Module gamelift

@pulumi/aws > gamelift

Index

gamelift/alias.ts gamelift/build.ts gamelift/fleet.ts gamelift/gameSessionQueue.ts

class Alias

Provides a Gamelift Alias resource.

constructor

new Alias(name: string, args: AliasArgs, opts?: pulumi.CustomResourceOptions)

Create a Alias resource with the given unique name, arguments, and options.

  • name The unique name of the resource.
  • args The arguments to use to populate this resource's properties.
  • opts A bag of options that control this resource's behavior.

method get

public static get(name: string, id: pulumi.Input<pulumi.ID>, state?: AliasState): Alias

Get an existing Alias resource’s state with the given name, ID, and optional extra properties used to qualify the lookup.

method getProvider

getProvider(moduleMember: string): ProviderResource | undefined

method isInstance

static isInstance(obj: any): boolean

Returns true if the given object is an instance of CustomResource. This is designed to work even when multiple copies of the Pulumi SDK have been loaded into the same process.

property arn

public arn: pulumi.Output<string>;

Alias ARN.

property description

public description: pulumi.Output<string | undefined>;

Description of the alias.

property id

id: Output<ID>;

id is the provider-assigned unique ID for this managed resource. It is set during deployments and may be missing (undefined) during planning phases.

property name

public name: pulumi.Output<string>;

Name of the alias.

property routingStrategy

public routingStrategy: pulumi.Output<{ ... }>;

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

property urn

urn: Output<URN>;

urn is the stable logical URN used to distinctly address a resource, both before and after deployments.

class Build

Provides an Gamelift Build resource.

constructor

new Build(name: string, args: BuildArgs, opts?: pulumi.CustomResourceOptions)

Create a Build resource with the given unique name, arguments, and options.

  • name The unique name of the resource.
  • args The arguments to use to populate this resource's properties.
  • opts A bag of options that control this resource's behavior.

method get

public static get(name: string, id: pulumi.Input<pulumi.ID>, state?: BuildState): Build

Get an existing Build resource’s state with the given name, ID, and optional extra properties used to qualify the lookup.

method getProvider

getProvider(moduleMember: string): ProviderResource | undefined

method isInstance

static isInstance(obj: any): boolean

Returns true if the given object is an instance of CustomResource. This is designed to work even when multiple copies of the Pulumi SDK have been loaded into the same process.

property id

id: Output<ID>;

id is the provider-assigned unique ID for this managed resource. It is set during deployments and may be missing (undefined) during planning phases.

property name

public name: pulumi.Output<string>;

Name of the build

property operatingSystem

public operatingSystem: pulumi.Output<string>;

Operating system that the game server binaries are built to run on. e.g. WINDOWS_2012 or AMAZON_LINUX.

property storageLocation

public storageLocation: pulumi.Output<{ ... }>;

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

property urn

urn: Output<URN>;

urn is the stable logical URN used to distinctly address a resource, both before and after deployments.

property version

public version: pulumi.Output<string | undefined>;

Version that is associated with this build.

class Fleet

Provides a Gamelift Fleet resource.

constructor

new Fleet(name: string, args: FleetArgs, opts?: pulumi.CustomResourceOptions)

Create a Fleet resource with the given unique name, arguments, and options.

  • name The unique name of the resource.
  • args The arguments to use to populate this resource's properties.
  • opts A bag of options that control this resource's behavior.

method get

public static get(name: string, id: pulumi.Input<pulumi.ID>, state?: FleetState): Fleet

Get an existing Fleet resource’s state with the given name, ID, and optional extra properties used to qualify the lookup.

method getProvider

getProvider(moduleMember: string): ProviderResource | undefined

method isInstance

static isInstance(obj: any): boolean

Returns true if the given object is an instance of CustomResource. This is designed to work even when multiple copies of the Pulumi SDK have been loaded into the same process.

property arn

public arn: pulumi.Output<string>;

Fleet ARN.

property buildId

public buildId: pulumi.Output<string>;

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

property description

public description: pulumi.Output<string | undefined>;

Human-readable description of the fleet.

property ec2InboundPermissions

public ec2InboundPermissions: pulumi.Output<{ ... }[] | undefined>;

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

property ec2InstanceType

public ec2InstanceType: pulumi.Output<string>;

Name of an EC2 instance type. e.g. t2.micro

property id

id: Output<ID>;

id is the provider-assigned unique ID for this managed resource. It is set during deployments and may be missing (undefined) during planning phases.

property logPaths

public logPaths: pulumi.Output<string[]>;

property metricGroups

public metricGroups: pulumi.Output<string[]>;

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.

property name

public name: pulumi.Output<string>;

The name of the fleet.

property newGameSessionProtectionPolicy

public newGameSessionProtectionPolicy: pulumi.Output<string | undefined>;

Game session protection policy to apply to all instances in this fleet. e.g. FullProtection. Defaults to NoProtection.

property operatingSystem

public operatingSystem: pulumi.Output<string>;

Operating system of the fleet’s computing resources.

property resourceCreationLimitPolicy

public resourceCreationLimitPolicy: pulumi.Output<{ ... } | undefined>;

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

property runtimeConfiguration

public runtimeConfiguration: pulumi.Output<{ ... } | undefined>;

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

property urn

urn: Output<URN>;

urn is the stable logical URN used to distinctly address a resource, both before and after deployments.

class GameSessionQueue

Provides an Gamelift Game Session Queue resource.

constructor

new GameSessionQueue(name: string, args?: GameSessionQueueArgs, opts?: pulumi.CustomResourceOptions)

Create a GameSessionQueue resource with the given unique name, arguments, and options.

  • name The unique name of the resource.
  • args The arguments to use to populate this resource's properties.
  • opts A bag of options that control this resource's behavior.

method get

public static get(name: string, id: pulumi.Input<pulumi.ID>, state?: GameSessionQueueState): GameSessionQueue

Get an existing GameSessionQueue resource’s state with the given name, ID, and optional extra properties used to qualify the lookup.

method getProvider

getProvider(moduleMember: string): ProviderResource | undefined

method isInstance

static isInstance(obj: any): boolean

Returns true if the given object is an instance of CustomResource. This is designed to work even when multiple copies of the Pulumi SDK have been loaded into the same process.

property arn

public arn: pulumi.Output<string>;

Game Session Queue ARN.

property destinations

public destinations: pulumi.Output<string[] | undefined>;

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

property id

id: Output<ID>;

id is the provider-assigned unique ID for this managed resource. It is set during deployments and may be missing (undefined) during planning phases.

property name

public name: pulumi.Output<string>;

Name of the session queue.

property playerLatencyPolicies

public playerLatencyPolicies: pulumi.Output<{ ... }[] | undefined>;

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

property timeoutInSeconds

public timeoutInSeconds: pulumi.Output<number | undefined>;

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

property urn

urn: Output<URN>;

urn is the stable logical URN used to distinctly address a resource, both before and after deployments.

interface AliasArgs

The set of arguments for constructing a Alias resource.

property description

description?: pulumi.Input<string>;

Description of the alias.

property name

name?: pulumi.Input<string>;

Name of the alias.

property routingStrategy

routingStrategy: pulumi.Input<{ ... }>;

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

interface AliasState

Input properties used for looking up and filtering Alias resources.

property arn

arn?: pulumi.Input<string>;

Alias ARN.

property description

description?: pulumi.Input<string>;

Description of the alias.

property name

name?: pulumi.Input<string>;

Name of the alias.

property routingStrategy

routingStrategy?: pulumi.Input<{ ... }>;

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

interface BuildArgs

The set of arguments for constructing a Build resource.

property name

name?: pulumi.Input<string>;

Name of the build

property operatingSystem

operatingSystem: pulumi.Input<string>;

Operating system that the game server binaries are built to run on. e.g. WINDOWS_2012 or AMAZON_LINUX.

property storageLocation

storageLocation: pulumi.Input<{ ... }>;

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

property version

version?: pulumi.Input<string>;

Version that is associated with this build.

interface BuildState

Input properties used for looking up and filtering Build resources.

property name

name?: pulumi.Input<string>;

Name of the build

property operatingSystem

operatingSystem?: pulumi.Input<string>;

Operating system that the game server binaries are built to run on. e.g. WINDOWS_2012 or AMAZON_LINUX.

property storageLocation

storageLocation?: pulumi.Input<{ ... }>;

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

property version

version?: pulumi.Input<string>;

Version that is associated with this build.

interface FleetArgs

The set of arguments for constructing a Fleet resource.

property buildId

buildId: pulumi.Input<string>;

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

property description

description?: pulumi.Input<string>;

Human-readable description of the fleet.

property ec2InboundPermissions

ec2InboundPermissions?: pulumi.Input<pulumi.Input<{ ... }>[]>;

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

property ec2InstanceType

ec2InstanceType: pulumi.Input<string>;

Name of an EC2 instance type. e.g. t2.micro

property metricGroups

metricGroups?: pulumi.Input<pulumi.Input<string>[]>;

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.

property name

name?: pulumi.Input<string>;

The name of the fleet.

property newGameSessionProtectionPolicy

newGameSessionProtectionPolicy?: pulumi.Input<string>;

Game session protection policy to apply to all instances in this fleet. e.g. FullProtection. Defaults to NoProtection.

property resourceCreationLimitPolicy

resourceCreationLimitPolicy?: pulumi.Input<{ ... }>;

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

property runtimeConfiguration

runtimeConfiguration?: pulumi.Input<{ ... }>;

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

interface FleetState

Input properties used for looking up and filtering Fleet resources.

property arn

arn?: pulumi.Input<string>;

Fleet ARN.

property buildId

buildId?: pulumi.Input<string>;

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

property description

description?: pulumi.Input<string>;

Human-readable description of the fleet.

property ec2InboundPermissions

ec2InboundPermissions?: pulumi.Input<pulumi.Input<{ ... }>[]>;

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

property ec2InstanceType

ec2InstanceType?: pulumi.Input<string>;

Name of an EC2 instance type. e.g. t2.micro

property logPaths

logPaths?: pulumi.Input<pulumi.Input<string>[]>;

property metricGroups

metricGroups?: pulumi.Input<pulumi.Input<string>[]>;

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.

property name

name?: pulumi.Input<string>;

The name of the fleet.

property newGameSessionProtectionPolicy

newGameSessionProtectionPolicy?: pulumi.Input<string>;

Game session protection policy to apply to all instances in this fleet. e.g. FullProtection. Defaults to NoProtection.

property operatingSystem

operatingSystem?: pulumi.Input<string>;

Operating system of the fleet’s computing resources.

property resourceCreationLimitPolicy

resourceCreationLimitPolicy?: pulumi.Input<{ ... }>;

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

property runtimeConfiguration

runtimeConfiguration?: pulumi.Input<{ ... }>;

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

interface GameSessionQueueArgs

The set of arguments for constructing a GameSessionQueue resource.

property destinations

destinations?: pulumi.Input<pulumi.Input<string>[]>;

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

property name

name?: pulumi.Input<string>;

Name of the session queue.

property playerLatencyPolicies

playerLatencyPolicies?: pulumi.Input<pulumi.Input<{ ... }>[]>;

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

property timeoutInSeconds

timeoutInSeconds?: pulumi.Input<number>;

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

interface GameSessionQueueState

Input properties used for looking up and filtering GameSessionQueue resources.

property arn

arn?: pulumi.Input<string>;

Game Session Queue ARN.

property destinations

destinations?: pulumi.Input<pulumi.Input<string>[]>;

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

property name

name?: pulumi.Input<string>;

Name of the session queue.

property playerLatencyPolicies

playerLatencyPolicies?: pulumi.Input<pulumi.Input<{ ... }>[]>;

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

property timeoutInSeconds

timeoutInSeconds?: pulumi.Input<number>;

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