Documentation ¶
Index ¶
- type Alias
- type AliasArgs
- type AliasState
- type Build
- type BuildArgs
- type BuildState
- type Fleet
- func (r *Fleet) Arn() *pulumi.StringOutput
- func (r *Fleet) BuildId() *pulumi.StringOutput
- func (r *Fleet) Description() *pulumi.StringOutput
- func (r *Fleet) Ec2InboundPermissions() *pulumi.ArrayOutput
- func (r *Fleet) Ec2InstanceType() *pulumi.StringOutput
- func (r *Fleet) ID() *pulumi.IDOutput
- func (r *Fleet) LogPaths() *pulumi.ArrayOutput
- func (r *Fleet) MetricGroups() *pulumi.ArrayOutput
- func (r *Fleet) Name() *pulumi.StringOutput
- func (r *Fleet) NewGameSessionProtectionPolicy() *pulumi.StringOutput
- func (r *Fleet) OperatingSystem() *pulumi.StringOutput
- func (r *Fleet) ResourceCreationLimitPolicy() *pulumi.Output
- func (r *Fleet) RuntimeConfiguration() *pulumi.Output
- func (r *Fleet) URN() *pulumi.URNOutput
- type FleetArgs
- type FleetState
- type GameSessionQueue
- func (r *GameSessionQueue) Arn() *pulumi.StringOutput
- func (r *GameSessionQueue) Destinations() *pulumi.ArrayOutput
- func (r *GameSessionQueue) ID() *pulumi.IDOutput
- func (r *GameSessionQueue) Name() *pulumi.StringOutput
- func (r *GameSessionQueue) PlayerLatencyPolicies() *pulumi.ArrayOutput
- func (r *GameSessionQueue) TimeoutInSeconds() *pulumi.IntOutput
- func (r *GameSessionQueue) URN() *pulumi.URNOutput
- type GameSessionQueueArgs
- type GameSessionQueueState
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Alias ¶
type Alias struct {
// contains filtered or unexported fields
}
Provides a Gamelift Alias resource.
func GetAlias ¶
func GetAlias(ctx *pulumi.Context, name string, id pulumi.ID, state *AliasState, opts ...pulumi.ResourceOpt) (*Alias, error)
GetAlias gets an existing Alias resource's state with the given name, ID, and optional state properties that are used to uniquely qualify the lookup (nil if not required).
func NewAlias ¶
func NewAlias(ctx *pulumi.Context, name string, args *AliasArgs, opts ...pulumi.ResourceOpt) (*Alias, error)
NewAlias registers a new resource with the given unique name, arguments, and options.
func (*Alias) Description ¶
func (r *Alias) Description() *pulumi.StringOutput
Description of the alias.
func (*Alias) RoutingStrategy ¶
Specifies the fleet and/or routing type to use for the alias.
type AliasArgs ¶
type AliasArgs struct { // Description of the alias. Description interface{} // Name of the alias. Name interface{} // Specifies the fleet and/or routing type to use for the alias. RoutingStrategy interface{} }
The set of arguments for constructing a Alias resource.
type AliasState ¶
type AliasState struct { // Alias ARN. Arn interface{} // Description of the alias. Description interface{} // Name of the alias. Name interface{} // Specifies the fleet and/or routing type to use for the alias. RoutingStrategy interface{} }
Input properties used for looking up and filtering Alias resources.
type Build ¶
type Build struct {
// contains filtered or unexported fields
}
Provides an Gamelift Build resource.
func GetBuild ¶
func GetBuild(ctx *pulumi.Context, name string, id pulumi.ID, state *BuildState, opts ...pulumi.ResourceOpt) (*Build, error)
GetBuild gets an existing Build resource's state with the given name, ID, and optional state properties that are used to uniquely qualify the lookup (nil if not required).
func NewBuild ¶
func NewBuild(ctx *pulumi.Context, name string, args *BuildArgs, opts ...pulumi.ResourceOpt) (*Build, error)
NewBuild registers a new resource with the given unique name, arguments, and options.
func (*Build) OperatingSystem ¶
func (r *Build) OperatingSystem() *pulumi.StringOutput
Operating system that the game server binaries are built to run on. e.g. `WINDOWS_2012` or `AMAZON_LINUX`.
func (*Build) StorageLocation ¶
Information indicating where your game build files are stored. See below.
func (*Build) Version ¶
func (r *Build) Version() *pulumi.StringOutput
Version that is associated with this build.
type BuildArgs ¶
type BuildArgs struct { // Name of the build Name interface{} // Operating system that the game server binaries are built to run on. e.g. `WINDOWS_2012` or `AMAZON_LINUX`. OperatingSystem interface{} // Information indicating where your game build files are stored. See below. StorageLocation interface{} // Version that is associated with this build. Version interface{} }
The set of arguments for constructing a Build resource.
type BuildState ¶
type BuildState struct { // Name of the build Name interface{} // Operating system that the game server binaries are built to run on. e.g. `WINDOWS_2012` or `AMAZON_LINUX`. OperatingSystem interface{} // Information indicating where your game build files are stored. See below. StorageLocation interface{} // Version that is associated with this build. Version interface{} }
Input properties used for looking up and filtering Build resources.
type Fleet ¶
type Fleet struct {
// contains filtered or unexported fields
}
Provides a Gamelift Fleet resource.
func GetFleet ¶
func GetFleet(ctx *pulumi.Context, name string, id pulumi.ID, state *FleetState, opts ...pulumi.ResourceOpt) (*Fleet, error)
GetFleet gets an existing Fleet resource's state with the given name, ID, and optional state properties that are used to uniquely qualify the lookup (nil if not required).
func NewFleet ¶
func NewFleet(ctx *pulumi.Context, name string, args *FleetArgs, opts ...pulumi.ResourceOpt) (*Fleet, error)
NewFleet registers a new resource with the given unique name, arguments, and options.
func (*Fleet) BuildId ¶
func (r *Fleet) BuildId() *pulumi.StringOutput
ID of the Gamelift Build to be deployed on the fleet.
func (*Fleet) Description ¶
func (r *Fleet) Description() *pulumi.StringOutput
Human-readable description of the fleet.
func (*Fleet) Ec2InboundPermissions ¶
func (r *Fleet) Ec2InboundPermissions() *pulumi.ArrayOutput
Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below.
func (*Fleet) Ec2InstanceType ¶
func (r *Fleet) Ec2InstanceType() *pulumi.StringOutput
Name of an EC2 instance type. e.g. `t2.micro`
func (*Fleet) LogPaths ¶
func (r *Fleet) LogPaths() *pulumi.ArrayOutput
func (*Fleet) MetricGroups ¶
func (r *Fleet) MetricGroups() *pulumi.ArrayOutput
List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`.
func (*Fleet) NewGameSessionProtectionPolicy ¶
func (r *Fleet) NewGameSessionProtectionPolicy() *pulumi.StringOutput
Game session protection policy to apply to all instances in this fleet. e.g. `FullProtection`. Defaults to `NoProtection`.
func (*Fleet) OperatingSystem ¶
func (r *Fleet) OperatingSystem() *pulumi.StringOutput
Operating system of the fleet's computing resources.
func (*Fleet) ResourceCreationLimitPolicy ¶
Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below.
func (*Fleet) RuntimeConfiguration ¶
Instructions for launching server processes on each instance in the fleet. See below.
type FleetArgs ¶
type FleetArgs struct { // ID of the Gamelift Build to be deployed on the fleet. BuildId interface{} // Human-readable description of the fleet. Description interface{} // Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below. Ec2InboundPermissions interface{} // Name of an EC2 instance type. e.g. `t2.micro` Ec2InstanceType interface{} // List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`. MetricGroups interface{} // The name of the fleet. Name interface{} // Game session protection policy to apply to all instances in this fleet. e.g. `FullProtection`. Defaults to `NoProtection`. NewGameSessionProtectionPolicy interface{} // Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below. ResourceCreationLimitPolicy interface{} // Instructions for launching server processes on each instance in the fleet. See below. RuntimeConfiguration interface{} }
The set of arguments for constructing a Fleet resource.
type FleetState ¶
type FleetState struct { // Fleet ARN. Arn interface{} // ID of the Gamelift Build to be deployed on the fleet. BuildId interface{} // Human-readable description of the fleet. Description interface{} // Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below. Ec2InboundPermissions interface{} // Name of an EC2 instance type. e.g. `t2.micro` Ec2InstanceType interface{} LogPaths interface{} // List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`. MetricGroups interface{} // The name of the fleet. Name interface{} // Game session protection policy to apply to all instances in this fleet. e.g. `FullProtection`. Defaults to `NoProtection`. NewGameSessionProtectionPolicy interface{} // Operating system of the fleet's computing resources. OperatingSystem interface{} // Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below. ResourceCreationLimitPolicy interface{} // Instructions for launching server processes on each instance in the fleet. See below. RuntimeConfiguration interface{} }
Input properties used for looking up and filtering Fleet resources.
type GameSessionQueue ¶
type GameSessionQueue struct {
// contains filtered or unexported fields
}
Provides an Gamelift Game Session Queue resource.
func GetGameSessionQueue ¶
func GetGameSessionQueue(ctx *pulumi.Context, name string, id pulumi.ID, state *GameSessionQueueState, opts ...pulumi.ResourceOpt) (*GameSessionQueue, error)
GetGameSessionQueue gets an existing GameSessionQueue resource's state with the given name, ID, and optional state properties that are used to uniquely qualify the lookup (nil if not required).
func NewGameSessionQueue ¶
func NewGameSessionQueue(ctx *pulumi.Context, name string, args *GameSessionQueueArgs, opts ...pulumi.ResourceOpt) (*GameSessionQueue, error)
NewGameSessionQueue registers a new resource with the given unique name, arguments, and options.
func (*GameSessionQueue) Arn ¶
func (r *GameSessionQueue) Arn() *pulumi.StringOutput
Game Session Queue ARN.
func (*GameSessionQueue) Destinations ¶
func (r *GameSessionQueue) Destinations() *pulumi.ArrayOutput
List of fleet/alias ARNs used by session queue for placing game sessions.
func (*GameSessionQueue) ID ¶
func (r *GameSessionQueue) ID() *pulumi.IDOutput
ID is this resource's unique identifier assigned by its provider.
func (*GameSessionQueue) Name ¶
func (r *GameSessionQueue) Name() *pulumi.StringOutput
Name of the session queue.
func (*GameSessionQueue) PlayerLatencyPolicies ¶
func (r *GameSessionQueue) PlayerLatencyPolicies() *pulumi.ArrayOutput
One or more policies used to choose fleet based on player latency. See below.
func (*GameSessionQueue) TimeoutInSeconds ¶
func (r *GameSessionQueue) TimeoutInSeconds() *pulumi.IntOutput
Maximum time a game session request can remain in the queue.
func (*GameSessionQueue) URN ¶
func (r *GameSessionQueue) URN() *pulumi.URNOutput
URN is this resource's unique name assigned by Pulumi.
type GameSessionQueueArgs ¶
type GameSessionQueueArgs struct { // List of fleet/alias ARNs used by session queue for placing game sessions. Destinations interface{} // Name of the session queue. Name interface{} // One or more policies used to choose fleet based on player latency. See below. PlayerLatencyPolicies interface{} // Maximum time a game session request can remain in the queue. TimeoutInSeconds interface{} }
The set of arguments for constructing a GameSessionQueue resource.
type GameSessionQueueState ¶
type GameSessionQueueState struct { // Game Session Queue ARN. Arn interface{} // List of fleet/alias ARNs used by session queue for placing game sessions. Destinations interface{} // Name of the session queue. Name interface{} // One or more policies used to choose fleet based on player latency. See below. PlayerLatencyPolicies interface{} // Maximum time a game session request can remain in the queue. TimeoutInSeconds interface{} }
Input properties used for looking up and filtering GameSessionQueue resources.