gamelift

package
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Published: Nov 21, 2023 License: Apache-2.0 Imports: 7 Imported by: 0

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Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Alias

type Alias struct {
	pulumi.CustomResourceState

	// Alias ARN.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// Description of the alias.
	Description pulumi.StringPtrOutput `pulumi:"description"`
	// Name of the alias.
	Name pulumi.StringOutput `pulumi:"name"`
	// Specifies the fleet and/or routing type to use for the alias.
	RoutingStrategy AliasRoutingStrategyOutput `pulumi:"routingStrategy"`
	// Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
}

Provides a GameLift Alias resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v5/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewAlias(ctx, "example", &gamelift.AliasArgs{
			Description: pulumi.String("Example Description"),
			RoutingStrategy: &gamelift.AliasRoutingStrategyArgs{
				Message: pulumi.String("Example Message"),
				Type:    pulumi.String("TERMINAL"),
			},
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

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

```sh

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

```

func GetAlias

func GetAlias(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *AliasState, opts ...pulumi.ResourceOption) (*Alias, error)

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

func NewAlias

func NewAlias(ctx *pulumi.Context,
	name string, args *AliasArgs, opts ...pulumi.ResourceOption) (*Alias, error)

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

func (*Alias) ElementType

func (*Alias) ElementType() reflect.Type

func (*Alias) ToAliasOutput

func (i *Alias) ToAliasOutput() AliasOutput

func (*Alias) ToAliasOutputWithContext

func (i *Alias) ToAliasOutputWithContext(ctx context.Context) AliasOutput

type AliasArgs

type AliasArgs struct {
	// Description of the alias.
	Description pulumi.StringPtrInput
	// Name of the alias.
	Name pulumi.StringPtrInput
	// Specifies the fleet and/or routing type to use for the alias.
	RoutingStrategy AliasRoutingStrategyInput
	// Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
}

The set of arguments for constructing a Alias resource.

func (AliasArgs) ElementType

func (AliasArgs) ElementType() reflect.Type

type AliasArray

type AliasArray []AliasInput

func (AliasArray) ElementType

func (AliasArray) ElementType() reflect.Type

func (AliasArray) ToAliasArrayOutput

func (i AliasArray) ToAliasArrayOutput() AliasArrayOutput

func (AliasArray) ToAliasArrayOutputWithContext

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

type AliasArrayInput

type AliasArrayInput interface {
	pulumi.Input

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

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

AliasArray{ AliasArgs{...} }

type AliasArrayOutput

type AliasArrayOutput struct{ *pulumi.OutputState }

func (AliasArrayOutput) ElementType

func (AliasArrayOutput) ElementType() reflect.Type

func (AliasArrayOutput) Index

func (AliasArrayOutput) ToAliasArrayOutput

func (o AliasArrayOutput) ToAliasArrayOutput() AliasArrayOutput

func (AliasArrayOutput) ToAliasArrayOutputWithContext

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

type AliasInput

type AliasInput interface {
	pulumi.Input

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

type AliasMap

type AliasMap map[string]AliasInput

func (AliasMap) ElementType

func (AliasMap) ElementType() reflect.Type

func (AliasMap) ToAliasMapOutput

func (i AliasMap) ToAliasMapOutput() AliasMapOutput

func (AliasMap) ToAliasMapOutputWithContext

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

type AliasMapInput

type AliasMapInput interface {
	pulumi.Input

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

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

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

type AliasMapOutput

type AliasMapOutput struct{ *pulumi.OutputState }

func (AliasMapOutput) ElementType

func (AliasMapOutput) ElementType() reflect.Type

func (AliasMapOutput) MapIndex

func (AliasMapOutput) ToAliasMapOutput

func (o AliasMapOutput) ToAliasMapOutput() AliasMapOutput

func (AliasMapOutput) ToAliasMapOutputWithContext

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

type AliasOutput

type AliasOutput struct{ *pulumi.OutputState }

func (AliasOutput) Arn added in v5.4.0

Alias ARN.

func (AliasOutput) Description added in v5.4.0

func (o AliasOutput) Description() pulumi.StringPtrOutput

Description of the alias.

func (AliasOutput) ElementType

func (AliasOutput) ElementType() reflect.Type

func (AliasOutput) Name added in v5.4.0

func (o AliasOutput) Name() pulumi.StringOutput

Name of the alias.

func (AliasOutput) RoutingStrategy added in v5.4.0

func (o AliasOutput) RoutingStrategy() AliasRoutingStrategyOutput

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

func (AliasOutput) Tags added in v5.4.0

Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.

func (AliasOutput) TagsAll added in v5.4.0

func (o AliasOutput) TagsAll() pulumi.StringMapOutput

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

func (AliasOutput) ToAliasOutput

func (o AliasOutput) ToAliasOutput() AliasOutput

func (AliasOutput) ToAliasOutputWithContext

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

type AliasRoutingStrategy

type AliasRoutingStrategy struct {
	// ID of the GameLift Fleet to point the alias to.
	FleetId *string `pulumi:"fleetId"`
	// Message text to be used with the `TERMINAL` routing strategy.
	Message *string `pulumi:"message"`
	// Type of routing strategyE.g., `SIMPLE` or `TERMINAL`
	Type string `pulumi:"type"`
}

type AliasRoutingStrategyArgs

type AliasRoutingStrategyArgs struct {
	// ID of the GameLift Fleet to point the alias to.
	FleetId pulumi.StringPtrInput `pulumi:"fleetId"`
	// Message text to be used with the `TERMINAL` routing strategy.
	Message pulumi.StringPtrInput `pulumi:"message"`
	// Type of routing strategyE.g., `SIMPLE` or `TERMINAL`
	Type pulumi.StringInput `pulumi:"type"`
}

func (AliasRoutingStrategyArgs) ElementType

func (AliasRoutingStrategyArgs) ElementType() reflect.Type

func (AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutput

func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutput() AliasRoutingStrategyOutput

func (AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutputWithContext

func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyOutputWithContext(ctx context.Context) AliasRoutingStrategyOutput

func (AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutput

func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutputWithContext

func (i AliasRoutingStrategyArgs) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput

type AliasRoutingStrategyInput

type AliasRoutingStrategyInput interface {
	pulumi.Input

	ToAliasRoutingStrategyOutput() AliasRoutingStrategyOutput
	ToAliasRoutingStrategyOutputWithContext(context.Context) AliasRoutingStrategyOutput
}

AliasRoutingStrategyInput is an input type that accepts AliasRoutingStrategyArgs and AliasRoutingStrategyOutput values. You can construct a concrete instance of `AliasRoutingStrategyInput` via:

AliasRoutingStrategyArgs{...}

type AliasRoutingStrategyOutput

type AliasRoutingStrategyOutput struct{ *pulumi.OutputState }

func (AliasRoutingStrategyOutput) ElementType

func (AliasRoutingStrategyOutput) ElementType() reflect.Type

func (AliasRoutingStrategyOutput) FleetId

ID of the GameLift Fleet to point the alias to.

func (AliasRoutingStrategyOutput) Message

Message text to be used with the `TERMINAL` routing strategy.

func (AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutput

func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutput() AliasRoutingStrategyOutput

func (AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutputWithContext

func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyOutputWithContext(ctx context.Context) AliasRoutingStrategyOutput

func (AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutput

func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutputWithContext

func (o AliasRoutingStrategyOutput) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyOutput) Type

Type of routing strategyE.g., `SIMPLE` or `TERMINAL`

type AliasRoutingStrategyPtrInput

type AliasRoutingStrategyPtrInput interface {
	pulumi.Input

	ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput
	ToAliasRoutingStrategyPtrOutputWithContext(context.Context) AliasRoutingStrategyPtrOutput
}

AliasRoutingStrategyPtrInput is an input type that accepts AliasRoutingStrategyArgs, AliasRoutingStrategyPtr and AliasRoutingStrategyPtrOutput values. You can construct a concrete instance of `AliasRoutingStrategyPtrInput` via:

        AliasRoutingStrategyArgs{...}

or:

        nil

type AliasRoutingStrategyPtrOutput

type AliasRoutingStrategyPtrOutput struct{ *pulumi.OutputState }

func (AliasRoutingStrategyPtrOutput) Elem

func (AliasRoutingStrategyPtrOutput) ElementType

func (AliasRoutingStrategyPtrOutput) FleetId

ID of the GameLift Fleet to point the alias to.

func (AliasRoutingStrategyPtrOutput) Message

Message text to be used with the `TERMINAL` routing strategy.

func (AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutput

func (o AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutput() AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutputWithContext

func (o AliasRoutingStrategyPtrOutput) ToAliasRoutingStrategyPtrOutputWithContext(ctx context.Context) AliasRoutingStrategyPtrOutput

func (AliasRoutingStrategyPtrOutput) Type

Type of routing strategyE.g., `SIMPLE` or `TERMINAL`

type AliasState

type AliasState struct {
	// Alias ARN.
	Arn pulumi.StringPtrInput
	// Description of the alias.
	Description pulumi.StringPtrInput
	// Name of the alias.
	Name pulumi.StringPtrInput
	// Specifies the fleet and/or routing type to use for the alias.
	RoutingStrategy AliasRoutingStrategyPtrInput
	// Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	TagsAll pulumi.StringMapInput
}

func (AliasState) ElementType

func (AliasState) ElementType() reflect.Type

type Build

type Build struct {
	pulumi.CustomResourceState

	// GameLift Build ARN.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// Name of the build
	Name pulumi.StringOutput `pulumi:"name"`
	// Operating system that the game server binaries are built to run onE.g., `WINDOWS_2012`, `AMAZON_LINUX` or `AMAZON_LINUX_2`.
	OperatingSystem pulumi.StringOutput `pulumi:"operatingSystem"`
	// Information indicating where your game build files are stored. See below.
	StorageLocation BuildStorageLocationOutput `pulumi:"storageLocation"`
	// Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
	// Version that is associated with this build.
	Version pulumi.StringPtrOutput `pulumi:"version"`
}

Provides an GameLift Build resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v5/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewBuild(ctx, "test", &gamelift.BuildArgs{
			OperatingSystem: pulumi.String("WINDOWS_2012"),
			StorageLocation: &gamelift.BuildStorageLocationArgs{
				Bucket:  pulumi.Any(aws_s3_bucket.Test.Id),
				Key:     pulumi.Any(aws_s3_object.Test.Key),
				RoleArn: pulumi.Any(aws_iam_role.Test.Arn),
			},
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

GameLift Builds can be imported using the ID, e.g.,

```sh

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

```

func GetBuild

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

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

func NewBuild

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

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

func (*Build) ElementType

func (*Build) ElementType() reflect.Type

func (*Build) ToBuildOutput

func (i *Build) ToBuildOutput() BuildOutput

func (*Build) ToBuildOutputWithContext

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

type BuildArgs

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

The set of arguments for constructing a Build resource.

func (BuildArgs) ElementType

func (BuildArgs) ElementType() reflect.Type

type BuildArray

type BuildArray []BuildInput

func (BuildArray) ElementType

func (BuildArray) ElementType() reflect.Type

func (BuildArray) ToBuildArrayOutput

func (i BuildArray) ToBuildArrayOutput() BuildArrayOutput

func (BuildArray) ToBuildArrayOutputWithContext

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

type BuildArrayInput

type BuildArrayInput interface {
	pulumi.Input

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

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

BuildArray{ BuildArgs{...} }

type BuildArrayOutput

type BuildArrayOutput struct{ *pulumi.OutputState }

func (BuildArrayOutput) ElementType

func (BuildArrayOutput) ElementType() reflect.Type

func (BuildArrayOutput) Index

func (BuildArrayOutput) ToBuildArrayOutput

func (o BuildArrayOutput) ToBuildArrayOutput() BuildArrayOutput

func (BuildArrayOutput) ToBuildArrayOutputWithContext

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

type BuildInput

type BuildInput interface {
	pulumi.Input

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

type BuildMap

type BuildMap map[string]BuildInput

func (BuildMap) ElementType

func (BuildMap) ElementType() reflect.Type

func (BuildMap) ToBuildMapOutput

func (i BuildMap) ToBuildMapOutput() BuildMapOutput

func (BuildMap) ToBuildMapOutputWithContext

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

type BuildMapInput

type BuildMapInput interface {
	pulumi.Input

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

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

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

type BuildMapOutput

type BuildMapOutput struct{ *pulumi.OutputState }

func (BuildMapOutput) ElementType

func (BuildMapOutput) ElementType() reflect.Type

func (BuildMapOutput) MapIndex

func (BuildMapOutput) ToBuildMapOutput

func (o BuildMapOutput) ToBuildMapOutput() BuildMapOutput

func (BuildMapOutput) ToBuildMapOutputWithContext

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

type BuildOutput

type BuildOutput struct{ *pulumi.OutputState }

func (BuildOutput) Arn added in v5.4.0

GameLift Build ARN.

func (BuildOutput) ElementType

func (BuildOutput) ElementType() reflect.Type

func (BuildOutput) Name added in v5.4.0

func (o BuildOutput) Name() pulumi.StringOutput

Name of the build

func (BuildOutput) OperatingSystem added in v5.4.0

func (o BuildOutput) OperatingSystem() pulumi.StringOutput

Operating system that the game server binaries are built to run onE.g., `WINDOWS_2012`, `AMAZON_LINUX` or `AMAZON_LINUX_2`.

func (BuildOutput) StorageLocation added in v5.4.0

func (o BuildOutput) StorageLocation() BuildStorageLocationOutput

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

func (BuildOutput) Tags added in v5.4.0

Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.

func (BuildOutput) TagsAll added in v5.4.0

func (o BuildOutput) TagsAll() pulumi.StringMapOutput

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

func (BuildOutput) ToBuildOutput

func (o BuildOutput) ToBuildOutput() BuildOutput

func (BuildOutput) ToBuildOutputWithContext

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

func (BuildOutput) Version added in v5.4.0

func (o BuildOutput) Version() pulumi.StringPtrOutput

Version that is associated with this build.

type BuildState

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

func (BuildState) ElementType

func (BuildState) ElementType() reflect.Type

type BuildStorageLocation

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

type BuildStorageLocationArgs

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

func (BuildStorageLocationArgs) ElementType

func (BuildStorageLocationArgs) ElementType() reflect.Type

func (BuildStorageLocationArgs) ToBuildStorageLocationOutput

func (i BuildStorageLocationArgs) ToBuildStorageLocationOutput() BuildStorageLocationOutput

func (BuildStorageLocationArgs) ToBuildStorageLocationOutputWithContext

func (i BuildStorageLocationArgs) ToBuildStorageLocationOutputWithContext(ctx context.Context) BuildStorageLocationOutput

func (BuildStorageLocationArgs) ToBuildStorageLocationPtrOutput

func (i BuildStorageLocationArgs) ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput

func (BuildStorageLocationArgs) ToBuildStorageLocationPtrOutputWithContext

func (i BuildStorageLocationArgs) ToBuildStorageLocationPtrOutputWithContext(ctx context.Context) BuildStorageLocationPtrOutput

type BuildStorageLocationInput

type BuildStorageLocationInput interface {
	pulumi.Input

	ToBuildStorageLocationOutput() BuildStorageLocationOutput
	ToBuildStorageLocationOutputWithContext(context.Context) BuildStorageLocationOutput
}

BuildStorageLocationInput is an input type that accepts BuildStorageLocationArgs and BuildStorageLocationOutput values. You can construct a concrete instance of `BuildStorageLocationInput` via:

BuildStorageLocationArgs{...}

type BuildStorageLocationOutput

type BuildStorageLocationOutput struct{ *pulumi.OutputState }

func (BuildStorageLocationOutput) Bucket

Name of your S3 bucket.

func (BuildStorageLocationOutput) ElementType

func (BuildStorageLocationOutput) ElementType() reflect.Type

func (BuildStorageLocationOutput) Key

Name of the zip file containing your build files.

func (BuildStorageLocationOutput) ObjectVersion added in v5.1.0

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

func (BuildStorageLocationOutput) RoleArn

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

func (BuildStorageLocationOutput) ToBuildStorageLocationOutput

func (o BuildStorageLocationOutput) ToBuildStorageLocationOutput() BuildStorageLocationOutput

func (BuildStorageLocationOutput) ToBuildStorageLocationOutputWithContext

func (o BuildStorageLocationOutput) ToBuildStorageLocationOutputWithContext(ctx context.Context) BuildStorageLocationOutput

func (BuildStorageLocationOutput) ToBuildStorageLocationPtrOutput

func (o BuildStorageLocationOutput) ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput

func (BuildStorageLocationOutput) ToBuildStorageLocationPtrOutputWithContext

func (o BuildStorageLocationOutput) ToBuildStorageLocationPtrOutputWithContext(ctx context.Context) BuildStorageLocationPtrOutput

type BuildStorageLocationPtrInput

type BuildStorageLocationPtrInput interface {
	pulumi.Input

	ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput
	ToBuildStorageLocationPtrOutputWithContext(context.Context) BuildStorageLocationPtrOutput
}

BuildStorageLocationPtrInput is an input type that accepts BuildStorageLocationArgs, BuildStorageLocationPtr and BuildStorageLocationPtrOutput values. You can construct a concrete instance of `BuildStorageLocationPtrInput` via:

        BuildStorageLocationArgs{...}

or:

        nil

type BuildStorageLocationPtrOutput

type BuildStorageLocationPtrOutput struct{ *pulumi.OutputState }

func (BuildStorageLocationPtrOutput) Bucket

Name of your S3 bucket.

func (BuildStorageLocationPtrOutput) Elem

func (BuildStorageLocationPtrOutput) ElementType

func (BuildStorageLocationPtrOutput) Key

Name of the zip file containing your build files.

func (BuildStorageLocationPtrOutput) ObjectVersion added in v5.1.0

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

func (BuildStorageLocationPtrOutput) RoleArn

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

func (BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutput

func (o BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutput() BuildStorageLocationPtrOutput

func (BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutputWithContext

func (o BuildStorageLocationPtrOutput) ToBuildStorageLocationPtrOutputWithContext(ctx context.Context) BuildStorageLocationPtrOutput

type Fleet

type Fleet struct {
	pulumi.CustomResourceState

	// Fleet ARN.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// Build ARN.
	BuildArn pulumi.StringOutput `pulumi:"buildArn"`
	// ID of the GameLift Build to be deployed on the fleet.
	BuildId pulumi.StringPtrOutput `pulumi:"buildId"`
	// Prompts GameLift to generate a TLS/SSL certificate for the fleet. See certificate_configuration.
	CertificateConfiguration FleetCertificateConfigurationOutput `pulumi:"certificateConfiguration"`
	// Human-readable description of the fleet.
	Description pulumi.StringPtrOutput `pulumi:"description"`
	// Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below.
	Ec2InboundPermissions FleetEc2InboundPermissionArrayOutput `pulumi:"ec2InboundPermissions"`
	// Name of an EC2 instance typeE.g., `t2.micro`
	Ec2InstanceType pulumi.StringOutput `pulumi:"ec2InstanceType"`
	// Type of fleet. This value must be `ON_DEMAND` or `SPOT`. Defaults to `ON_DEMAND`.
	FleetType pulumi.StringPtrOutput `pulumi:"fleetType"`
	// ARN of an IAM role that instances in the fleet can assume.
	InstanceRoleArn pulumi.StringPtrOutput   `pulumi:"instanceRoleArn"`
	LogPaths        pulumi.StringArrayOutput `pulumi:"logPaths"`
	// List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`.
	MetricGroups pulumi.StringArrayOutput `pulumi:"metricGroups"`
	// The name of the fleet.
	Name pulumi.StringOutput `pulumi:"name"`
	// Game session protection policy to apply to all instances in this fleetE.g., `FullProtection`. Defaults to `NoProtection`.
	NewGameSessionProtectionPolicy pulumi.StringPtrOutput `pulumi:"newGameSessionProtectionPolicy"`
	// Operating system of the fleet's computing resources.
	OperatingSystem pulumi.StringOutput `pulumi:"operatingSystem"`
	// Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below.
	ResourceCreationLimitPolicy FleetResourceCreationLimitPolicyPtrOutput `pulumi:"resourceCreationLimitPolicy"`
	// Instructions for launching server processes on each instance in the fleet. See below.
	RuntimeConfiguration FleetRuntimeConfigurationPtrOutput `pulumi:"runtimeConfiguration"`
	// Script ARN.
	ScriptArn pulumi.StringOutput `pulumi:"scriptArn"`
	// ID of the GameLift Script to be deployed on the fleet.
	ScriptId pulumi.StringPtrOutput `pulumi:"scriptId"`
	// Key-value map of resource tags. If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
}

Provides a GameLift Fleet resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v5/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewFleet(ctx, "example", &gamelift.FleetArgs{
			BuildId:         pulumi.Any(aws_gamelift_build.Example.Id),
			Ec2InstanceType: pulumi.String("t2.micro"),
			FleetType:       pulumi.String("ON_DEMAND"),
			RuntimeConfiguration: &gamelift.FleetRuntimeConfigurationArgs{
				ServerProcesses: gamelift.FleetRuntimeConfigurationServerProcessArray{
					&gamelift.FleetRuntimeConfigurationServerProcessArgs{
						ConcurrentExecutions: pulumi.Int(1),
						LaunchPath:           pulumi.String("C:\\game\\GomokuServer.exe"),
					},
				},
			},
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

GameLift Fleets can be imported using the ID, e.g.,

```sh

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

```

func GetFleet

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

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

func NewFleet

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

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

func (*Fleet) ElementType

func (*Fleet) ElementType() reflect.Type

func (*Fleet) ToFleetOutput

func (i *Fleet) ToFleetOutput() FleetOutput

func (*Fleet) ToFleetOutputWithContext

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

type FleetArgs

type FleetArgs struct {
	// ID of the GameLift Build to be deployed on the fleet.
	BuildId pulumi.StringPtrInput
	// Prompts GameLift to generate a TLS/SSL certificate for the fleet. See certificate_configuration.
	CertificateConfiguration FleetCertificateConfigurationPtrInput
	// Human-readable description of the fleet.
	Description pulumi.StringPtrInput
	// Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below.
	Ec2InboundPermissions FleetEc2InboundPermissionArrayInput
	// Name of an EC2 instance typeE.g., `t2.micro`
	Ec2InstanceType pulumi.StringInput
	// Type of fleet. This value must be `ON_DEMAND` or `SPOT`. Defaults to `ON_DEMAND`.
	FleetType pulumi.StringPtrInput
	// ARN of an IAM role that instances in the fleet can assume.
	InstanceRoleArn pulumi.StringPtrInput
	// List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`.
	MetricGroups pulumi.StringArrayInput
	// The name of the fleet.
	Name pulumi.StringPtrInput
	// Game session protection policy to apply to all instances in this fleetE.g., `FullProtection`. Defaults to `NoProtection`.
	NewGameSessionProtectionPolicy pulumi.StringPtrInput
	// Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below.
	ResourceCreationLimitPolicy FleetResourceCreationLimitPolicyPtrInput
	// Instructions for launching server processes on each instance in the fleet. See below.
	RuntimeConfiguration FleetRuntimeConfigurationPtrInput
	// ID of the GameLift Script to be deployed on the fleet.
	ScriptId pulumi.StringPtrInput
	// Key-value map of resource tags. If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
}

The set of arguments for constructing a Fleet resource.

func (FleetArgs) ElementType

func (FleetArgs) ElementType() reflect.Type

type FleetArray

type FleetArray []FleetInput

func (FleetArray) ElementType

func (FleetArray) ElementType() reflect.Type

func (FleetArray) ToFleetArrayOutput

func (i FleetArray) ToFleetArrayOutput() FleetArrayOutput

func (FleetArray) ToFleetArrayOutputWithContext

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

type FleetArrayInput

type FleetArrayInput interface {
	pulumi.Input

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

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

FleetArray{ FleetArgs{...} }

type FleetArrayOutput

type FleetArrayOutput struct{ *pulumi.OutputState }

func (FleetArrayOutput) ElementType

func (FleetArrayOutput) ElementType() reflect.Type

func (FleetArrayOutput) Index

func (FleetArrayOutput) ToFleetArrayOutput

func (o FleetArrayOutput) ToFleetArrayOutput() FleetArrayOutput

func (FleetArrayOutput) ToFleetArrayOutputWithContext

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

type FleetCertificateConfiguration added in v5.1.0

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

type FleetCertificateConfigurationArgs added in v5.1.0

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

func (FleetCertificateConfigurationArgs) ElementType added in v5.1.0

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutput added in v5.1.0

func (i FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutput() FleetCertificateConfigurationOutput

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationOutputWithContext added in v5.1.0

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

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutput added in v5.1.0

func (i FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput

func (FleetCertificateConfigurationArgs) ToFleetCertificateConfigurationPtrOutputWithContext added in v5.1.0

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

type FleetCertificateConfigurationInput added in v5.1.0

type FleetCertificateConfigurationInput interface {
	pulumi.Input

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

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

FleetCertificateConfigurationArgs{...}

type FleetCertificateConfigurationOutput added in v5.1.0

type FleetCertificateConfigurationOutput struct{ *pulumi.OutputState }

func (FleetCertificateConfigurationOutput) CertificateType added in v5.1.0

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

func (FleetCertificateConfigurationOutput) ElementType added in v5.1.0

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutput added in v5.1.0

func (o FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutput() FleetCertificateConfigurationOutput

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationOutputWithContext added in v5.1.0

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

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutput added in v5.1.0

func (o FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput

func (FleetCertificateConfigurationOutput) ToFleetCertificateConfigurationPtrOutputWithContext added in v5.1.0

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

type FleetCertificateConfigurationPtrInput added in v5.1.0

type FleetCertificateConfigurationPtrInput interface {
	pulumi.Input

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

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

        FleetCertificateConfigurationArgs{...}

or:

        nil

type FleetCertificateConfigurationPtrOutput added in v5.1.0

type FleetCertificateConfigurationPtrOutput struct{ *pulumi.OutputState }

func (FleetCertificateConfigurationPtrOutput) CertificateType added in v5.1.0

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

func (FleetCertificateConfigurationPtrOutput) Elem added in v5.1.0

func (FleetCertificateConfigurationPtrOutput) ElementType added in v5.1.0

func (FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutput added in v5.1.0

func (o FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutput() FleetCertificateConfigurationPtrOutput

func (FleetCertificateConfigurationPtrOutput) ToFleetCertificateConfigurationPtrOutputWithContext added in v5.1.0

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

type FleetEc2InboundPermission

type FleetEc2InboundPermission struct {
	// Starting value for a range of allowed port numbers.
	FromPort int `pulumi:"fromPort"`
	// Range of allowed IP addresses expressed in CIDR notationE.g., `000.000.000.000/[subnet mask]` or `0.0.0.0/[subnet mask]`.
	IpRange string `pulumi:"ipRange"`
	// Network communication protocol used by the fleetE.g., `TCP` or `UDP`
	Protocol string `pulumi:"protocol"`
	// Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than `fromPort`.
	ToPort int `pulumi:"toPort"`
}

type FleetEc2InboundPermissionArgs

type FleetEc2InboundPermissionArgs struct {
	// Starting value for a range of allowed port numbers.
	FromPort pulumi.IntInput `pulumi:"fromPort"`
	// Range of allowed IP addresses expressed in CIDR notationE.g., `000.000.000.000/[subnet mask]` or `0.0.0.0/[subnet mask]`.
	IpRange pulumi.StringInput `pulumi:"ipRange"`
	// Network communication protocol used by the fleetE.g., `TCP` or `UDP`
	Protocol pulumi.StringInput `pulumi:"protocol"`
	// Ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than `fromPort`.
	ToPort pulumi.IntInput `pulumi:"toPort"`
}

func (FleetEc2InboundPermissionArgs) ElementType

func (FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutput

func (i FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutput() FleetEc2InboundPermissionOutput

func (FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutputWithContext

func (i FleetEc2InboundPermissionArgs) ToFleetEc2InboundPermissionOutputWithContext(ctx context.Context) FleetEc2InboundPermissionOutput

type FleetEc2InboundPermissionArray

type FleetEc2InboundPermissionArray []FleetEc2InboundPermissionInput

func (FleetEc2InboundPermissionArray) ElementType

func (FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutput

func (i FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutput() FleetEc2InboundPermissionArrayOutput

func (FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutputWithContext

func (i FleetEc2InboundPermissionArray) ToFleetEc2InboundPermissionArrayOutputWithContext(ctx context.Context) FleetEc2InboundPermissionArrayOutput

type FleetEc2InboundPermissionArrayInput

type FleetEc2InboundPermissionArrayInput interface {
	pulumi.Input

	ToFleetEc2InboundPermissionArrayOutput() FleetEc2InboundPermissionArrayOutput
	ToFleetEc2InboundPermissionArrayOutputWithContext(context.Context) FleetEc2InboundPermissionArrayOutput
}

FleetEc2InboundPermissionArrayInput is an input type that accepts FleetEc2InboundPermissionArray and FleetEc2InboundPermissionArrayOutput values. You can construct a concrete instance of `FleetEc2InboundPermissionArrayInput` via:

FleetEc2InboundPermissionArray{ FleetEc2InboundPermissionArgs{...} }

type FleetEc2InboundPermissionArrayOutput

type FleetEc2InboundPermissionArrayOutput struct{ *pulumi.OutputState }

func (FleetEc2InboundPermissionArrayOutput) ElementType

func (FleetEc2InboundPermissionArrayOutput) Index

func (FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutput

func (o FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutput() FleetEc2InboundPermissionArrayOutput

func (FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutputWithContext

func (o FleetEc2InboundPermissionArrayOutput) ToFleetEc2InboundPermissionArrayOutputWithContext(ctx context.Context) FleetEc2InboundPermissionArrayOutput

type FleetEc2InboundPermissionInput

type FleetEc2InboundPermissionInput interface {
	pulumi.Input

	ToFleetEc2InboundPermissionOutput() FleetEc2InboundPermissionOutput
	ToFleetEc2InboundPermissionOutputWithContext(context.Context) FleetEc2InboundPermissionOutput
}

FleetEc2InboundPermissionInput is an input type that accepts FleetEc2InboundPermissionArgs and FleetEc2InboundPermissionOutput values. You can construct a concrete instance of `FleetEc2InboundPermissionInput` via:

FleetEc2InboundPermissionArgs{...}

type FleetEc2InboundPermissionOutput

type FleetEc2InboundPermissionOutput struct{ *pulumi.OutputState }

func (FleetEc2InboundPermissionOutput) ElementType

func (FleetEc2InboundPermissionOutput) FromPort

Starting value for a range of allowed port numbers.

func (FleetEc2InboundPermissionOutput) IpRange

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

func (FleetEc2InboundPermissionOutput) Protocol

Network communication protocol used by the fleetE.g., `TCP` or `UDP`

func (FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutput

func (o FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutput() FleetEc2InboundPermissionOutput

func (FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutputWithContext

func (o FleetEc2InboundPermissionOutput) ToFleetEc2InboundPermissionOutputWithContext(ctx context.Context) FleetEc2InboundPermissionOutput

func (FleetEc2InboundPermissionOutput) ToPort

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

type FleetInput

type FleetInput interface {
	pulumi.Input

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

type FleetMap

type FleetMap map[string]FleetInput

func (FleetMap) ElementType

func (FleetMap) ElementType() reflect.Type

func (FleetMap) ToFleetMapOutput

func (i FleetMap) ToFleetMapOutput() FleetMapOutput

func (FleetMap) ToFleetMapOutputWithContext

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

type FleetMapInput

type FleetMapInput interface {
	pulumi.Input

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

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

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

type FleetMapOutput

type FleetMapOutput struct{ *pulumi.OutputState }

func (FleetMapOutput) ElementType

func (FleetMapOutput) ElementType() reflect.Type

func (FleetMapOutput) MapIndex

func (FleetMapOutput) ToFleetMapOutput

func (o FleetMapOutput) ToFleetMapOutput() FleetMapOutput

func (FleetMapOutput) ToFleetMapOutputWithContext

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

type FleetOutput

type FleetOutput struct{ *pulumi.OutputState }

func (FleetOutput) Arn added in v5.4.0

Fleet ARN.

func (FleetOutput) BuildArn added in v5.4.0

func (o FleetOutput) BuildArn() pulumi.StringOutput

Build ARN.

func (FleetOutput) BuildId added in v5.4.0

func (o FleetOutput) BuildId() pulumi.StringPtrOutput

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

func (FleetOutput) CertificateConfiguration added in v5.4.0

func (o FleetOutput) CertificateConfiguration() FleetCertificateConfigurationOutput

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

func (FleetOutput) Description added in v5.4.0

func (o FleetOutput) Description() pulumi.StringPtrOutput

Human-readable description of the fleet.

func (FleetOutput) Ec2InboundPermissions added in v5.4.0

func (o FleetOutput) Ec2InboundPermissions() FleetEc2InboundPermissionArrayOutput

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

func (FleetOutput) Ec2InstanceType added in v5.4.0

func (o FleetOutput) Ec2InstanceType() pulumi.StringOutput

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

func (FleetOutput) ElementType

func (FleetOutput) ElementType() reflect.Type

func (FleetOutput) FleetType added in v5.4.0

func (o FleetOutput) FleetType() pulumi.StringPtrOutput

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

func (FleetOutput) InstanceRoleArn added in v5.4.0

func (o FleetOutput) InstanceRoleArn() pulumi.StringPtrOutput

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

func (FleetOutput) LogPaths added in v5.4.0

func (o FleetOutput) LogPaths() pulumi.StringArrayOutput

func (FleetOutput) MetricGroups added in v5.4.0

func (o FleetOutput) MetricGroups() pulumi.StringArrayOutput

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

func (FleetOutput) Name added in v5.4.0

func (o FleetOutput) Name() pulumi.StringOutput

The name of the fleet.

func (FleetOutput) NewGameSessionProtectionPolicy added in v5.4.0

func (o FleetOutput) NewGameSessionProtectionPolicy() pulumi.StringPtrOutput

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

func (FleetOutput) OperatingSystem added in v5.4.0

func (o FleetOutput) OperatingSystem() pulumi.StringOutput

Operating system of the fleet's computing resources.

func (FleetOutput) ResourceCreationLimitPolicy added in v5.4.0

func (o FleetOutput) ResourceCreationLimitPolicy() FleetResourceCreationLimitPolicyPtrOutput

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

func (FleetOutput) RuntimeConfiguration added in v5.4.0

func (o FleetOutput) RuntimeConfiguration() FleetRuntimeConfigurationPtrOutput

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

func (FleetOutput) ScriptArn added in v5.4.0

func (o FleetOutput) ScriptArn() pulumi.StringOutput

Script ARN.

func (FleetOutput) ScriptId added in v5.4.0

func (o FleetOutput) ScriptId() pulumi.StringPtrOutput

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

func (FleetOutput) Tags added in v5.4.0

Key-value map of resource tags. If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.

func (FleetOutput) TagsAll added in v5.4.0

func (o FleetOutput) TagsAll() pulumi.StringMapOutput

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

func (FleetOutput) ToFleetOutput

func (o FleetOutput) ToFleetOutput() FleetOutput

func (FleetOutput) ToFleetOutputWithContext

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

type FleetResourceCreationLimitPolicy

type FleetResourceCreationLimitPolicy struct {
	// Maximum number of game sessions that an individual can create during the policy period.
	NewGameSessionsPerCreator *int `pulumi:"newGameSessionsPerCreator"`
	// Time span used in evaluating the resource creation limit policy.
	PolicyPeriodInMinutes *int `pulumi:"policyPeriodInMinutes"`
}

type FleetResourceCreationLimitPolicyArgs

type FleetResourceCreationLimitPolicyArgs struct {
	// Maximum number of game sessions that an individual can create during the policy period.
	NewGameSessionsPerCreator pulumi.IntPtrInput `pulumi:"newGameSessionsPerCreator"`
	// Time span used in evaluating the resource creation limit policy.
	PolicyPeriodInMinutes pulumi.IntPtrInput `pulumi:"policyPeriodInMinutes"`
}

func (FleetResourceCreationLimitPolicyArgs) ElementType

func (FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutput

func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutput() FleetResourceCreationLimitPolicyOutput

func (FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutputWithContext

func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyOutput

func (FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutput

func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput

func (FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutputWithContext

func (i FleetResourceCreationLimitPolicyArgs) ToFleetResourceCreationLimitPolicyPtrOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyPtrOutput

type FleetResourceCreationLimitPolicyInput

type FleetResourceCreationLimitPolicyInput interface {
	pulumi.Input

	ToFleetResourceCreationLimitPolicyOutput() FleetResourceCreationLimitPolicyOutput
	ToFleetResourceCreationLimitPolicyOutputWithContext(context.Context) FleetResourceCreationLimitPolicyOutput
}

FleetResourceCreationLimitPolicyInput is an input type that accepts FleetResourceCreationLimitPolicyArgs and FleetResourceCreationLimitPolicyOutput values. You can construct a concrete instance of `FleetResourceCreationLimitPolicyInput` via:

FleetResourceCreationLimitPolicyArgs{...}

type FleetResourceCreationLimitPolicyOutput

type FleetResourceCreationLimitPolicyOutput struct{ *pulumi.OutputState }

func (FleetResourceCreationLimitPolicyOutput) ElementType

func (FleetResourceCreationLimitPolicyOutput) NewGameSessionsPerCreator

func (o FleetResourceCreationLimitPolicyOutput) NewGameSessionsPerCreator() pulumi.IntPtrOutput

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

func (FleetResourceCreationLimitPolicyOutput) PolicyPeriodInMinutes

Time span used in evaluating the resource creation limit policy.

func (FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutput

func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutput() FleetResourceCreationLimitPolicyOutput

func (FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutputWithContext

func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyOutput

func (FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutput

func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput

func (FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext

func (o FleetResourceCreationLimitPolicyOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyPtrOutput

type FleetResourceCreationLimitPolicyPtrInput

type FleetResourceCreationLimitPolicyPtrInput interface {
	pulumi.Input

	ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput
	ToFleetResourceCreationLimitPolicyPtrOutputWithContext(context.Context) FleetResourceCreationLimitPolicyPtrOutput
}

FleetResourceCreationLimitPolicyPtrInput is an input type that accepts FleetResourceCreationLimitPolicyArgs, FleetResourceCreationLimitPolicyPtr and FleetResourceCreationLimitPolicyPtrOutput values. You can construct a concrete instance of `FleetResourceCreationLimitPolicyPtrInput` via:

        FleetResourceCreationLimitPolicyArgs{...}

or:

        nil

type FleetResourceCreationLimitPolicyPtrOutput

type FleetResourceCreationLimitPolicyPtrOutput struct{ *pulumi.OutputState }

func (FleetResourceCreationLimitPolicyPtrOutput) Elem

func (FleetResourceCreationLimitPolicyPtrOutput) ElementType

func (FleetResourceCreationLimitPolicyPtrOutput) NewGameSessionsPerCreator

func (o FleetResourceCreationLimitPolicyPtrOutput) NewGameSessionsPerCreator() pulumi.IntPtrOutput

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

func (FleetResourceCreationLimitPolicyPtrOutput) PolicyPeriodInMinutes

Time span used in evaluating the resource creation limit policy.

func (FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutput

func (o FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutput() FleetResourceCreationLimitPolicyPtrOutput

func (FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext

func (o FleetResourceCreationLimitPolicyPtrOutput) ToFleetResourceCreationLimitPolicyPtrOutputWithContext(ctx context.Context) FleetResourceCreationLimitPolicyPtrOutput

type FleetRuntimeConfiguration

type FleetRuntimeConfiguration struct {
	// Maximum amount of time (in seconds) that a game session can remain in status `ACTIVATING`.
	GameSessionActivationTimeoutSeconds *int `pulumi:"gameSessionActivationTimeoutSeconds"`
	// Maximum number of game sessions with status `ACTIVATING` to allow on an instance simultaneously.
	MaxConcurrentGameSessionActivations *int `pulumi:"maxConcurrentGameSessionActivations"`
	// Collection of server process configurations that describe which server processes to run on each instance in a fleet. See below.
	ServerProcesses []FleetRuntimeConfigurationServerProcess `pulumi:"serverProcesses"`
}

type FleetRuntimeConfigurationArgs

type FleetRuntimeConfigurationArgs struct {
	// Maximum amount of time (in seconds) that a game session can remain in status `ACTIVATING`.
	GameSessionActivationTimeoutSeconds pulumi.IntPtrInput `pulumi:"gameSessionActivationTimeoutSeconds"`
	// Maximum number of game sessions with status `ACTIVATING` to allow on an instance simultaneously.
	MaxConcurrentGameSessionActivations pulumi.IntPtrInput `pulumi:"maxConcurrentGameSessionActivations"`
	// Collection of server process configurations that describe which server processes to run on each instance in a fleet. See below.
	ServerProcesses FleetRuntimeConfigurationServerProcessArrayInput `pulumi:"serverProcesses"`
}

func (FleetRuntimeConfigurationArgs) ElementType

func (FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutput

func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutput() FleetRuntimeConfigurationOutput

func (FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutputWithContext

func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationOutputWithContext(ctx context.Context) FleetRuntimeConfigurationOutput

func (FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutput

func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput

func (FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutputWithContext

func (i FleetRuntimeConfigurationArgs) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput

type FleetRuntimeConfigurationInput

type FleetRuntimeConfigurationInput interface {
	pulumi.Input

	ToFleetRuntimeConfigurationOutput() FleetRuntimeConfigurationOutput
	ToFleetRuntimeConfigurationOutputWithContext(context.Context) FleetRuntimeConfigurationOutput
}

FleetRuntimeConfigurationInput is an input type that accepts FleetRuntimeConfigurationArgs and FleetRuntimeConfigurationOutput values. You can construct a concrete instance of `FleetRuntimeConfigurationInput` via:

FleetRuntimeConfigurationArgs{...}

type FleetRuntimeConfigurationOutput

type FleetRuntimeConfigurationOutput struct{ *pulumi.OutputState }

func (FleetRuntimeConfigurationOutput) ElementType

func (FleetRuntimeConfigurationOutput) GameSessionActivationTimeoutSeconds

func (o FleetRuntimeConfigurationOutput) GameSessionActivationTimeoutSeconds() pulumi.IntPtrOutput

Maximum amount of time (in seconds) that a game session can remain in status `ACTIVATING`.

func (FleetRuntimeConfigurationOutput) MaxConcurrentGameSessionActivations

func (o FleetRuntimeConfigurationOutput) MaxConcurrentGameSessionActivations() pulumi.IntPtrOutput

Maximum number of game sessions with status `ACTIVATING` to allow on an instance simultaneously.

func (FleetRuntimeConfigurationOutput) ServerProcesses

Collection of server process configurations that describe which server processes to run on each instance in a fleet. See below.

func (FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutput

func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutput() FleetRuntimeConfigurationOutput

func (FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutputWithContext

func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationOutputWithContext(ctx context.Context) FleetRuntimeConfigurationOutput

func (FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutput

func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput

func (FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutputWithContext

func (o FleetRuntimeConfigurationOutput) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput

type FleetRuntimeConfigurationPtrInput

type FleetRuntimeConfigurationPtrInput interface {
	pulumi.Input

	ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput
	ToFleetRuntimeConfigurationPtrOutputWithContext(context.Context) FleetRuntimeConfigurationPtrOutput
}

FleetRuntimeConfigurationPtrInput is an input type that accepts FleetRuntimeConfigurationArgs, FleetRuntimeConfigurationPtr and FleetRuntimeConfigurationPtrOutput values. You can construct a concrete instance of `FleetRuntimeConfigurationPtrInput` via:

        FleetRuntimeConfigurationArgs{...}

or:

        nil

type FleetRuntimeConfigurationPtrOutput

type FleetRuntimeConfigurationPtrOutput struct{ *pulumi.OutputState }

func (FleetRuntimeConfigurationPtrOutput) Elem

func (FleetRuntimeConfigurationPtrOutput) ElementType

func (FleetRuntimeConfigurationPtrOutput) GameSessionActivationTimeoutSeconds

func (o FleetRuntimeConfigurationPtrOutput) GameSessionActivationTimeoutSeconds() pulumi.IntPtrOutput

Maximum amount of time (in seconds) that a game session can remain in status `ACTIVATING`.

func (FleetRuntimeConfigurationPtrOutput) MaxConcurrentGameSessionActivations

func (o FleetRuntimeConfigurationPtrOutput) MaxConcurrentGameSessionActivations() pulumi.IntPtrOutput

Maximum number of game sessions with status `ACTIVATING` to allow on an instance simultaneously.

func (FleetRuntimeConfigurationPtrOutput) ServerProcesses

Collection of server process configurations that describe which server processes to run on each instance in a fleet. See below.

func (FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutput

func (o FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutput() FleetRuntimeConfigurationPtrOutput

func (FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutputWithContext

func (o FleetRuntimeConfigurationPtrOutput) ToFleetRuntimeConfigurationPtrOutputWithContext(ctx context.Context) FleetRuntimeConfigurationPtrOutput

type FleetRuntimeConfigurationServerProcess

type FleetRuntimeConfigurationServerProcess struct {
	// Number of server processes using this configuration to run concurrently on an instance.
	ConcurrentExecutions int `pulumi:"concurrentExecutions"`
	// Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances `C:\game`, and for Linux instances `/local/game`.
	LaunchPath string `pulumi:"launchPath"`
	// Optional list of parameters to pass to the server executable on launch.
	Parameters *string `pulumi:"parameters"`
}

type FleetRuntimeConfigurationServerProcessArgs

type FleetRuntimeConfigurationServerProcessArgs struct {
	// Number of server processes using this configuration to run concurrently on an instance.
	ConcurrentExecutions pulumi.IntInput `pulumi:"concurrentExecutions"`
	// Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances `C:\game`, and for Linux instances `/local/game`.
	LaunchPath pulumi.StringInput `pulumi:"launchPath"`
	// Optional list of parameters to pass to the server executable on launch.
	Parameters pulumi.StringPtrInput `pulumi:"parameters"`
}

func (FleetRuntimeConfigurationServerProcessArgs) ElementType

func (FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutput

func (i FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutput() FleetRuntimeConfigurationServerProcessOutput

func (FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutputWithContext

func (i FleetRuntimeConfigurationServerProcessArgs) ToFleetRuntimeConfigurationServerProcessOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessOutput

type FleetRuntimeConfigurationServerProcessArray

type FleetRuntimeConfigurationServerProcessArray []FleetRuntimeConfigurationServerProcessInput

func (FleetRuntimeConfigurationServerProcessArray) ElementType

func (FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutput

func (i FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutput() FleetRuntimeConfigurationServerProcessArrayOutput

func (FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext

func (i FleetRuntimeConfigurationServerProcessArray) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessArrayOutput

type FleetRuntimeConfigurationServerProcessArrayInput

type FleetRuntimeConfigurationServerProcessArrayInput interface {
	pulumi.Input

	ToFleetRuntimeConfigurationServerProcessArrayOutput() FleetRuntimeConfigurationServerProcessArrayOutput
	ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext(context.Context) FleetRuntimeConfigurationServerProcessArrayOutput
}

FleetRuntimeConfigurationServerProcessArrayInput is an input type that accepts FleetRuntimeConfigurationServerProcessArray and FleetRuntimeConfigurationServerProcessArrayOutput values. You can construct a concrete instance of `FleetRuntimeConfigurationServerProcessArrayInput` via:

FleetRuntimeConfigurationServerProcessArray{ FleetRuntimeConfigurationServerProcessArgs{...} }

type FleetRuntimeConfigurationServerProcessArrayOutput

type FleetRuntimeConfigurationServerProcessArrayOutput struct{ *pulumi.OutputState }

func (FleetRuntimeConfigurationServerProcessArrayOutput) ElementType

func (FleetRuntimeConfigurationServerProcessArrayOutput) Index

func (FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutput

func (o FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutput() FleetRuntimeConfigurationServerProcessArrayOutput

func (FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext

func (o FleetRuntimeConfigurationServerProcessArrayOutput) ToFleetRuntimeConfigurationServerProcessArrayOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessArrayOutput

type FleetRuntimeConfigurationServerProcessInput

type FleetRuntimeConfigurationServerProcessInput interface {
	pulumi.Input

	ToFleetRuntimeConfigurationServerProcessOutput() FleetRuntimeConfigurationServerProcessOutput
	ToFleetRuntimeConfigurationServerProcessOutputWithContext(context.Context) FleetRuntimeConfigurationServerProcessOutput
}

FleetRuntimeConfigurationServerProcessInput is an input type that accepts FleetRuntimeConfigurationServerProcessArgs and FleetRuntimeConfigurationServerProcessOutput values. You can construct a concrete instance of `FleetRuntimeConfigurationServerProcessInput` via:

FleetRuntimeConfigurationServerProcessArgs{...}

type FleetRuntimeConfigurationServerProcessOutput

type FleetRuntimeConfigurationServerProcessOutput struct{ *pulumi.OutputState }

func (FleetRuntimeConfigurationServerProcessOutput) ConcurrentExecutions

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

func (FleetRuntimeConfigurationServerProcessOutput) ElementType

func (FleetRuntimeConfigurationServerProcessOutput) LaunchPath

Location of the server executable in a game build. All game builds are installed on instances at the root : for Windows instances `C:\game`, and for Linux instances `/local/game`.

func (FleetRuntimeConfigurationServerProcessOutput) Parameters

Optional list of parameters to pass to the server executable on launch.

func (FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutput

func (o FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutput() FleetRuntimeConfigurationServerProcessOutput

func (FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutputWithContext

func (o FleetRuntimeConfigurationServerProcessOutput) ToFleetRuntimeConfigurationServerProcessOutputWithContext(ctx context.Context) FleetRuntimeConfigurationServerProcessOutput

type FleetState

type FleetState struct {
	// Fleet ARN.
	Arn pulumi.StringPtrInput
	// Build ARN.
	BuildArn pulumi.StringPtrInput
	// ID of the GameLift Build to be deployed on the fleet.
	BuildId pulumi.StringPtrInput
	// Prompts GameLift to generate a TLS/SSL certificate for the fleet. See certificate_configuration.
	CertificateConfiguration FleetCertificateConfigurationPtrInput
	// Human-readable description of the fleet.
	Description pulumi.StringPtrInput
	// Range of IP addresses and port settings that permit inbound traffic to access server processes running on the fleet. See below.
	Ec2InboundPermissions FleetEc2InboundPermissionArrayInput
	// Name of an EC2 instance typeE.g., `t2.micro`
	Ec2InstanceType pulumi.StringPtrInput
	// Type of fleet. This value must be `ON_DEMAND` or `SPOT`. Defaults to `ON_DEMAND`.
	FleetType pulumi.StringPtrInput
	// ARN of an IAM role that instances in the fleet can assume.
	InstanceRoleArn pulumi.StringPtrInput
	LogPaths        pulumi.StringArrayInput
	// List of names of metric groups to add this fleet to. A metric group tracks metrics across all fleets in the group. Defaults to `default`.
	MetricGroups pulumi.StringArrayInput
	// The name of the fleet.
	Name pulumi.StringPtrInput
	// Game session protection policy to apply to all instances in this fleetE.g., `FullProtection`. Defaults to `NoProtection`.
	NewGameSessionProtectionPolicy pulumi.StringPtrInput
	// Operating system of the fleet's computing resources.
	OperatingSystem pulumi.StringPtrInput
	// Policy that limits the number of game sessions an individual player can create over a span of time for this fleet. See below.
	ResourceCreationLimitPolicy FleetResourceCreationLimitPolicyPtrInput
	// Instructions for launching server processes on each instance in the fleet. See below.
	RuntimeConfiguration FleetRuntimeConfigurationPtrInput
	// Script ARN.
	ScriptArn pulumi.StringPtrInput
	// ID of the GameLift Script to be deployed on the fleet.
	ScriptId pulumi.StringPtrInput
	// Key-value map of resource tags. If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	TagsAll pulumi.StringMapInput
}

func (FleetState) ElementType

func (FleetState) ElementType() reflect.Type

type GameServerGroup added in v5.1.0

type GameServerGroup struct {
	pulumi.CustomResourceState

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

Provides an GameLift Game Server Group resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v5/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

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

```

Full usage:

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v5/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

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

``` ### Example IAM Role for GameLift Game Server Group

```go package main

import (

"fmt"

"github.com/pulumi/pulumi-aws/sdk/v5/go/aws"
"github.com/pulumi/pulumi-aws/sdk/v5/go/aws/iam"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

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

```

## Import

GameLift Game Server Group can be imported using the `name`, e.g.

```sh

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

```

func GetGameServerGroup added in v5.1.0

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

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

func NewGameServerGroup added in v5.1.0

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

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

func (*GameServerGroup) ElementType added in v5.1.0

func (*GameServerGroup) ElementType() reflect.Type

func (*GameServerGroup) ToGameServerGroupOutput added in v5.1.0

func (i *GameServerGroup) ToGameServerGroupOutput() GameServerGroupOutput

func (*GameServerGroup) ToGameServerGroupOutputWithContext added in v5.1.0

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

type GameServerGroupArgs added in v5.1.0

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

The set of arguments for constructing a GameServerGroup resource.

func (GameServerGroupArgs) ElementType added in v5.1.0

func (GameServerGroupArgs) ElementType() reflect.Type

type GameServerGroupArray added in v5.1.0

type GameServerGroupArray []GameServerGroupInput

func (GameServerGroupArray) ElementType added in v5.1.0

func (GameServerGroupArray) ElementType() reflect.Type

func (GameServerGroupArray) ToGameServerGroupArrayOutput added in v5.1.0

func (i GameServerGroupArray) ToGameServerGroupArrayOutput() GameServerGroupArrayOutput

func (GameServerGroupArray) ToGameServerGroupArrayOutputWithContext added in v5.1.0

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

type GameServerGroupArrayInput added in v5.1.0

type GameServerGroupArrayInput interface {
	pulumi.Input

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

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

GameServerGroupArray{ GameServerGroupArgs{...} }

type GameServerGroupArrayOutput added in v5.1.0

type GameServerGroupArrayOutput struct{ *pulumi.OutputState }

func (GameServerGroupArrayOutput) ElementType added in v5.1.0

func (GameServerGroupArrayOutput) ElementType() reflect.Type

func (GameServerGroupArrayOutput) Index added in v5.1.0

func (GameServerGroupArrayOutput) ToGameServerGroupArrayOutput added in v5.1.0

func (o GameServerGroupArrayOutput) ToGameServerGroupArrayOutput() GameServerGroupArrayOutput

func (GameServerGroupArrayOutput) ToGameServerGroupArrayOutputWithContext added in v5.1.0

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

type GameServerGroupAutoScalingPolicy added in v5.1.0

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

type GameServerGroupAutoScalingPolicyArgs added in v5.1.0

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

func (GameServerGroupAutoScalingPolicyArgs) ElementType added in v5.1.0

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutput added in v5.1.0

func (i GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutput() GameServerGroupAutoScalingPolicyOutput

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyOutputWithContext added in v5.1.0

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

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutput added in v5.1.0

func (i GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput

func (GameServerGroupAutoScalingPolicyArgs) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext added in v5.1.0

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

type GameServerGroupAutoScalingPolicyInput added in v5.1.0

type GameServerGroupAutoScalingPolicyInput interface {
	pulumi.Input

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

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

GameServerGroupAutoScalingPolicyArgs{...}

type GameServerGroupAutoScalingPolicyOutput added in v5.1.0

type GameServerGroupAutoScalingPolicyOutput struct{ *pulumi.OutputState }

func (GameServerGroupAutoScalingPolicyOutput) ElementType added in v5.1.0

func (GameServerGroupAutoScalingPolicyOutput) EstimatedInstanceWarmup added in v5.1.0

func (o GameServerGroupAutoScalingPolicyOutput) EstimatedInstanceWarmup() pulumi.IntPtrOutput

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

func (GameServerGroupAutoScalingPolicyOutput) TargetTrackingConfiguration added in v5.1.0

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutput added in v5.1.0

func (o GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutput() GameServerGroupAutoScalingPolicyOutput

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyOutputWithContext added in v5.1.0

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

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutput added in v5.1.0

func (o GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput

func (GameServerGroupAutoScalingPolicyOutput) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext added in v5.1.0

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

type GameServerGroupAutoScalingPolicyPtrInput added in v5.1.0

type GameServerGroupAutoScalingPolicyPtrInput interface {
	pulumi.Input

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

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

        GameServerGroupAutoScalingPolicyArgs{...}

or:

        nil

type GameServerGroupAutoScalingPolicyPtrOutput added in v5.1.0

type GameServerGroupAutoScalingPolicyPtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupAutoScalingPolicyPtrOutput) Elem added in v5.1.0

func (GameServerGroupAutoScalingPolicyPtrOutput) ElementType added in v5.1.0

func (GameServerGroupAutoScalingPolicyPtrOutput) EstimatedInstanceWarmup added in v5.1.0

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

func (GameServerGroupAutoScalingPolicyPtrOutput) TargetTrackingConfiguration added in v5.1.0

func (GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutput added in v5.1.0

func (o GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutput() GameServerGroupAutoScalingPolicyPtrOutput

func (GameServerGroupAutoScalingPolicyPtrOutput) ToGameServerGroupAutoScalingPolicyPtrOutputWithContext added in v5.1.0

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

type GameServerGroupAutoScalingPolicyTargetTrackingConfiguration added in v5.1.0

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

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs added in v5.1.0

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

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ElementType added in v5.1.0

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput added in v5.1.0

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutputWithContext added in v5.1.0

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

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput added in v5.1.0

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext added in v5.1.0

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

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationInput added in v5.1.0

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationInput interface {
	pulumi.Input

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

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

GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs{...}

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput added in v5.1.0

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput struct{ *pulumi.OutputState }

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ElementType added in v5.1.0

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) TargetValue added in v5.1.0

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

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput added in v5.1.0

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutputWithContext added in v5.1.0

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

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput added in v5.1.0

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext added in v5.1.0

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

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrInput added in v5.1.0

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrInput interface {
	pulumi.Input

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

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

        GameServerGroupAutoScalingPolicyTargetTrackingConfigurationArgs{...}

or:

        nil

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput added in v5.1.0

type GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) Elem added in v5.1.0

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) ElementType added in v5.1.0

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) TargetValue added in v5.1.0

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

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput added in v5.1.0

func (GameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutput) ToGameServerGroupAutoScalingPolicyTargetTrackingConfigurationPtrOutputWithContext added in v5.1.0

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

type GameServerGroupInput added in v5.1.0

type GameServerGroupInput interface {
	pulumi.Input

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

type GameServerGroupInstanceDefinition added in v5.1.0

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

type GameServerGroupInstanceDefinitionArgs added in v5.1.0

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

func (GameServerGroupInstanceDefinitionArgs) ElementType added in v5.1.0

func (GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutput added in v5.1.0

func (i GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutput() GameServerGroupInstanceDefinitionOutput

func (GameServerGroupInstanceDefinitionArgs) ToGameServerGroupInstanceDefinitionOutputWithContext added in v5.1.0

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

type GameServerGroupInstanceDefinitionArray added in v5.1.0

type GameServerGroupInstanceDefinitionArray []GameServerGroupInstanceDefinitionInput

func (GameServerGroupInstanceDefinitionArray) ElementType added in v5.1.0

func (GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutput added in v5.1.0

func (i GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutput() GameServerGroupInstanceDefinitionArrayOutput

func (GameServerGroupInstanceDefinitionArray) ToGameServerGroupInstanceDefinitionArrayOutputWithContext added in v5.1.0

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

type GameServerGroupInstanceDefinitionArrayInput added in v5.1.0

type GameServerGroupInstanceDefinitionArrayInput interface {
	pulumi.Input

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

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

GameServerGroupInstanceDefinitionArray{ GameServerGroupInstanceDefinitionArgs{...} }

type GameServerGroupInstanceDefinitionArrayOutput added in v5.1.0

type GameServerGroupInstanceDefinitionArrayOutput struct{ *pulumi.OutputState }

func (GameServerGroupInstanceDefinitionArrayOutput) ElementType added in v5.1.0

func (GameServerGroupInstanceDefinitionArrayOutput) Index added in v5.1.0

func (GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutput added in v5.1.0

func (o GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutput() GameServerGroupInstanceDefinitionArrayOutput

func (GameServerGroupInstanceDefinitionArrayOutput) ToGameServerGroupInstanceDefinitionArrayOutputWithContext added in v5.1.0

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

type GameServerGroupInstanceDefinitionInput added in v5.1.0

type GameServerGroupInstanceDefinitionInput interface {
	pulumi.Input

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

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

GameServerGroupInstanceDefinitionArgs{...}

type GameServerGroupInstanceDefinitionOutput added in v5.1.0

type GameServerGroupInstanceDefinitionOutput struct{ *pulumi.OutputState }

func (GameServerGroupInstanceDefinitionOutput) ElementType added in v5.1.0

func (GameServerGroupInstanceDefinitionOutput) InstanceType added in v5.1.0

An EC2 instance type.

func (GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutput added in v5.1.0

func (o GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutput() GameServerGroupInstanceDefinitionOutput

func (GameServerGroupInstanceDefinitionOutput) ToGameServerGroupInstanceDefinitionOutputWithContext added in v5.1.0

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

func (GameServerGroupInstanceDefinitionOutput) WeightedCapacity added in v5.1.0

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

type GameServerGroupLaunchTemplate added in v5.1.0

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

type GameServerGroupLaunchTemplateArgs added in v5.1.0

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

func (GameServerGroupLaunchTemplateArgs) ElementType added in v5.1.0

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutput added in v5.1.0

func (i GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutput() GameServerGroupLaunchTemplateOutput

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplateOutputWithContext added in v5.1.0

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

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutput added in v5.1.0

func (i GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplateArgs) ToGameServerGroupLaunchTemplatePtrOutputWithContext added in v5.1.0

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

type GameServerGroupLaunchTemplateInput added in v5.1.0

type GameServerGroupLaunchTemplateInput interface {
	pulumi.Input

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

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

GameServerGroupLaunchTemplateArgs{...}

type GameServerGroupLaunchTemplateOutput added in v5.1.0

type GameServerGroupLaunchTemplateOutput struct{ *pulumi.OutputState }

func (GameServerGroupLaunchTemplateOutput) ElementType added in v5.1.0

func (GameServerGroupLaunchTemplateOutput) Id added in v5.1.0

A unique identifier for an existing EC2 launch template.

func (GameServerGroupLaunchTemplateOutput) Name added in v5.1.0

A readable identifier for an existing EC2 launch template.

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutput added in v5.1.0

func (o GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutput() GameServerGroupLaunchTemplateOutput

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplateOutputWithContext added in v5.1.0

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

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutput added in v5.1.0

func (o GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplateOutput) ToGameServerGroupLaunchTemplatePtrOutputWithContext added in v5.1.0

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

func (GameServerGroupLaunchTemplateOutput) Version added in v5.1.0

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

type GameServerGroupLaunchTemplatePtrInput added in v5.1.0

type GameServerGroupLaunchTemplatePtrInput interface {
	pulumi.Input

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

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

        GameServerGroupLaunchTemplateArgs{...}

or:

        nil

type GameServerGroupLaunchTemplatePtrOutput added in v5.1.0

type GameServerGroupLaunchTemplatePtrOutput struct{ *pulumi.OutputState }

func (GameServerGroupLaunchTemplatePtrOutput) Elem added in v5.1.0

func (GameServerGroupLaunchTemplatePtrOutput) ElementType added in v5.1.0

func (GameServerGroupLaunchTemplatePtrOutput) Id added in v5.1.0

A unique identifier for an existing EC2 launch template.

func (GameServerGroupLaunchTemplatePtrOutput) Name added in v5.1.0

A readable identifier for an existing EC2 launch template.

func (GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutput added in v5.1.0

func (o GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutput() GameServerGroupLaunchTemplatePtrOutput

func (GameServerGroupLaunchTemplatePtrOutput) ToGameServerGroupLaunchTemplatePtrOutputWithContext added in v5.1.0

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

func (GameServerGroupLaunchTemplatePtrOutput) Version added in v5.1.0

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

type GameServerGroupMap added in v5.1.0

type GameServerGroupMap map[string]GameServerGroupInput

func (GameServerGroupMap) ElementType added in v5.1.0

func (GameServerGroupMap) ElementType() reflect.Type

func (GameServerGroupMap) ToGameServerGroupMapOutput added in v5.1.0

func (i GameServerGroupMap) ToGameServerGroupMapOutput() GameServerGroupMapOutput

func (GameServerGroupMap) ToGameServerGroupMapOutputWithContext added in v5.1.0

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

type GameServerGroupMapInput added in v5.1.0

type GameServerGroupMapInput interface {
	pulumi.Input

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

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

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

type GameServerGroupMapOutput added in v5.1.0

type GameServerGroupMapOutput struct{ *pulumi.OutputState }

func (GameServerGroupMapOutput) ElementType added in v5.1.0

func (GameServerGroupMapOutput) ElementType() reflect.Type

func (GameServerGroupMapOutput) MapIndex added in v5.1.0

func (GameServerGroupMapOutput) ToGameServerGroupMapOutput added in v5.1.0

func (o GameServerGroupMapOutput) ToGameServerGroupMapOutput() GameServerGroupMapOutput

func (GameServerGroupMapOutput) ToGameServerGroupMapOutputWithContext added in v5.1.0

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

type GameServerGroupOutput added in v5.1.0

type GameServerGroupOutput struct{ *pulumi.OutputState }

func (GameServerGroupOutput) Arn added in v5.4.0

The ARN of the GameLift Game Server Group.

func (GameServerGroupOutput) AutoScalingGroupArn added in v5.4.0

func (o GameServerGroupOutput) AutoScalingGroupArn() pulumi.StringOutput

The ARN of the created EC2 Auto Scaling group.

func (GameServerGroupOutput) AutoScalingPolicy added in v5.4.0

func (GameServerGroupOutput) BalancingStrategy added in v5.4.0

func (o GameServerGroupOutput) BalancingStrategy() pulumi.StringOutput

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

func (GameServerGroupOutput) ElementType added in v5.1.0

func (GameServerGroupOutput) ElementType() reflect.Type

func (GameServerGroupOutput) GameServerGroupName added in v5.4.0

func (o GameServerGroupOutput) GameServerGroupName() pulumi.StringOutput

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

func (GameServerGroupOutput) GameServerProtectionPolicy added in v5.4.0

func (o GameServerGroupOutput) GameServerProtectionPolicy() pulumi.StringOutput

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

func (GameServerGroupOutput) InstanceDefinitions added in v5.4.0

func (GameServerGroupOutput) LaunchTemplate added in v5.4.0

func (GameServerGroupOutput) MaxSize added in v5.4.0

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

func (GameServerGroupOutput) MinSize added in v5.4.0

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

func (GameServerGroupOutput) RoleArn added in v5.4.0

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

func (GameServerGroupOutput) Tags added in v5.4.0

Key-value map of resource tags

func (GameServerGroupOutput) TagsAll added in v5.4.0

func (GameServerGroupOutput) ToGameServerGroupOutput added in v5.1.0

func (o GameServerGroupOutput) ToGameServerGroupOutput() GameServerGroupOutput

func (GameServerGroupOutput) ToGameServerGroupOutputWithContext added in v5.1.0

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

func (GameServerGroupOutput) VpcSubnets added in v5.4.0

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

type GameServerGroupState added in v5.1.0

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

func (GameServerGroupState) ElementType added in v5.1.0

func (GameServerGroupState) ElementType() reflect.Type

type GameSessionQueue

type GameSessionQueue struct {
	pulumi.CustomResourceState

	// Game Session Queue ARN.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// Information to be added to all events that are related to this game session queue.
	CustomEventData pulumi.StringPtrOutput `pulumi:"customEventData"`
	// List of fleet/alias ARNs used by session queue for placing game sessions.
	Destinations pulumi.StringArrayOutput `pulumi:"destinations"`
	// Name of the session queue.
	Name pulumi.StringOutput `pulumi:"name"`
	// An SNS topic ARN that is set up to receive game session placement notifications.
	NotificationTarget pulumi.StringPtrOutput `pulumi:"notificationTarget"`
	// One or more policies used to choose fleet based on player latency. See below.
	PlayerLatencyPolicies GameSessionQueuePlayerLatencyPolicyArrayOutput `pulumi:"playerLatencyPolicies"`
	// Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
	// Maximum time a game session request can remain in the queue.
	TimeoutInSeconds pulumi.IntPtrOutput `pulumi:"timeoutInSeconds"`
}

Provides an GameLift Game Session Queue resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v5/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

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

```

## Import

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

```sh

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

```

func GetGameSessionQueue

func GetGameSessionQueue(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *GameSessionQueueState, opts ...pulumi.ResourceOption) (*GameSessionQueue, error)

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

func NewGameSessionQueue

func NewGameSessionQueue(ctx *pulumi.Context,
	name string, args *GameSessionQueueArgs, opts ...pulumi.ResourceOption) (*GameSessionQueue, error)

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

func (*GameSessionQueue) ElementType

func (*GameSessionQueue) ElementType() reflect.Type

func (*GameSessionQueue) ToGameSessionQueueOutput

func (i *GameSessionQueue) ToGameSessionQueueOutput() GameSessionQueueOutput

func (*GameSessionQueue) ToGameSessionQueueOutputWithContext

func (i *GameSessionQueue) ToGameSessionQueueOutputWithContext(ctx context.Context) GameSessionQueueOutput

type GameSessionQueueArgs

type GameSessionQueueArgs struct {
	// Information to be added to all events that are related to this game session queue.
	CustomEventData pulumi.StringPtrInput
	// List of fleet/alias ARNs used by session queue for placing game sessions.
	Destinations pulumi.StringArrayInput
	// Name of the session queue.
	Name pulumi.StringPtrInput
	// An SNS topic ARN that is set up to receive game session placement notifications.
	NotificationTarget pulumi.StringPtrInput
	// One or more policies used to choose fleet based on player latency. See below.
	PlayerLatencyPolicies GameSessionQueuePlayerLatencyPolicyArrayInput
	// Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// Maximum time a game session request can remain in the queue.
	TimeoutInSeconds pulumi.IntPtrInput
}

The set of arguments for constructing a GameSessionQueue resource.

func (GameSessionQueueArgs) ElementType

func (GameSessionQueueArgs) ElementType() reflect.Type

type GameSessionQueueArray

type GameSessionQueueArray []GameSessionQueueInput

func (GameSessionQueueArray) ElementType

func (GameSessionQueueArray) ElementType() reflect.Type

func (GameSessionQueueArray) ToGameSessionQueueArrayOutput

func (i GameSessionQueueArray) ToGameSessionQueueArrayOutput() GameSessionQueueArrayOutput

func (GameSessionQueueArray) ToGameSessionQueueArrayOutputWithContext

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

type GameSessionQueueArrayInput

type GameSessionQueueArrayInput interface {
	pulumi.Input

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

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

GameSessionQueueArray{ GameSessionQueueArgs{...} }

type GameSessionQueueArrayOutput

type GameSessionQueueArrayOutput struct{ *pulumi.OutputState }

func (GameSessionQueueArrayOutput) ElementType

func (GameSessionQueueArrayOutput) Index

func (GameSessionQueueArrayOutput) ToGameSessionQueueArrayOutput

func (o GameSessionQueueArrayOutput) ToGameSessionQueueArrayOutput() GameSessionQueueArrayOutput

func (GameSessionQueueArrayOutput) ToGameSessionQueueArrayOutputWithContext

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

type GameSessionQueueInput

type GameSessionQueueInput interface {
	pulumi.Input

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

type GameSessionQueueMap

type GameSessionQueueMap map[string]GameSessionQueueInput

func (GameSessionQueueMap) ElementType

func (GameSessionQueueMap) ElementType() reflect.Type

func (GameSessionQueueMap) ToGameSessionQueueMapOutput

func (i GameSessionQueueMap) ToGameSessionQueueMapOutput() GameSessionQueueMapOutput

func (GameSessionQueueMap) ToGameSessionQueueMapOutputWithContext

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

type GameSessionQueueMapInput

type GameSessionQueueMapInput interface {
	pulumi.Input

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

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

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

type GameSessionQueueMapOutput

type GameSessionQueueMapOutput struct{ *pulumi.OutputState }

func (GameSessionQueueMapOutput) ElementType

func (GameSessionQueueMapOutput) ElementType() reflect.Type

func (GameSessionQueueMapOutput) MapIndex

func (GameSessionQueueMapOutput) ToGameSessionQueueMapOutput

func (o GameSessionQueueMapOutput) ToGameSessionQueueMapOutput() GameSessionQueueMapOutput

func (GameSessionQueueMapOutput) ToGameSessionQueueMapOutputWithContext

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

type GameSessionQueueOutput

type GameSessionQueueOutput struct{ *pulumi.OutputState }

func (GameSessionQueueOutput) Arn added in v5.4.0

Game Session Queue ARN.

func (GameSessionQueueOutput) CustomEventData added in v5.40.0

func (o GameSessionQueueOutput) CustomEventData() pulumi.StringPtrOutput

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

func (GameSessionQueueOutput) Destinations added in v5.4.0

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

func (GameSessionQueueOutput) ElementType

func (GameSessionQueueOutput) ElementType() reflect.Type

func (GameSessionQueueOutput) Name added in v5.4.0

Name of the session queue.

func (GameSessionQueueOutput) NotificationTarget added in v5.10.0

func (o GameSessionQueueOutput) NotificationTarget() pulumi.StringPtrOutput

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

func (GameSessionQueueOutput) PlayerLatencyPolicies added in v5.4.0

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

func (GameSessionQueueOutput) Tags added in v5.4.0

Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.

func (GameSessionQueueOutput) TagsAll added in v5.4.0

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

func (GameSessionQueueOutput) TimeoutInSeconds added in v5.4.0

func (o GameSessionQueueOutput) TimeoutInSeconds() pulumi.IntPtrOutput

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

func (GameSessionQueueOutput) ToGameSessionQueueOutput

func (o GameSessionQueueOutput) ToGameSessionQueueOutput() GameSessionQueueOutput

func (GameSessionQueueOutput) ToGameSessionQueueOutputWithContext

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

type GameSessionQueuePlayerLatencyPolicy

type GameSessionQueuePlayerLatencyPolicy struct {
	// Maximum latency value that is allowed for any player.
	MaximumIndividualPlayerLatencyMilliseconds int `pulumi:"maximumIndividualPlayerLatencyMilliseconds"`
	// Length of time that the policy is enforced while placing a new game session. Absence of value for this attribute means that the policy is enforced until the queue times out.
	PolicyDurationSeconds *int `pulumi:"policyDurationSeconds"`
}

type GameSessionQueuePlayerLatencyPolicyArgs

type GameSessionQueuePlayerLatencyPolicyArgs struct {
	// Maximum latency value that is allowed for any player.
	MaximumIndividualPlayerLatencyMilliseconds pulumi.IntInput `pulumi:"maximumIndividualPlayerLatencyMilliseconds"`
	// Length of time that the policy is enforced while placing a new game session. Absence of value for this attribute means that the policy is enforced until the queue times out.
	PolicyDurationSeconds pulumi.IntPtrInput `pulumi:"policyDurationSeconds"`
}

func (GameSessionQueuePlayerLatencyPolicyArgs) ElementType

func (GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutput

func (i GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutput() GameSessionQueuePlayerLatencyPolicyOutput

func (GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext

func (i GameSessionQueuePlayerLatencyPolicyArgs) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyOutput

type GameSessionQueuePlayerLatencyPolicyArray

type GameSessionQueuePlayerLatencyPolicyArray []GameSessionQueuePlayerLatencyPolicyInput

func (GameSessionQueuePlayerLatencyPolicyArray) ElementType

func (GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutput

func (i GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutput() GameSessionQueuePlayerLatencyPolicyArrayOutput

func (GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext

func (i GameSessionQueuePlayerLatencyPolicyArray) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyArrayOutput

type GameSessionQueuePlayerLatencyPolicyArrayInput

type GameSessionQueuePlayerLatencyPolicyArrayInput interface {
	pulumi.Input

	ToGameSessionQueuePlayerLatencyPolicyArrayOutput() GameSessionQueuePlayerLatencyPolicyArrayOutput
	ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext(context.Context) GameSessionQueuePlayerLatencyPolicyArrayOutput
}

GameSessionQueuePlayerLatencyPolicyArrayInput is an input type that accepts GameSessionQueuePlayerLatencyPolicyArray and GameSessionQueuePlayerLatencyPolicyArrayOutput values. You can construct a concrete instance of `GameSessionQueuePlayerLatencyPolicyArrayInput` via:

GameSessionQueuePlayerLatencyPolicyArray{ GameSessionQueuePlayerLatencyPolicyArgs{...} }

type GameSessionQueuePlayerLatencyPolicyArrayOutput

type GameSessionQueuePlayerLatencyPolicyArrayOutput struct{ *pulumi.OutputState }

func (GameSessionQueuePlayerLatencyPolicyArrayOutput) ElementType

func (GameSessionQueuePlayerLatencyPolicyArrayOutput) Index

func (GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutput

func (o GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutput() GameSessionQueuePlayerLatencyPolicyArrayOutput

func (GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext

func (o GameSessionQueuePlayerLatencyPolicyArrayOutput) ToGameSessionQueuePlayerLatencyPolicyArrayOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyArrayOutput

type GameSessionQueuePlayerLatencyPolicyInput

type GameSessionQueuePlayerLatencyPolicyInput interface {
	pulumi.Input

	ToGameSessionQueuePlayerLatencyPolicyOutput() GameSessionQueuePlayerLatencyPolicyOutput
	ToGameSessionQueuePlayerLatencyPolicyOutputWithContext(context.Context) GameSessionQueuePlayerLatencyPolicyOutput
}

GameSessionQueuePlayerLatencyPolicyInput is an input type that accepts GameSessionQueuePlayerLatencyPolicyArgs and GameSessionQueuePlayerLatencyPolicyOutput values. You can construct a concrete instance of `GameSessionQueuePlayerLatencyPolicyInput` via:

GameSessionQueuePlayerLatencyPolicyArgs{...}

type GameSessionQueuePlayerLatencyPolicyOutput

type GameSessionQueuePlayerLatencyPolicyOutput struct{ *pulumi.OutputState }

func (GameSessionQueuePlayerLatencyPolicyOutput) ElementType

func (GameSessionQueuePlayerLatencyPolicyOutput) MaximumIndividualPlayerLatencyMilliseconds

func (o GameSessionQueuePlayerLatencyPolicyOutput) MaximumIndividualPlayerLatencyMilliseconds() pulumi.IntOutput

Maximum latency value that is allowed for any player.

func (GameSessionQueuePlayerLatencyPolicyOutput) PolicyDurationSeconds

Length of time that the policy is enforced while placing a new game session. Absence of value for this attribute means that the policy is enforced until the queue times out.

func (GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutput

func (o GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutput() GameSessionQueuePlayerLatencyPolicyOutput

func (GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext

func (o GameSessionQueuePlayerLatencyPolicyOutput) ToGameSessionQueuePlayerLatencyPolicyOutputWithContext(ctx context.Context) GameSessionQueuePlayerLatencyPolicyOutput

type GameSessionQueueState

type GameSessionQueueState struct {
	// Game Session Queue ARN.
	Arn pulumi.StringPtrInput
	// Information to be added to all events that are related to this game session queue.
	CustomEventData pulumi.StringPtrInput
	// List of fleet/alias ARNs used by session queue for placing game sessions.
	Destinations pulumi.StringArrayInput
	// Name of the session queue.
	Name pulumi.StringPtrInput
	// An SNS topic ARN that is set up to receive game session placement notifications.
	NotificationTarget pulumi.StringPtrInput
	// One or more policies used to choose fleet based on player latency. See below.
	PlayerLatencyPolicies GameSessionQueuePlayerLatencyPolicyArrayInput
	// Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	TagsAll pulumi.StringMapInput
	// Maximum time a game session request can remain in the queue.
	TimeoutInSeconds pulumi.IntPtrInput
}

func (GameSessionQueueState) ElementType

func (GameSessionQueueState) ElementType() reflect.Type

type MatchmakingConfiguration added in v5.25.0

type MatchmakingConfiguration struct {
	pulumi.CustomResourceState

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

Provides a GameLift Alias resource.

## Example Usage

```go package main

import (

"encoding/json"

"github.com/pulumi/pulumi-aws/sdk/v5/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewGameSessionQueue(ctx, "exampleGameSessionQueue", &gamelift.GameSessionQueueArgs{
			Destinations: pulumi.StringArray{},
			PlayerLatencyPolicies: gamelift.GameSessionQueuePlayerLatencyPolicyArray{
				&gamelift.GameSessionQueuePlayerLatencyPolicyArgs{
					MaximumIndividualPlayerLatencyMilliseconds: pulumi.Int(3),
					PolicyDurationSeconds:                      pulumi.Int(7),
				},
				&gamelift.GameSessionQueuePlayerLatencyPolicyArgs{
					MaximumIndividualPlayerLatencyMilliseconds: pulumi.Int(10),
				},
			},
			TimeoutInSeconds: pulumi.Int(25),
		})
		if err != nil {
			return err
		}
		tmpJSON0, err := json.Marshal(map[string]interface{}{
			"name":                "test",
			"ruleLanguageVersion": "1.0",
			"teams": []map[string]interface{}{
				map[string]interface{}{
					"name":       "alpha",
					"minPlayers": 1,
					"maxPlayers": 5,
				},
			},
		})
		if err != nil {
			return err
		}
		json0 := string(tmpJSON0)
		_, err = gamelift.NewMatchmakingRuleSet(ctx, "exampleMatchmakingRuleSet", &gamelift.MatchmakingRuleSetArgs{
			RuleSetBody: pulumi.String(json0),
		})
		if err != nil {
			return err
		}
		_, err = gamelift.NewMatchmakingConfiguration(ctx, "exampleMatchmakingConfiguration", &gamelift.MatchmakingConfigurationArgs{
			AcceptanceRequired:    pulumi.Bool(false),
			CustomEventData:       pulumi.String("pvp"),
			GameSessionData:       pulumi.String("game_session_data"),
			BackfillMode:          pulumi.String("MANUAL"),
			RequestTimeoutSeconds: pulumi.Int(30),
			RuleSetName:           pulumi.Any(aws_gamelift_matchmaking_rule_set.Test.Name),
			GameSessionQueueArns: pulumi.StringArray{
				aws_gamelift_game_session_queue.Test.Arn,
			},
			Tags: pulumi.StringMap{
				"key1": pulumi.String("value1"),
			},
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

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

```sh

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

```

func GetMatchmakingConfiguration added in v5.25.0

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

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

func NewMatchmakingConfiguration added in v5.25.0

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

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

func (*MatchmakingConfiguration) ElementType added in v5.25.0

func (*MatchmakingConfiguration) ElementType() reflect.Type

func (*MatchmakingConfiguration) ToMatchmakingConfigurationOutput added in v5.25.0

func (i *MatchmakingConfiguration) ToMatchmakingConfigurationOutput() MatchmakingConfigurationOutput

func (*MatchmakingConfiguration) ToMatchmakingConfigurationOutputWithContext added in v5.25.0

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

type MatchmakingConfigurationArgs added in v5.25.0

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

The set of arguments for constructing a MatchmakingConfiguration resource.

func (MatchmakingConfigurationArgs) ElementType added in v5.25.0

type MatchmakingConfigurationArray added in v5.25.0

type MatchmakingConfigurationArray []MatchmakingConfigurationInput

func (MatchmakingConfigurationArray) ElementType added in v5.25.0

func (MatchmakingConfigurationArray) ToMatchmakingConfigurationArrayOutput added in v5.25.0

func (i MatchmakingConfigurationArray) ToMatchmakingConfigurationArrayOutput() MatchmakingConfigurationArrayOutput

func (MatchmakingConfigurationArray) ToMatchmakingConfigurationArrayOutputWithContext added in v5.25.0

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

type MatchmakingConfigurationArrayInput added in v5.25.0

type MatchmakingConfigurationArrayInput interface {
	pulumi.Input

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

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

MatchmakingConfigurationArray{ MatchmakingConfigurationArgs{...} }

type MatchmakingConfigurationArrayOutput added in v5.25.0

type MatchmakingConfigurationArrayOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationArrayOutput) ElementType added in v5.25.0

func (MatchmakingConfigurationArrayOutput) Index added in v5.25.0

func (MatchmakingConfigurationArrayOutput) ToMatchmakingConfigurationArrayOutput added in v5.25.0

func (o MatchmakingConfigurationArrayOutput) ToMatchmakingConfigurationArrayOutput() MatchmakingConfigurationArrayOutput

func (MatchmakingConfigurationArrayOutput) ToMatchmakingConfigurationArrayOutputWithContext added in v5.25.0

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

type MatchmakingConfigurationGameProperty added in v5.25.0

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

type MatchmakingConfigurationGamePropertyArgs added in v5.25.0

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

func (MatchmakingConfigurationGamePropertyArgs) ElementType added in v5.25.0

func (MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutput added in v5.25.0

func (i MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutput() MatchmakingConfigurationGamePropertyOutput

func (MatchmakingConfigurationGamePropertyArgs) ToMatchmakingConfigurationGamePropertyOutputWithContext added in v5.25.0

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

type MatchmakingConfigurationGamePropertyArray added in v5.25.0

type MatchmakingConfigurationGamePropertyArray []MatchmakingConfigurationGamePropertyInput

func (MatchmakingConfigurationGamePropertyArray) ElementType added in v5.25.0

func (MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutput added in v5.25.0

func (i MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutput() MatchmakingConfigurationGamePropertyArrayOutput

func (MatchmakingConfigurationGamePropertyArray) ToMatchmakingConfigurationGamePropertyArrayOutputWithContext added in v5.25.0

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

type MatchmakingConfigurationGamePropertyArrayInput added in v5.25.0

type MatchmakingConfigurationGamePropertyArrayInput interface {
	pulumi.Input

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

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

MatchmakingConfigurationGamePropertyArray{ MatchmakingConfigurationGamePropertyArgs{...} }

type MatchmakingConfigurationGamePropertyArrayOutput added in v5.25.0

type MatchmakingConfigurationGamePropertyArrayOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationGamePropertyArrayOutput) ElementType added in v5.25.0

func (MatchmakingConfigurationGamePropertyArrayOutput) Index added in v5.25.0

func (MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutput added in v5.25.0

func (o MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutput() MatchmakingConfigurationGamePropertyArrayOutput

func (MatchmakingConfigurationGamePropertyArrayOutput) ToMatchmakingConfigurationGamePropertyArrayOutputWithContext added in v5.25.0

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

type MatchmakingConfigurationGamePropertyInput added in v5.25.0

type MatchmakingConfigurationGamePropertyInput interface {
	pulumi.Input

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

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

MatchmakingConfigurationGamePropertyArgs{...}

type MatchmakingConfigurationGamePropertyOutput added in v5.25.0

type MatchmakingConfigurationGamePropertyOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationGamePropertyOutput) ElementType added in v5.25.0

func (MatchmakingConfigurationGamePropertyOutput) Key added in v5.25.0

A game property key

func (MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutput added in v5.25.0

func (o MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutput() MatchmakingConfigurationGamePropertyOutput

func (MatchmakingConfigurationGamePropertyOutput) ToMatchmakingConfigurationGamePropertyOutputWithContext added in v5.25.0

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

func (MatchmakingConfigurationGamePropertyOutput) Value added in v5.25.0

A game property value.

type MatchmakingConfigurationInput added in v5.25.0

type MatchmakingConfigurationInput interface {
	pulumi.Input

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

type MatchmakingConfigurationMap added in v5.25.0

type MatchmakingConfigurationMap map[string]MatchmakingConfigurationInput

func (MatchmakingConfigurationMap) ElementType added in v5.25.0

func (MatchmakingConfigurationMap) ToMatchmakingConfigurationMapOutput added in v5.25.0

func (i MatchmakingConfigurationMap) ToMatchmakingConfigurationMapOutput() MatchmakingConfigurationMapOutput

func (MatchmakingConfigurationMap) ToMatchmakingConfigurationMapOutputWithContext added in v5.25.0

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

type MatchmakingConfigurationMapInput added in v5.25.0

type MatchmakingConfigurationMapInput interface {
	pulumi.Input

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

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

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

type MatchmakingConfigurationMapOutput added in v5.25.0

type MatchmakingConfigurationMapOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationMapOutput) ElementType added in v5.25.0

func (MatchmakingConfigurationMapOutput) MapIndex added in v5.25.0

func (MatchmakingConfigurationMapOutput) ToMatchmakingConfigurationMapOutput added in v5.25.0

func (o MatchmakingConfigurationMapOutput) ToMatchmakingConfigurationMapOutput() MatchmakingConfigurationMapOutput

func (MatchmakingConfigurationMapOutput) ToMatchmakingConfigurationMapOutputWithContext added in v5.25.0

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

type MatchmakingConfigurationOutput added in v5.25.0

type MatchmakingConfigurationOutput struct{ *pulumi.OutputState }

func (MatchmakingConfigurationOutput) AcceptanceRequired added in v5.25.0

func (o MatchmakingConfigurationOutput) AcceptanceRequired() pulumi.BoolPtrOutput

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

func (MatchmakingConfigurationOutput) AcceptanceTimeoutSeconds added in v5.25.0

func (o MatchmakingConfigurationOutput) AcceptanceTimeoutSeconds() pulumi.IntPtrOutput

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

func (MatchmakingConfigurationOutput) AdditionalPlayerCount added in v5.25.0

func (o MatchmakingConfigurationOutput) AdditionalPlayerCount() pulumi.IntPtrOutput

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

func (MatchmakingConfigurationOutput) Arn added in v5.25.0

Matchmaking Configuration ARN.

func (MatchmakingConfigurationOutput) BackfillMode added in v5.25.0

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

func (MatchmakingConfigurationOutput) CreationTime added in v5.25.0

The time when the Matchmaking Configuration was created.

func (MatchmakingConfigurationOutput) CustomEventData added in v5.25.0

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

func (MatchmakingConfigurationOutput) Description added in v5.25.0

A human-readable description of the matchmaking configuration.

func (MatchmakingConfigurationOutput) ElementType added in v5.25.0

func (MatchmakingConfigurationOutput) FlexMatchMode added in v5.25.0

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

func (MatchmakingConfigurationOutput) GameProperties added in v5.25.0

One or more custom game properties. See below.

func (MatchmakingConfigurationOutput) GameSessionData added in v5.25.0

A set of custom game session properties.

func (MatchmakingConfigurationOutput) GameSessionQueueArns added in v5.25.0

func (o MatchmakingConfigurationOutput) GameSessionQueueArns() pulumi.StringArrayOutput

The ARNs of the GameLift game session queue resources.

func (MatchmakingConfigurationOutput) Name added in v5.25.0

Name of the matchmaking configuration

func (MatchmakingConfigurationOutput) NotificationTarget added in v5.25.0

func (o MatchmakingConfigurationOutput) NotificationTarget() pulumi.StringPtrOutput

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

func (MatchmakingConfigurationOutput) RequestTimeoutSeconds added in v5.25.0

func (o MatchmakingConfigurationOutput) RequestTimeoutSeconds() pulumi.IntOutput

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

func (MatchmakingConfigurationOutput) RuleSetArn added in v5.25.0

func (MatchmakingConfigurationOutput) RuleSetName added in v5.25.0

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

func (MatchmakingConfigurationOutput) Tags added in v5.25.0

Key-value map of resource tags. .If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.

func (MatchmakingConfigurationOutput) TagsAll added in v5.25.0

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

func (MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutput added in v5.25.0

func (o MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutput() MatchmakingConfigurationOutput

func (MatchmakingConfigurationOutput) ToMatchmakingConfigurationOutputWithContext added in v5.25.0

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

type MatchmakingConfigurationState added in v5.25.0

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

func (MatchmakingConfigurationState) ElementType added in v5.25.0

type MatchmakingRuleSet added in v5.25.0

type MatchmakingRuleSet struct {
	pulumi.CustomResourceState

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

Provides a GameLift Matchmaking Rule Set resources.

## Import

GameLift Matchmaking Rule Sets

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

```sh

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

```

func GetMatchmakingRuleSet added in v5.25.0

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

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

func NewMatchmakingRuleSet added in v5.25.0

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

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

func (*MatchmakingRuleSet) ElementType added in v5.25.0

func (*MatchmakingRuleSet) ElementType() reflect.Type

func (*MatchmakingRuleSet) ToMatchmakingRuleSetOutput added in v5.25.0

func (i *MatchmakingRuleSet) ToMatchmakingRuleSetOutput() MatchmakingRuleSetOutput

func (*MatchmakingRuleSet) ToMatchmakingRuleSetOutputWithContext added in v5.25.0

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

type MatchmakingRuleSetArgs added in v5.25.0

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

The set of arguments for constructing a MatchmakingRuleSet resource.

func (MatchmakingRuleSetArgs) ElementType added in v5.25.0

func (MatchmakingRuleSetArgs) ElementType() reflect.Type

type MatchmakingRuleSetArray added in v5.25.0

type MatchmakingRuleSetArray []MatchmakingRuleSetInput

func (MatchmakingRuleSetArray) ElementType added in v5.25.0

func (MatchmakingRuleSetArray) ElementType() reflect.Type

func (MatchmakingRuleSetArray) ToMatchmakingRuleSetArrayOutput added in v5.25.0

func (i MatchmakingRuleSetArray) ToMatchmakingRuleSetArrayOutput() MatchmakingRuleSetArrayOutput

func (MatchmakingRuleSetArray) ToMatchmakingRuleSetArrayOutputWithContext added in v5.25.0

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

type MatchmakingRuleSetArrayInput added in v5.25.0

type MatchmakingRuleSetArrayInput interface {
	pulumi.Input

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

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

MatchmakingRuleSetArray{ MatchmakingRuleSetArgs{...} }

type MatchmakingRuleSetArrayOutput added in v5.25.0

type MatchmakingRuleSetArrayOutput struct{ *pulumi.OutputState }

func (MatchmakingRuleSetArrayOutput) ElementType added in v5.25.0

func (MatchmakingRuleSetArrayOutput) Index added in v5.25.0

func (MatchmakingRuleSetArrayOutput) ToMatchmakingRuleSetArrayOutput added in v5.25.0

func (o MatchmakingRuleSetArrayOutput) ToMatchmakingRuleSetArrayOutput() MatchmakingRuleSetArrayOutput

func (MatchmakingRuleSetArrayOutput) ToMatchmakingRuleSetArrayOutputWithContext added in v5.25.0

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

type MatchmakingRuleSetInput added in v5.25.0

type MatchmakingRuleSetInput interface {
	pulumi.Input

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

type MatchmakingRuleSetMap added in v5.25.0

type MatchmakingRuleSetMap map[string]MatchmakingRuleSetInput

func (MatchmakingRuleSetMap) ElementType added in v5.25.0

func (MatchmakingRuleSetMap) ElementType() reflect.Type

func (MatchmakingRuleSetMap) ToMatchmakingRuleSetMapOutput added in v5.25.0

func (i MatchmakingRuleSetMap) ToMatchmakingRuleSetMapOutput() MatchmakingRuleSetMapOutput

func (MatchmakingRuleSetMap) ToMatchmakingRuleSetMapOutputWithContext added in v5.25.0

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

type MatchmakingRuleSetMapInput added in v5.25.0

type MatchmakingRuleSetMapInput interface {
	pulumi.Input

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

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

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

type MatchmakingRuleSetMapOutput added in v5.25.0

type MatchmakingRuleSetMapOutput struct{ *pulumi.OutputState }

func (MatchmakingRuleSetMapOutput) ElementType added in v5.25.0

func (MatchmakingRuleSetMapOutput) MapIndex added in v5.25.0

func (MatchmakingRuleSetMapOutput) ToMatchmakingRuleSetMapOutput added in v5.25.0

func (o MatchmakingRuleSetMapOutput) ToMatchmakingRuleSetMapOutput() MatchmakingRuleSetMapOutput

func (MatchmakingRuleSetMapOutput) ToMatchmakingRuleSetMapOutputWithContext added in v5.25.0

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

type MatchmakingRuleSetOutput added in v5.25.0

type MatchmakingRuleSetOutput struct{ *pulumi.OutputState }

func (MatchmakingRuleSetOutput) Arn added in v5.25.0

Rule Set ARN.

func (MatchmakingRuleSetOutput) ElementType added in v5.25.0

func (MatchmakingRuleSetOutput) ElementType() reflect.Type

func (MatchmakingRuleSetOutput) Name added in v5.25.0

Name of the matchmaking rule set.

func (MatchmakingRuleSetOutput) RuleSetBody added in v5.25.0

JSON encoded string containing rule set data.

func (MatchmakingRuleSetOutput) Tags added in v5.25.0

func (MatchmakingRuleSetOutput) TagsAll added in v5.25.0

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

func (MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutput added in v5.25.0

func (o MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutput() MatchmakingRuleSetOutput

func (MatchmakingRuleSetOutput) ToMatchmakingRuleSetOutputWithContext added in v5.25.0

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

type MatchmakingRuleSetState added in v5.25.0

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

func (MatchmakingRuleSetState) ElementType added in v5.25.0

func (MatchmakingRuleSetState) ElementType() reflect.Type

type Script added in v5.1.0

type Script struct {
	pulumi.CustomResourceState

	// GameLift Script ARN.
	Arn pulumi.StringOutput `pulumi:"arn"`
	// Name of the script
	Name pulumi.StringOutput `pulumi:"name"`
	// Information indicating where your game script files are stored. See below.
	StorageLocation ScriptStorageLocationOutput `pulumi:"storageLocation"`
	// Key-value map of resource tags. If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapOutput `pulumi:"tags"`
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	TagsAll pulumi.StringMapOutput `pulumi:"tagsAll"`
	// Version that is associated with this script.
	Version pulumi.StringPtrOutput `pulumi:"version"`
	// A data object containing your Realtime scripts and dependencies as a zip  file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
	ZipFile pulumi.StringPtrOutput `pulumi:"zipFile"`
}

Provides an GameLift Script resource.

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-aws/sdk/v5/go/aws/gamelift"
"github.com/pulumi/pulumi/sdk/v3/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gamelift.NewScript(ctx, "example", &gamelift.ScriptArgs{
			StorageLocation: &gamelift.ScriptStorageLocationArgs{
				Bucket:  pulumi.Any(aws_s3_bucket.Example.Id),
				Key:     pulumi.Any(aws_s3_object.Example.Key),
				RoleArn: pulumi.Any(aws_iam_role.Example.Arn),
			},
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

GameLift Scripts can be imported using the ID, e.g.,

```sh

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

```

func GetScript added in v5.1.0

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

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

func NewScript added in v5.1.0

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

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

func (*Script) ElementType added in v5.1.0

func (*Script) ElementType() reflect.Type

func (*Script) ToScriptOutput added in v5.1.0

func (i *Script) ToScriptOutput() ScriptOutput

func (*Script) ToScriptOutputWithContext added in v5.1.0

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

type ScriptArgs added in v5.1.0

type ScriptArgs struct {
	// Name of the script
	Name pulumi.StringPtrInput
	// Information indicating where your game script files are stored. See below.
	StorageLocation ScriptStorageLocationPtrInput
	// Key-value map of resource tags. If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// Version that is associated with this script.
	Version pulumi.StringPtrInput
	// A data object containing your Realtime scripts and dependencies as a zip  file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
	ZipFile pulumi.StringPtrInput
}

The set of arguments for constructing a Script resource.

func (ScriptArgs) ElementType added in v5.1.0

func (ScriptArgs) ElementType() reflect.Type

type ScriptArray added in v5.1.0

type ScriptArray []ScriptInput

func (ScriptArray) ElementType added in v5.1.0

func (ScriptArray) ElementType() reflect.Type

func (ScriptArray) ToScriptArrayOutput added in v5.1.0

func (i ScriptArray) ToScriptArrayOutput() ScriptArrayOutput

func (ScriptArray) ToScriptArrayOutputWithContext added in v5.1.0

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

type ScriptArrayInput added in v5.1.0

type ScriptArrayInput interface {
	pulumi.Input

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

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

ScriptArray{ ScriptArgs{...} }

type ScriptArrayOutput added in v5.1.0

type ScriptArrayOutput struct{ *pulumi.OutputState }

func (ScriptArrayOutput) ElementType added in v5.1.0

func (ScriptArrayOutput) ElementType() reflect.Type

func (ScriptArrayOutput) Index added in v5.1.0

func (ScriptArrayOutput) ToScriptArrayOutput added in v5.1.0

func (o ScriptArrayOutput) ToScriptArrayOutput() ScriptArrayOutput

func (ScriptArrayOutput) ToScriptArrayOutputWithContext added in v5.1.0

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

type ScriptInput added in v5.1.0

type ScriptInput interface {
	pulumi.Input

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

type ScriptMap added in v5.1.0

type ScriptMap map[string]ScriptInput

func (ScriptMap) ElementType added in v5.1.0

func (ScriptMap) ElementType() reflect.Type

func (ScriptMap) ToScriptMapOutput added in v5.1.0

func (i ScriptMap) ToScriptMapOutput() ScriptMapOutput

func (ScriptMap) ToScriptMapOutputWithContext added in v5.1.0

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

type ScriptMapInput added in v5.1.0

type ScriptMapInput interface {
	pulumi.Input

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

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

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

type ScriptMapOutput added in v5.1.0

type ScriptMapOutput struct{ *pulumi.OutputState }

func (ScriptMapOutput) ElementType added in v5.1.0

func (ScriptMapOutput) ElementType() reflect.Type

func (ScriptMapOutput) MapIndex added in v5.1.0

func (ScriptMapOutput) ToScriptMapOutput added in v5.1.0

func (o ScriptMapOutput) ToScriptMapOutput() ScriptMapOutput

func (ScriptMapOutput) ToScriptMapOutputWithContext added in v5.1.0

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

type ScriptOutput added in v5.1.0

type ScriptOutput struct{ *pulumi.OutputState }

func (ScriptOutput) Arn added in v5.4.0

GameLift Script ARN.

func (ScriptOutput) ElementType added in v5.1.0

func (ScriptOutput) ElementType() reflect.Type

func (ScriptOutput) Name added in v5.4.0

func (o ScriptOutput) Name() pulumi.StringOutput

Name of the script

func (ScriptOutput) StorageLocation added in v5.4.0

func (o ScriptOutput) StorageLocation() ScriptStorageLocationOutput

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

func (ScriptOutput) Tags added in v5.4.0

Key-value map of resource tags. If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.

func (ScriptOutput) TagsAll added in v5.4.0

func (o ScriptOutput) TagsAll() pulumi.StringMapOutput

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

func (ScriptOutput) ToScriptOutput added in v5.1.0

func (o ScriptOutput) ToScriptOutput() ScriptOutput

func (ScriptOutput) ToScriptOutputWithContext added in v5.1.0

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

func (ScriptOutput) Version added in v5.4.0

func (o ScriptOutput) Version() pulumi.StringPtrOutput

Version that is associated with this script.

func (ScriptOutput) ZipFile added in v5.4.0

func (o ScriptOutput) ZipFile() pulumi.StringPtrOutput

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

type ScriptState added in v5.1.0

type ScriptState struct {
	// GameLift Script ARN.
	Arn pulumi.StringPtrInput
	// Name of the script
	Name pulumi.StringPtrInput
	// Information indicating where your game script files are stored. See below.
	StorageLocation ScriptStorageLocationPtrInput
	// Key-value map of resource tags. If configured with a provider `defaultTags` configuration block present, tags with matching keys will overwrite those defined at the provider-level.
	Tags pulumi.StringMapInput
	// A map of tags assigned to the resource, including those inherited from the provider `defaultTags` configuration block.
	TagsAll pulumi.StringMapInput
	// Version that is associated with this script.
	Version pulumi.StringPtrInput
	// A data object containing your Realtime scripts and dependencies as a zip  file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
	ZipFile pulumi.StringPtrInput
}

func (ScriptState) ElementType added in v5.1.0

func (ScriptState) ElementType() reflect.Type

type ScriptStorageLocation added in v5.1.0

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

type ScriptStorageLocationArgs added in v5.1.0

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

func (ScriptStorageLocationArgs) ElementType added in v5.1.0

func (ScriptStorageLocationArgs) ElementType() reflect.Type

func (ScriptStorageLocationArgs) ToScriptStorageLocationOutput added in v5.1.0

func (i ScriptStorageLocationArgs) ToScriptStorageLocationOutput() ScriptStorageLocationOutput

func (ScriptStorageLocationArgs) ToScriptStorageLocationOutputWithContext added in v5.1.0

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

func (ScriptStorageLocationArgs) ToScriptStorageLocationPtrOutput added in v5.1.0

func (i ScriptStorageLocationArgs) ToScriptStorageLocationPtrOutput() ScriptStorageLocationPtrOutput

func (ScriptStorageLocationArgs) ToScriptStorageLocationPtrOutputWithContext added in v5.1.0

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

type ScriptStorageLocationInput added in v5.1.0

type ScriptStorageLocationInput interface {
	pulumi.Input

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

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

ScriptStorageLocationArgs{...}

type ScriptStorageLocationOutput added in v5.1.0

type ScriptStorageLocationOutput struct{ *pulumi.OutputState }

func (ScriptStorageLocationOutput) Bucket added in v5.1.0

Name of your S3 bucket.

func (ScriptStorageLocationOutput) ElementType added in v5.1.0

func (ScriptStorageLocationOutput) Key added in v5.1.0

Name of the zip file containing your script files.

func (ScriptStorageLocationOutput) ObjectVersion added in v5.1.0

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

func (ScriptStorageLocationOutput) RoleArn added in v5.1.0

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

func (ScriptStorageLocationOutput) ToScriptStorageLocationOutput added in v5.1.0

func (o ScriptStorageLocationOutput) ToScriptStorageLocationOutput() ScriptStorageLocationOutput

func (ScriptStorageLocationOutput) ToScriptStorageLocationOutputWithContext added in v5.1.0

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

func (ScriptStorageLocationOutput) ToScriptStorageLocationPtrOutput added in v5.1.0

func (o ScriptStorageLocationOutput) ToScriptStorageLocationPtrOutput() ScriptStorageLocationPtrOutput

func (ScriptStorageLocationOutput) ToScriptStorageLocationPtrOutputWithContext added in v5.1.0

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

type ScriptStorageLocationPtrInput added in v5.1.0

type ScriptStorageLocationPtrInput interface {
	pulumi.Input

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

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

        ScriptStorageLocationArgs{...}

or:

        nil

func ScriptStorageLocationPtr added in v5.1.0

func ScriptStorageLocationPtr(v *ScriptStorageLocationArgs) ScriptStorageLocationPtrInput

type ScriptStorageLocationPtrOutput added in v5.1.0

type ScriptStorageLocationPtrOutput struct{ *pulumi.OutputState }

func (ScriptStorageLocationPtrOutput) Bucket added in v5.1.0

Name of your S3 bucket.

func (ScriptStorageLocationPtrOutput) Elem added in v5.1.0

func (ScriptStorageLocationPtrOutput) ElementType added in v5.1.0

func (ScriptStorageLocationPtrOutput) Key added in v5.1.0

Name of the zip file containing your script files.

func (ScriptStorageLocationPtrOutput) ObjectVersion added in v5.1.0

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

func (ScriptStorageLocationPtrOutput) RoleArn added in v5.1.0

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

func (ScriptStorageLocationPtrOutput) ToScriptStorageLocationPtrOutput added in v5.1.0

func (o ScriptStorageLocationPtrOutput) ToScriptStorageLocationPtrOutput() ScriptStorageLocationPtrOutput

func (ScriptStorageLocationPtrOutput) ToScriptStorageLocationPtrOutputWithContext added in v5.1.0

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

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