Realm resource.
func (RealmArgs) ElementType ¶
type RealmState ¶
type RealmState struct { // Human readable description of the realm. Description pulumi.StringPtrInput // ETag of the resource. Etag pulumi.StringPtrInput // The labels associated with this realm. Each label is a key-value pair. Labels pulumi.StringMapInput // Location of the Realm. Location pulumi.StringPtrInput // The resource id of the realm, of the form: 'projects/{project_id}/locations/{location}/realms/{realm_id}'. For example, // 'projects/my-project/locations/{location}/realms/my-realm'. Name pulumi.StringPtrInput // The ID of the project in which the resource belongs. // If it is not provided, the provider project is used. Project pulumi.StringPtrInput // GCP region of the Realm. RealmId pulumi.StringPtrInput // Required. Time zone where all realm-specific policies are evaluated. The value of // this field must be from the IANA time zone database: // https://www.iana.org/time-zones. TimeZone pulumi.StringPtrInput }
func (RealmState) ElementType ¶
func (RealmState) ElementType() reflect.Type