gameservices

package
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Published: Apr 13, 2021 License: Apache-2.0 Imports: 7 Imported by: 0

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Types

type GameServerCluster

type GameServerCluster struct {
	pulumi.CustomResourceState

	// Required. The resource name of the game server cluster
	ClusterId pulumi.StringOutput `pulumi:"clusterId"`
	// Game server cluster connection information. This information is used to
	// manage game server clusters.
	// Structure is documented below.
	ConnectionInfo GameServerClusterConnectionInfoOutput `pulumi:"connectionInfo"`
	// Human readable description of the cluster.
	Description pulumi.StringPtrOutput `pulumi:"description"`
	// The labels associated with this game server cluster. Each label is a
	// key-value pair.
	Labels pulumi.StringMapOutput `pulumi:"labels"`
	// Location of the Cluster.
	Location pulumi.StringPtrOutput `pulumi:"location"`
	// The resource id of the game server cluster, eg:
	// 'projects/{project_id}/locations/{location}/realms/{realm_id}/gameServerClusters/{cluster_id}'. For example,
	// 'projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster'.
	Name pulumi.StringOutput `pulumi:"name"`
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringOutput `pulumi:"project"`
	// The realm id of the game server realm.
	RealmId pulumi.StringOutput `pulumi:"realmId"`
}

A game server cluster resource.

To get more information about GameServerCluster, see:

* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/projects.locations.realms.gameServerClusters) * How-to Guides

## Example Usage

## Import

GameServerCluster can be imported using any of these accepted formats

```sh

$ pulumi import gcp:gameservices/gameServerCluster:GameServerCluster default projects/{{project}}/locations/{{location}}/realms/{{realm_id}}/gameServerClusters/{{cluster_id}}

```

```sh

$ pulumi import gcp:gameservices/gameServerCluster:GameServerCluster default {{project}}/{{location}}/{{realm_id}}/{{cluster_id}}

```

```sh

$ pulumi import gcp:gameservices/gameServerCluster:GameServerCluster default {{location}}/{{realm_id}}/{{cluster_id}}

```

func GetGameServerCluster

func GetGameServerCluster(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *GameServerClusterState, opts ...pulumi.ResourceOption) (*GameServerCluster, error)

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

func NewGameServerCluster

func NewGameServerCluster(ctx *pulumi.Context,
	name string, args *GameServerClusterArgs, opts ...pulumi.ResourceOption) (*GameServerCluster, error)

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

func (*GameServerCluster) ElementType added in v4.4.0

func (*GameServerCluster) ElementType() reflect.Type

func (*GameServerCluster) ToGameServerClusterOutput added in v4.4.0

func (i *GameServerCluster) ToGameServerClusterOutput() GameServerClusterOutput

func (*GameServerCluster) ToGameServerClusterOutputWithContext added in v4.4.0

func (i *GameServerCluster) ToGameServerClusterOutputWithContext(ctx context.Context) GameServerClusterOutput

func (*GameServerCluster) ToGameServerClusterPtrOutput added in v4.11.1

func (i *GameServerCluster) ToGameServerClusterPtrOutput() GameServerClusterPtrOutput

func (*GameServerCluster) ToGameServerClusterPtrOutputWithContext added in v4.11.1

func (i *GameServerCluster) ToGameServerClusterPtrOutputWithContext(ctx context.Context) GameServerClusterPtrOutput

type GameServerClusterArgs

type GameServerClusterArgs struct {
	// Required. The resource name of the game server cluster
	ClusterId pulumi.StringInput
	// Game server cluster connection information. This information is used to
	// manage game server clusters.
	// Structure is documented below.
	ConnectionInfo GameServerClusterConnectionInfoInput
	// Human readable description of the cluster.
	Description pulumi.StringPtrInput
	// The labels associated with this game server cluster. Each label is a
	// key-value pair.
	Labels pulumi.StringMapInput
	// Location of the Cluster.
	Location pulumi.StringPtrInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
	// The realm id of the game server realm.
	RealmId pulumi.StringInput
}

The set of arguments for constructing a GameServerCluster resource.

func (GameServerClusterArgs) ElementType

func (GameServerClusterArgs) ElementType() reflect.Type

type GameServerClusterArray added in v4.11.1

type GameServerClusterArray []GameServerClusterInput

func (GameServerClusterArray) ElementType added in v4.11.1

func (GameServerClusterArray) ElementType() reflect.Type

func (GameServerClusterArray) ToGameServerClusterArrayOutput added in v4.11.1

func (i GameServerClusterArray) ToGameServerClusterArrayOutput() GameServerClusterArrayOutput

func (GameServerClusterArray) ToGameServerClusterArrayOutputWithContext added in v4.11.1

func (i GameServerClusterArray) ToGameServerClusterArrayOutputWithContext(ctx context.Context) GameServerClusterArrayOutput

type GameServerClusterArrayInput added in v4.11.1

type GameServerClusterArrayInput interface {
	pulumi.Input

	ToGameServerClusterArrayOutput() GameServerClusterArrayOutput
	ToGameServerClusterArrayOutputWithContext(context.Context) GameServerClusterArrayOutput
}

GameServerClusterArrayInput is an input type that accepts GameServerClusterArray and GameServerClusterArrayOutput values. You can construct a concrete instance of `GameServerClusterArrayInput` via:

GameServerClusterArray{ GameServerClusterArgs{...} }

type GameServerClusterArrayOutput added in v4.11.1

type GameServerClusterArrayOutput struct{ *pulumi.OutputState }

func (GameServerClusterArrayOutput) ElementType added in v4.11.1

func (GameServerClusterArrayOutput) Index added in v4.11.1

func (GameServerClusterArrayOutput) ToGameServerClusterArrayOutput added in v4.11.1

func (o GameServerClusterArrayOutput) ToGameServerClusterArrayOutput() GameServerClusterArrayOutput

func (GameServerClusterArrayOutput) ToGameServerClusterArrayOutputWithContext added in v4.11.1

func (o GameServerClusterArrayOutput) ToGameServerClusterArrayOutputWithContext(ctx context.Context) GameServerClusterArrayOutput

type GameServerClusterConnectionInfo

type GameServerClusterConnectionInfo struct {
	// Reference of the GKE cluster where the game servers are installed.
	// Structure is documented below.
	GkeClusterReference GameServerClusterConnectionInfoGkeClusterReference `pulumi:"gkeClusterReference"`
	// Namespace designated on the game server cluster where the game server
	// instances will be created. The namespace existence will be validated
	// during creation.
	Namespace string `pulumi:"namespace"`
}

type GameServerClusterConnectionInfoArgs

type GameServerClusterConnectionInfoArgs struct {
	// Reference of the GKE cluster where the game servers are installed.
	// Structure is documented below.
	GkeClusterReference GameServerClusterConnectionInfoGkeClusterReferenceInput `pulumi:"gkeClusterReference"`
	// Namespace designated on the game server cluster where the game server
	// instances will be created. The namespace existence will be validated
	// during creation.
	Namespace pulumi.StringInput `pulumi:"namespace"`
}

func (GameServerClusterConnectionInfoArgs) ElementType

func (GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutput

func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutput() GameServerClusterConnectionInfoOutput

func (GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutputWithContext

func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoOutput

func (GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutput

func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput

func (GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutputWithContext

func (i GameServerClusterConnectionInfoArgs) ToGameServerClusterConnectionInfoPtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoPtrOutput

type GameServerClusterConnectionInfoGkeClusterReference

type GameServerClusterConnectionInfoGkeClusterReference struct {
	// The full or partial name of a GKE cluster, using one of the following
	// forms:
	// * `projects/{project_id}/locations/{location}/clusters/{cluster_id}`
	// * `locations/{location}/clusters/{cluster_id}`
	// * `{cluster_id}`
	//   If project and location are not specified, the project and location of the
	//   GameServerCluster resource are used to generate the full name of the
	//   GKE cluster.
	Cluster string `pulumi:"cluster"`
}

type GameServerClusterConnectionInfoGkeClusterReferenceArgs

type GameServerClusterConnectionInfoGkeClusterReferenceArgs struct {
	// The full or partial name of a GKE cluster, using one of the following
	// forms:
	// * `projects/{project_id}/locations/{location}/clusters/{cluster_id}`
	// * `locations/{location}/clusters/{cluster_id}`
	// * `{cluster_id}`
	//   If project and location are not specified, the project and location of the
	//   GameServerCluster resource are used to generate the full name of the
	//   GKE cluster.
	Cluster pulumi.StringInput `pulumi:"cluster"`
}

func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ElementType

func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferenceOutput

func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext

func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferenceOutput

func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput

func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput

func (GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext

func (i GameServerClusterConnectionInfoGkeClusterReferenceArgs) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput

type GameServerClusterConnectionInfoGkeClusterReferenceInput

type GameServerClusterConnectionInfoGkeClusterReferenceInput interface {
	pulumi.Input

	ToGameServerClusterConnectionInfoGkeClusterReferenceOutput() GameServerClusterConnectionInfoGkeClusterReferenceOutput
	ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext(context.Context) GameServerClusterConnectionInfoGkeClusterReferenceOutput
}

GameServerClusterConnectionInfoGkeClusterReferenceInput is an input type that accepts GameServerClusterConnectionInfoGkeClusterReferenceArgs and GameServerClusterConnectionInfoGkeClusterReferenceOutput values. You can construct a concrete instance of `GameServerClusterConnectionInfoGkeClusterReferenceInput` via:

GameServerClusterConnectionInfoGkeClusterReferenceArgs{...}

type GameServerClusterConnectionInfoGkeClusterReferenceOutput

type GameServerClusterConnectionInfoGkeClusterReferenceOutput struct{ *pulumi.OutputState }

func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) Cluster

The full or partial name of a GKE cluster, using one of the following forms:

  • `projects/{project_id}/locations/{location}/clusters/{cluster_id}`
  • `locations/{location}/clusters/{cluster_id}`
  • `{cluster_id}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.

func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ElementType

func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferenceOutput

func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext

func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferenceOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferenceOutput

func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput

func (GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext

func (o GameServerClusterConnectionInfoGkeClusterReferenceOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput

type GameServerClusterConnectionInfoGkeClusterReferencePtrInput

type GameServerClusterConnectionInfoGkeClusterReferencePtrInput interface {
	pulumi.Input

	ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput() GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
	ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput
}

GameServerClusterConnectionInfoGkeClusterReferencePtrInput is an input type that accepts GameServerClusterConnectionInfoGkeClusterReferenceArgs, GameServerClusterConnectionInfoGkeClusterReferencePtr and GameServerClusterConnectionInfoGkeClusterReferencePtrOutput values. You can construct a concrete instance of `GameServerClusterConnectionInfoGkeClusterReferencePtrInput` via:

        GameServerClusterConnectionInfoGkeClusterReferenceArgs{...}

or:

        nil

type GameServerClusterConnectionInfoGkeClusterReferencePtrOutput

type GameServerClusterConnectionInfoGkeClusterReferencePtrOutput struct{ *pulumi.OutputState }

func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) Cluster

The full or partial name of a GKE cluster, using one of the following forms:

  • `projects/{project_id}/locations/{location}/clusters/{cluster_id}`
  • `locations/{location}/clusters/{cluster_id}`
  • `{cluster_id}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.

func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) Elem

func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ElementType

func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutput

func (GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext

func (o GameServerClusterConnectionInfoGkeClusterReferencePtrOutput) ToGameServerClusterConnectionInfoGkeClusterReferencePtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoGkeClusterReferencePtrOutput

type GameServerClusterConnectionInfoInput

type GameServerClusterConnectionInfoInput interface {
	pulumi.Input

	ToGameServerClusterConnectionInfoOutput() GameServerClusterConnectionInfoOutput
	ToGameServerClusterConnectionInfoOutputWithContext(context.Context) GameServerClusterConnectionInfoOutput
}

GameServerClusterConnectionInfoInput is an input type that accepts GameServerClusterConnectionInfoArgs and GameServerClusterConnectionInfoOutput values. You can construct a concrete instance of `GameServerClusterConnectionInfoInput` via:

GameServerClusterConnectionInfoArgs{...}

type GameServerClusterConnectionInfoOutput

type GameServerClusterConnectionInfoOutput struct{ *pulumi.OutputState }

func (GameServerClusterConnectionInfoOutput) ElementType

func (GameServerClusterConnectionInfoOutput) GkeClusterReference

Reference of the GKE cluster where the game servers are installed. Structure is documented below.

func (GameServerClusterConnectionInfoOutput) Namespace

Namespace designated on the game server cluster where the game server instances will be created. The namespace existence will be validated during creation.

func (GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutput

func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutput() GameServerClusterConnectionInfoOutput

func (GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutputWithContext

func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoOutput

func (GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutput

func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput

func (GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext

func (o GameServerClusterConnectionInfoOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoPtrOutput

type GameServerClusterConnectionInfoPtrInput

type GameServerClusterConnectionInfoPtrInput interface {
	pulumi.Input

	ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput
	ToGameServerClusterConnectionInfoPtrOutputWithContext(context.Context) GameServerClusterConnectionInfoPtrOutput
}

GameServerClusterConnectionInfoPtrInput is an input type that accepts GameServerClusterConnectionInfoArgs, GameServerClusterConnectionInfoPtr and GameServerClusterConnectionInfoPtrOutput values. You can construct a concrete instance of `GameServerClusterConnectionInfoPtrInput` via:

        GameServerClusterConnectionInfoArgs{...}

or:

        nil

type GameServerClusterConnectionInfoPtrOutput

type GameServerClusterConnectionInfoPtrOutput struct{ *pulumi.OutputState }

func (GameServerClusterConnectionInfoPtrOutput) Elem

func (GameServerClusterConnectionInfoPtrOutput) ElementType

func (GameServerClusterConnectionInfoPtrOutput) GkeClusterReference

Reference of the GKE cluster where the game servers are installed. Structure is documented below.

func (GameServerClusterConnectionInfoPtrOutput) Namespace

Namespace designated on the game server cluster where the game server instances will be created. The namespace existence will be validated during creation.

func (GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutput

func (o GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutput() GameServerClusterConnectionInfoPtrOutput

func (GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext

func (o GameServerClusterConnectionInfoPtrOutput) ToGameServerClusterConnectionInfoPtrOutputWithContext(ctx context.Context) GameServerClusterConnectionInfoPtrOutput

type GameServerClusterInput added in v4.4.0

type GameServerClusterInput interface {
	pulumi.Input

	ToGameServerClusterOutput() GameServerClusterOutput
	ToGameServerClusterOutputWithContext(ctx context.Context) GameServerClusterOutput
}

type GameServerClusterMap added in v4.11.1

type GameServerClusterMap map[string]GameServerClusterInput

func (GameServerClusterMap) ElementType added in v4.11.1

func (GameServerClusterMap) ElementType() reflect.Type

func (GameServerClusterMap) ToGameServerClusterMapOutput added in v4.11.1

func (i GameServerClusterMap) ToGameServerClusterMapOutput() GameServerClusterMapOutput

func (GameServerClusterMap) ToGameServerClusterMapOutputWithContext added in v4.11.1

func (i GameServerClusterMap) ToGameServerClusterMapOutputWithContext(ctx context.Context) GameServerClusterMapOutput

type GameServerClusterMapInput added in v4.11.1

type GameServerClusterMapInput interface {
	pulumi.Input

	ToGameServerClusterMapOutput() GameServerClusterMapOutput
	ToGameServerClusterMapOutputWithContext(context.Context) GameServerClusterMapOutput
}

GameServerClusterMapInput is an input type that accepts GameServerClusterMap and GameServerClusterMapOutput values. You can construct a concrete instance of `GameServerClusterMapInput` via:

GameServerClusterMap{ "key": GameServerClusterArgs{...} }

type GameServerClusterMapOutput added in v4.11.1

type GameServerClusterMapOutput struct{ *pulumi.OutputState }

func (GameServerClusterMapOutput) ElementType added in v4.11.1

func (GameServerClusterMapOutput) ElementType() reflect.Type

func (GameServerClusterMapOutput) MapIndex added in v4.11.1

func (GameServerClusterMapOutput) ToGameServerClusterMapOutput added in v4.11.1

func (o GameServerClusterMapOutput) ToGameServerClusterMapOutput() GameServerClusterMapOutput

func (GameServerClusterMapOutput) ToGameServerClusterMapOutputWithContext added in v4.11.1

func (o GameServerClusterMapOutput) ToGameServerClusterMapOutputWithContext(ctx context.Context) GameServerClusterMapOutput

type GameServerClusterOutput added in v4.4.0

type GameServerClusterOutput struct {
	*pulumi.OutputState
}

func (GameServerClusterOutput) ElementType added in v4.4.0

func (GameServerClusterOutput) ElementType() reflect.Type

func (GameServerClusterOutput) ToGameServerClusterOutput added in v4.4.0

func (o GameServerClusterOutput) ToGameServerClusterOutput() GameServerClusterOutput

func (GameServerClusterOutput) ToGameServerClusterOutputWithContext added in v4.4.0

func (o GameServerClusterOutput) ToGameServerClusterOutputWithContext(ctx context.Context) GameServerClusterOutput

func (GameServerClusterOutput) ToGameServerClusterPtrOutput added in v4.11.1

func (o GameServerClusterOutput) ToGameServerClusterPtrOutput() GameServerClusterPtrOutput

func (GameServerClusterOutput) ToGameServerClusterPtrOutputWithContext added in v4.11.1

func (o GameServerClusterOutput) ToGameServerClusterPtrOutputWithContext(ctx context.Context) GameServerClusterPtrOutput

type GameServerClusterPtrInput added in v4.11.1

type GameServerClusterPtrInput interface {
	pulumi.Input

	ToGameServerClusterPtrOutput() GameServerClusterPtrOutput
	ToGameServerClusterPtrOutputWithContext(ctx context.Context) GameServerClusterPtrOutput
}

type GameServerClusterPtrOutput added in v4.11.1

type GameServerClusterPtrOutput struct {
	*pulumi.OutputState
}

func (GameServerClusterPtrOutput) ElementType added in v4.11.1

func (GameServerClusterPtrOutput) ElementType() reflect.Type

func (GameServerClusterPtrOutput) ToGameServerClusterPtrOutput added in v4.11.1

func (o GameServerClusterPtrOutput) ToGameServerClusterPtrOutput() GameServerClusterPtrOutput

func (GameServerClusterPtrOutput) ToGameServerClusterPtrOutputWithContext added in v4.11.1

func (o GameServerClusterPtrOutput) ToGameServerClusterPtrOutputWithContext(ctx context.Context) GameServerClusterPtrOutput

type GameServerClusterState

type GameServerClusterState struct {
	// Required. The resource name of the game server cluster
	ClusterId pulumi.StringPtrInput
	// Game server cluster connection information. This information is used to
	// manage game server clusters.
	// Structure is documented below.
	ConnectionInfo GameServerClusterConnectionInfoPtrInput
	// Human readable description of the cluster.
	Description pulumi.StringPtrInput
	// The labels associated with this game server cluster. Each label is a
	// key-value pair.
	Labels pulumi.StringMapInput
	// Location of the Cluster.
	Location pulumi.StringPtrInput
	// The resource id of the game server cluster, eg:
	// 'projects/{project_id}/locations/{location}/realms/{realm_id}/gameServerClusters/{cluster_id}'. For example,
	// 'projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster'.
	Name pulumi.StringPtrInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
	// The realm id of the game server realm.
	RealmId pulumi.StringPtrInput
}

func (GameServerClusterState) ElementType

func (GameServerClusterState) ElementType() reflect.Type

type GameServerConfig

type GameServerConfig struct {
	pulumi.CustomResourceState

	// A unique id for the deployment config.
	ConfigId pulumi.StringOutput `pulumi:"configId"`
	// A unique id for the deployment.
	DeploymentId pulumi.StringOutput `pulumi:"deploymentId"`
	// The description of the game server config.
	Description pulumi.StringPtrOutput `pulumi:"description"`
	// The fleet config contains list of fleet specs. In the Single Cloud, there
	// will be only one.
	// Structure is documented below.
	FleetConfigs GameServerConfigFleetConfigArrayOutput `pulumi:"fleetConfigs"`
	// Set of labels to group by.
	Labels pulumi.StringMapOutput `pulumi:"labels"`
	// Location of the Deployment.
	Location pulumi.StringPtrOutput `pulumi:"location"`
	// The name of the ScalingConfig
	Name pulumi.StringOutput `pulumi:"name"`
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringOutput `pulumi:"project"`
	// Optional. This contains the autoscaling settings.
	// Structure is documented below.
	ScalingConfigs GameServerConfigScalingConfigArrayOutput `pulumi:"scalingConfigs"`
}

A game server config resource. Configs are global and immutable.

To get more information about GameServerConfig, see:

* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/projects.locations.gameServerDeployments.configs) * How-to Guides

## Example Usage

## Import

GameServerConfig can be imported using any of these accepted formats

```sh

$ pulumi import gcp:gameservices/gameServerConfig:GameServerConfig default projects/{{project}}/locations/{{location}}/gameServerDeployments/{{deployment_id}}/configs/{{config_id}}

```

```sh

$ pulumi import gcp:gameservices/gameServerConfig:GameServerConfig default {{project}}/{{location}}/{{deployment_id}}/{{config_id}}

```

```sh

$ pulumi import gcp:gameservices/gameServerConfig:GameServerConfig default {{location}}/{{deployment_id}}/{{config_id}}

```

func GetGameServerConfig

func GetGameServerConfig(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *GameServerConfigState, opts ...pulumi.ResourceOption) (*GameServerConfig, error)

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

func NewGameServerConfig

func NewGameServerConfig(ctx *pulumi.Context,
	name string, args *GameServerConfigArgs, opts ...pulumi.ResourceOption) (*GameServerConfig, error)

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

func (*GameServerConfig) ElementType added in v4.4.0

func (*GameServerConfig) ElementType() reflect.Type

func (*GameServerConfig) ToGameServerConfigOutput added in v4.4.0

func (i *GameServerConfig) ToGameServerConfigOutput() GameServerConfigOutput

func (*GameServerConfig) ToGameServerConfigOutputWithContext added in v4.4.0

func (i *GameServerConfig) ToGameServerConfigOutputWithContext(ctx context.Context) GameServerConfigOutput

func (*GameServerConfig) ToGameServerConfigPtrOutput added in v4.11.1

func (i *GameServerConfig) ToGameServerConfigPtrOutput() GameServerConfigPtrOutput

func (*GameServerConfig) ToGameServerConfigPtrOutputWithContext added in v4.11.1

func (i *GameServerConfig) ToGameServerConfigPtrOutputWithContext(ctx context.Context) GameServerConfigPtrOutput

type GameServerConfigArgs

type GameServerConfigArgs struct {
	// A unique id for the deployment config.
	ConfigId pulumi.StringInput
	// A unique id for the deployment.
	DeploymentId pulumi.StringInput
	// The description of the game server config.
	Description pulumi.StringPtrInput
	// The fleet config contains list of fleet specs. In the Single Cloud, there
	// will be only one.
	// Structure is documented below.
	FleetConfigs GameServerConfigFleetConfigArrayInput
	// Set of labels to group by.
	Labels pulumi.StringMapInput
	// Location of the Deployment.
	Location pulumi.StringPtrInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
	// Optional. This contains the autoscaling settings.
	// Structure is documented below.
	ScalingConfigs GameServerConfigScalingConfigArrayInput
}

The set of arguments for constructing a GameServerConfig resource.

func (GameServerConfigArgs) ElementType

func (GameServerConfigArgs) ElementType() reflect.Type

type GameServerConfigArray added in v4.11.1

type GameServerConfigArray []GameServerConfigInput

func (GameServerConfigArray) ElementType added in v4.11.1

func (GameServerConfigArray) ElementType() reflect.Type

func (GameServerConfigArray) ToGameServerConfigArrayOutput added in v4.11.1

func (i GameServerConfigArray) ToGameServerConfigArrayOutput() GameServerConfigArrayOutput

func (GameServerConfigArray) ToGameServerConfigArrayOutputWithContext added in v4.11.1

func (i GameServerConfigArray) ToGameServerConfigArrayOutputWithContext(ctx context.Context) GameServerConfigArrayOutput

type GameServerConfigArrayInput added in v4.11.1

type GameServerConfigArrayInput interface {
	pulumi.Input

	ToGameServerConfigArrayOutput() GameServerConfigArrayOutput
	ToGameServerConfigArrayOutputWithContext(context.Context) GameServerConfigArrayOutput
}

GameServerConfigArrayInput is an input type that accepts GameServerConfigArray and GameServerConfigArrayOutput values. You can construct a concrete instance of `GameServerConfigArrayInput` via:

GameServerConfigArray{ GameServerConfigArgs{...} }

type GameServerConfigArrayOutput added in v4.11.1

type GameServerConfigArrayOutput struct{ *pulumi.OutputState }

func (GameServerConfigArrayOutput) ElementType added in v4.11.1

func (GameServerConfigArrayOutput) Index added in v4.11.1

func (GameServerConfigArrayOutput) ToGameServerConfigArrayOutput added in v4.11.1

func (o GameServerConfigArrayOutput) ToGameServerConfigArrayOutput() GameServerConfigArrayOutput

func (GameServerConfigArrayOutput) ToGameServerConfigArrayOutputWithContext added in v4.11.1

func (o GameServerConfigArrayOutput) ToGameServerConfigArrayOutputWithContext(ctx context.Context) GameServerConfigArrayOutput

type GameServerConfigFleetConfig

type GameServerConfigFleetConfig struct {
	// The fleet spec, which is sent to Agones to configure fleet.
	// The spec can be passed as inline json but it is recommended to use a file reference
	// instead. File references can contain the json or yaml format of the fleet spec. Eg:
	// * fleetSpec = jsonencode(yamldecode(file("fleet_configs.yaml")))
	// * fleetSpec = file("fleet_configs.json")
	//   The format of the spec can be found :
	//   `https://agones.dev/site/docs/reference/fleet/`.
	FleetSpec string `pulumi:"fleetSpec"`
	// The name of the ScalingConfig
	Name *string `pulumi:"name"`
}

type GameServerConfigFleetConfigArgs

type GameServerConfigFleetConfigArgs struct {
	// The fleet spec, which is sent to Agones to configure fleet.
	// The spec can be passed as inline json but it is recommended to use a file reference
	// instead. File references can contain the json or yaml format of the fleet spec. Eg:
	// * fleetSpec = jsonencode(yamldecode(file("fleet_configs.yaml")))
	// * fleetSpec = file("fleet_configs.json")
	//   The format of the spec can be found :
	//   `https://agones.dev/site/docs/reference/fleet/`.
	FleetSpec pulumi.StringInput `pulumi:"fleetSpec"`
	// The name of the ScalingConfig
	Name pulumi.StringPtrInput `pulumi:"name"`
}

func (GameServerConfigFleetConfigArgs) ElementType

func (GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutput

func (i GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutput() GameServerConfigFleetConfigOutput

func (GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutputWithContext

func (i GameServerConfigFleetConfigArgs) ToGameServerConfigFleetConfigOutputWithContext(ctx context.Context) GameServerConfigFleetConfigOutput

type GameServerConfigFleetConfigArray

type GameServerConfigFleetConfigArray []GameServerConfigFleetConfigInput

func (GameServerConfigFleetConfigArray) ElementType

func (GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutput

func (i GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutput() GameServerConfigFleetConfigArrayOutput

func (GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutputWithContext

func (i GameServerConfigFleetConfigArray) ToGameServerConfigFleetConfigArrayOutputWithContext(ctx context.Context) GameServerConfigFleetConfigArrayOutput

type GameServerConfigFleetConfigArrayInput

type GameServerConfigFleetConfigArrayInput interface {
	pulumi.Input

	ToGameServerConfigFleetConfigArrayOutput() GameServerConfigFleetConfigArrayOutput
	ToGameServerConfigFleetConfigArrayOutputWithContext(context.Context) GameServerConfigFleetConfigArrayOutput
}

GameServerConfigFleetConfigArrayInput is an input type that accepts GameServerConfigFleetConfigArray and GameServerConfigFleetConfigArrayOutput values. You can construct a concrete instance of `GameServerConfigFleetConfigArrayInput` via:

GameServerConfigFleetConfigArray{ GameServerConfigFleetConfigArgs{...} }

type GameServerConfigFleetConfigArrayOutput

type GameServerConfigFleetConfigArrayOutput struct{ *pulumi.OutputState }

func (GameServerConfigFleetConfigArrayOutput) ElementType

func (GameServerConfigFleetConfigArrayOutput) Index

func (GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutput

func (o GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutput() GameServerConfigFleetConfigArrayOutput

func (GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutputWithContext

func (o GameServerConfigFleetConfigArrayOutput) ToGameServerConfigFleetConfigArrayOutputWithContext(ctx context.Context) GameServerConfigFleetConfigArrayOutput

type GameServerConfigFleetConfigInput

type GameServerConfigFleetConfigInput interface {
	pulumi.Input

	ToGameServerConfigFleetConfigOutput() GameServerConfigFleetConfigOutput
	ToGameServerConfigFleetConfigOutputWithContext(context.Context) GameServerConfigFleetConfigOutput
}

GameServerConfigFleetConfigInput is an input type that accepts GameServerConfigFleetConfigArgs and GameServerConfigFleetConfigOutput values. You can construct a concrete instance of `GameServerConfigFleetConfigInput` via:

GameServerConfigFleetConfigArgs{...}

type GameServerConfigFleetConfigOutput

type GameServerConfigFleetConfigOutput struct{ *pulumi.OutputState }

func (GameServerConfigFleetConfigOutput) ElementType

func (GameServerConfigFleetConfigOutput) FleetSpec

The fleet spec, which is sent to Agones to configure fleet. The spec can be passed as inline json but it is recommended to use a file reference instead. File references can contain the json or yaml format of the fleet spec. Eg:

func (GameServerConfigFleetConfigOutput) Name

The name of the ScalingConfig

func (GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutput

func (o GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutput() GameServerConfigFleetConfigOutput

func (GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutputWithContext

func (o GameServerConfigFleetConfigOutput) ToGameServerConfigFleetConfigOutputWithContext(ctx context.Context) GameServerConfigFleetConfigOutput

type GameServerConfigInput added in v4.4.0

type GameServerConfigInput interface {
	pulumi.Input

	ToGameServerConfigOutput() GameServerConfigOutput
	ToGameServerConfigOutputWithContext(ctx context.Context) GameServerConfigOutput
}

type GameServerConfigMap added in v4.11.1

type GameServerConfigMap map[string]GameServerConfigInput

func (GameServerConfigMap) ElementType added in v4.11.1

func (GameServerConfigMap) ElementType() reflect.Type

func (GameServerConfigMap) ToGameServerConfigMapOutput added in v4.11.1

func (i GameServerConfigMap) ToGameServerConfigMapOutput() GameServerConfigMapOutput

func (GameServerConfigMap) ToGameServerConfigMapOutputWithContext added in v4.11.1

func (i GameServerConfigMap) ToGameServerConfigMapOutputWithContext(ctx context.Context) GameServerConfigMapOutput

type GameServerConfigMapInput added in v4.11.1

type GameServerConfigMapInput interface {
	pulumi.Input

	ToGameServerConfigMapOutput() GameServerConfigMapOutput
	ToGameServerConfigMapOutputWithContext(context.Context) GameServerConfigMapOutput
}

GameServerConfigMapInput is an input type that accepts GameServerConfigMap and GameServerConfigMapOutput values. You can construct a concrete instance of `GameServerConfigMapInput` via:

GameServerConfigMap{ "key": GameServerConfigArgs{...} }

type GameServerConfigMapOutput added in v4.11.1

type GameServerConfigMapOutput struct{ *pulumi.OutputState }

func (GameServerConfigMapOutput) ElementType added in v4.11.1

func (GameServerConfigMapOutput) ElementType() reflect.Type

func (GameServerConfigMapOutput) MapIndex added in v4.11.1

func (GameServerConfigMapOutput) ToGameServerConfigMapOutput added in v4.11.1

func (o GameServerConfigMapOutput) ToGameServerConfigMapOutput() GameServerConfigMapOutput

func (GameServerConfigMapOutput) ToGameServerConfigMapOutputWithContext added in v4.11.1

func (o GameServerConfigMapOutput) ToGameServerConfigMapOutputWithContext(ctx context.Context) GameServerConfigMapOutput

type GameServerConfigOutput added in v4.4.0

type GameServerConfigOutput struct {
	*pulumi.OutputState
}

func (GameServerConfigOutput) ElementType added in v4.4.0

func (GameServerConfigOutput) ElementType() reflect.Type

func (GameServerConfigOutput) ToGameServerConfigOutput added in v4.4.0

func (o GameServerConfigOutput) ToGameServerConfigOutput() GameServerConfigOutput

func (GameServerConfigOutput) ToGameServerConfigOutputWithContext added in v4.4.0

func (o GameServerConfigOutput) ToGameServerConfigOutputWithContext(ctx context.Context) GameServerConfigOutput

func (GameServerConfigOutput) ToGameServerConfigPtrOutput added in v4.11.1

func (o GameServerConfigOutput) ToGameServerConfigPtrOutput() GameServerConfigPtrOutput

func (GameServerConfigOutput) ToGameServerConfigPtrOutputWithContext added in v4.11.1

func (o GameServerConfigOutput) ToGameServerConfigPtrOutputWithContext(ctx context.Context) GameServerConfigPtrOutput

type GameServerConfigPtrInput added in v4.11.1

type GameServerConfigPtrInput interface {
	pulumi.Input

	ToGameServerConfigPtrOutput() GameServerConfigPtrOutput
	ToGameServerConfigPtrOutputWithContext(ctx context.Context) GameServerConfigPtrOutput
}

type GameServerConfigPtrOutput added in v4.11.1

type GameServerConfigPtrOutput struct {
	*pulumi.OutputState
}

func (GameServerConfigPtrOutput) ElementType added in v4.11.1

func (GameServerConfigPtrOutput) ElementType() reflect.Type

func (GameServerConfigPtrOutput) ToGameServerConfigPtrOutput added in v4.11.1

func (o GameServerConfigPtrOutput) ToGameServerConfigPtrOutput() GameServerConfigPtrOutput

func (GameServerConfigPtrOutput) ToGameServerConfigPtrOutputWithContext added in v4.11.1

func (o GameServerConfigPtrOutput) ToGameServerConfigPtrOutputWithContext(ctx context.Context) GameServerConfigPtrOutput

type GameServerConfigScalingConfig

type GameServerConfigScalingConfig struct {
	// Fleet autoscaler spec, which is sent to Agones.
	// Example spec can be found :
	// https://agones.dev/site/docs/reference/fleetautoscaler/
	FleetAutoscalerSpec string `pulumi:"fleetAutoscalerSpec"`
	// The name of the ScalingConfig
	Name string `pulumi:"name"`
	// The schedules to which this scaling config applies.
	// Structure is documented below.
	Schedules []GameServerConfigScalingConfigSchedule `pulumi:"schedules"`
	// Labels used to identify the clusters to which this scaling config
	// applies. A cluster is subject to this scaling config if its labels match
	// any of the selector entries.
	// Structure is documented below.
	Selectors []GameServerConfigScalingConfigSelector `pulumi:"selectors"`
}

type GameServerConfigScalingConfigArgs

type GameServerConfigScalingConfigArgs struct {
	// Fleet autoscaler spec, which is sent to Agones.
	// Example spec can be found :
	// https://agones.dev/site/docs/reference/fleetautoscaler/
	FleetAutoscalerSpec pulumi.StringInput `pulumi:"fleetAutoscalerSpec"`
	// The name of the ScalingConfig
	Name pulumi.StringInput `pulumi:"name"`
	// The schedules to which this scaling config applies.
	// Structure is documented below.
	Schedules GameServerConfigScalingConfigScheduleArrayInput `pulumi:"schedules"`
	// Labels used to identify the clusters to which this scaling config
	// applies. A cluster is subject to this scaling config if its labels match
	// any of the selector entries.
	// Structure is documented below.
	Selectors GameServerConfigScalingConfigSelectorArrayInput `pulumi:"selectors"`
}

func (GameServerConfigScalingConfigArgs) ElementType

func (GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutput

func (i GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutput() GameServerConfigScalingConfigOutput

func (GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutputWithContext

func (i GameServerConfigScalingConfigArgs) ToGameServerConfigScalingConfigOutputWithContext(ctx context.Context) GameServerConfigScalingConfigOutput

type GameServerConfigScalingConfigArray

type GameServerConfigScalingConfigArray []GameServerConfigScalingConfigInput

func (GameServerConfigScalingConfigArray) ElementType

func (GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutput

func (i GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutput() GameServerConfigScalingConfigArrayOutput

func (GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutputWithContext

func (i GameServerConfigScalingConfigArray) ToGameServerConfigScalingConfigArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigArrayOutput

type GameServerConfigScalingConfigArrayInput

type GameServerConfigScalingConfigArrayInput interface {
	pulumi.Input

	ToGameServerConfigScalingConfigArrayOutput() GameServerConfigScalingConfigArrayOutput
	ToGameServerConfigScalingConfigArrayOutputWithContext(context.Context) GameServerConfigScalingConfigArrayOutput
}

GameServerConfigScalingConfigArrayInput is an input type that accepts GameServerConfigScalingConfigArray and GameServerConfigScalingConfigArrayOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigArrayInput` via:

GameServerConfigScalingConfigArray{ GameServerConfigScalingConfigArgs{...} }

type GameServerConfigScalingConfigArrayOutput

type GameServerConfigScalingConfigArrayOutput struct{ *pulumi.OutputState }

func (GameServerConfigScalingConfigArrayOutput) ElementType

func (GameServerConfigScalingConfigArrayOutput) Index

func (GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutput

func (o GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutput() GameServerConfigScalingConfigArrayOutput

func (GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutputWithContext

func (o GameServerConfigScalingConfigArrayOutput) ToGameServerConfigScalingConfigArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigArrayOutput

type GameServerConfigScalingConfigInput

type GameServerConfigScalingConfigInput interface {
	pulumi.Input

	ToGameServerConfigScalingConfigOutput() GameServerConfigScalingConfigOutput
	ToGameServerConfigScalingConfigOutputWithContext(context.Context) GameServerConfigScalingConfigOutput
}

GameServerConfigScalingConfigInput is an input type that accepts GameServerConfigScalingConfigArgs and GameServerConfigScalingConfigOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigInput` via:

GameServerConfigScalingConfigArgs{...}

type GameServerConfigScalingConfigOutput

type GameServerConfigScalingConfigOutput struct{ *pulumi.OutputState }

func (GameServerConfigScalingConfigOutput) ElementType

func (GameServerConfigScalingConfigOutput) FleetAutoscalerSpec

Fleet autoscaler spec, which is sent to Agones. Example spec can be found : https://agones.dev/site/docs/reference/fleetautoscaler/

func (GameServerConfigScalingConfigOutput) Name

The name of the ScalingConfig

func (GameServerConfigScalingConfigOutput) Schedules

The schedules to which this scaling config applies. Structure is documented below.

func (GameServerConfigScalingConfigOutput) Selectors

Labels used to identify the clusters to which this scaling config applies. A cluster is subject to this scaling config if its labels match any of the selector entries. Structure is documented below.

func (GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutput

func (o GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutput() GameServerConfigScalingConfigOutput

func (GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutputWithContext

func (o GameServerConfigScalingConfigOutput) ToGameServerConfigScalingConfigOutputWithContext(ctx context.Context) GameServerConfigScalingConfigOutput

type GameServerConfigScalingConfigSchedule

type GameServerConfigScalingConfigSchedule struct {
	// The duration for the cron job event. The duration of the event is effective
	// after the cron job's start time.
	// A duration in seconds with up to nine fractional digits, terminated by 's'. Example: "3.5s".
	CronJobDuration *string `pulumi:"cronJobDuration"`
	// The cron definition of the scheduled event. See
	// https://en.wikipedia.org/wiki/Cron. Cron spec specifies the local time as
	// defined by the realm.
	CronSpec *string `pulumi:"cronSpec"`
	// The end time of the event.
	// A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z".
	EndTime *string `pulumi:"endTime"`
	// The start time of the event.
	// A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z".
	StartTime *string `pulumi:"startTime"`
}

type GameServerConfigScalingConfigScheduleArgs

type GameServerConfigScalingConfigScheduleArgs struct {
	// The duration for the cron job event. The duration of the event is effective
	// after the cron job's start time.
	// A duration in seconds with up to nine fractional digits, terminated by 's'. Example: "3.5s".
	CronJobDuration pulumi.StringPtrInput `pulumi:"cronJobDuration"`
	// The cron definition of the scheduled event. See
	// https://en.wikipedia.org/wiki/Cron. Cron spec specifies the local time as
	// defined by the realm.
	CronSpec pulumi.StringPtrInput `pulumi:"cronSpec"`
	// The end time of the event.
	// A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z".
	EndTime pulumi.StringPtrInput `pulumi:"endTime"`
	// The start time of the event.
	// A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z".
	StartTime pulumi.StringPtrInput `pulumi:"startTime"`
}

func (GameServerConfigScalingConfigScheduleArgs) ElementType

func (GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutput

func (i GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutput() GameServerConfigScalingConfigScheduleOutput

func (GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutputWithContext

func (i GameServerConfigScalingConfigScheduleArgs) ToGameServerConfigScalingConfigScheduleOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleOutput

type GameServerConfigScalingConfigScheduleArray

type GameServerConfigScalingConfigScheduleArray []GameServerConfigScalingConfigScheduleInput

func (GameServerConfigScalingConfigScheduleArray) ElementType

func (GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutput

func (i GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutput() GameServerConfigScalingConfigScheduleArrayOutput

func (GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext

func (i GameServerConfigScalingConfigScheduleArray) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleArrayOutput

type GameServerConfigScalingConfigScheduleArrayInput

type GameServerConfigScalingConfigScheduleArrayInput interface {
	pulumi.Input

	ToGameServerConfigScalingConfigScheduleArrayOutput() GameServerConfigScalingConfigScheduleArrayOutput
	ToGameServerConfigScalingConfigScheduleArrayOutputWithContext(context.Context) GameServerConfigScalingConfigScheduleArrayOutput
}

GameServerConfigScalingConfigScheduleArrayInput is an input type that accepts GameServerConfigScalingConfigScheduleArray and GameServerConfigScalingConfigScheduleArrayOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigScheduleArrayInput` via:

GameServerConfigScalingConfigScheduleArray{ GameServerConfigScalingConfigScheduleArgs{...} }

type GameServerConfigScalingConfigScheduleArrayOutput

type GameServerConfigScalingConfigScheduleArrayOutput struct{ *pulumi.OutputState }

func (GameServerConfigScalingConfigScheduleArrayOutput) ElementType

func (GameServerConfigScalingConfigScheduleArrayOutput) Index

func (GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutput

func (o GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutput() GameServerConfigScalingConfigScheduleArrayOutput

func (GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext

func (o GameServerConfigScalingConfigScheduleArrayOutput) ToGameServerConfigScalingConfigScheduleArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleArrayOutput

type GameServerConfigScalingConfigScheduleInput

type GameServerConfigScalingConfigScheduleInput interface {
	pulumi.Input

	ToGameServerConfigScalingConfigScheduleOutput() GameServerConfigScalingConfigScheduleOutput
	ToGameServerConfigScalingConfigScheduleOutputWithContext(context.Context) GameServerConfigScalingConfigScheduleOutput
}

GameServerConfigScalingConfigScheduleInput is an input type that accepts GameServerConfigScalingConfigScheduleArgs and GameServerConfigScalingConfigScheduleOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigScheduleInput` via:

GameServerConfigScalingConfigScheduleArgs{...}

type GameServerConfigScalingConfigScheduleOutput

type GameServerConfigScalingConfigScheduleOutput struct{ *pulumi.OutputState }

func (GameServerConfigScalingConfigScheduleOutput) CronJobDuration

The duration for the cron job event. The duration of the event is effective after the cron job's start time. A duration in seconds with up to nine fractional digits, terminated by 's'. Example: "3.5s".

func (GameServerConfigScalingConfigScheduleOutput) CronSpec

The cron definition of the scheduled event. See https://en.wikipedia.org/wiki/Cron. Cron spec specifies the local time as defined by the realm.

func (GameServerConfigScalingConfigScheduleOutput) ElementType

func (GameServerConfigScalingConfigScheduleOutput) EndTime

The end time of the event. A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z".

func (GameServerConfigScalingConfigScheduleOutput) StartTime

The start time of the event. A timestamp in RFC3339 UTC "Zulu" format, accurate to nanoseconds. Example: "2014-10-02T15:01:23.045123456Z".

func (GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutput

func (o GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutput() GameServerConfigScalingConfigScheduleOutput

func (GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutputWithContext

func (o GameServerConfigScalingConfigScheduleOutput) ToGameServerConfigScalingConfigScheduleOutputWithContext(ctx context.Context) GameServerConfigScalingConfigScheduleOutput

type GameServerConfigScalingConfigSelector

type GameServerConfigScalingConfigSelector struct {
	// Set of labels to group by.
	Labels map[string]string `pulumi:"labels"`
}

type GameServerConfigScalingConfigSelectorArgs

type GameServerConfigScalingConfigSelectorArgs struct {
	// Set of labels to group by.
	Labels pulumi.StringMapInput `pulumi:"labels"`
}

func (GameServerConfigScalingConfigSelectorArgs) ElementType

func (GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutput

func (i GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutput() GameServerConfigScalingConfigSelectorOutput

func (GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutputWithContext

func (i GameServerConfigScalingConfigSelectorArgs) ToGameServerConfigScalingConfigSelectorOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorOutput

type GameServerConfigScalingConfigSelectorArray

type GameServerConfigScalingConfigSelectorArray []GameServerConfigScalingConfigSelectorInput

func (GameServerConfigScalingConfigSelectorArray) ElementType

func (GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutput

func (i GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutput() GameServerConfigScalingConfigSelectorArrayOutput

func (GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext

func (i GameServerConfigScalingConfigSelectorArray) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorArrayOutput

type GameServerConfigScalingConfigSelectorArrayInput

type GameServerConfigScalingConfigSelectorArrayInput interface {
	pulumi.Input

	ToGameServerConfigScalingConfigSelectorArrayOutput() GameServerConfigScalingConfigSelectorArrayOutput
	ToGameServerConfigScalingConfigSelectorArrayOutputWithContext(context.Context) GameServerConfigScalingConfigSelectorArrayOutput
}

GameServerConfigScalingConfigSelectorArrayInput is an input type that accepts GameServerConfigScalingConfigSelectorArray and GameServerConfigScalingConfigSelectorArrayOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigSelectorArrayInput` via:

GameServerConfigScalingConfigSelectorArray{ GameServerConfigScalingConfigSelectorArgs{...} }

type GameServerConfigScalingConfigSelectorArrayOutput

type GameServerConfigScalingConfigSelectorArrayOutput struct{ *pulumi.OutputState }

func (GameServerConfigScalingConfigSelectorArrayOutput) ElementType

func (GameServerConfigScalingConfigSelectorArrayOutput) Index

func (GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutput

func (o GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutput() GameServerConfigScalingConfigSelectorArrayOutput

func (GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext

func (o GameServerConfigScalingConfigSelectorArrayOutput) ToGameServerConfigScalingConfigSelectorArrayOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorArrayOutput

type GameServerConfigScalingConfigSelectorInput

type GameServerConfigScalingConfigSelectorInput interface {
	pulumi.Input

	ToGameServerConfigScalingConfigSelectorOutput() GameServerConfigScalingConfigSelectorOutput
	ToGameServerConfigScalingConfigSelectorOutputWithContext(context.Context) GameServerConfigScalingConfigSelectorOutput
}

GameServerConfigScalingConfigSelectorInput is an input type that accepts GameServerConfigScalingConfigSelectorArgs and GameServerConfigScalingConfigSelectorOutput values. You can construct a concrete instance of `GameServerConfigScalingConfigSelectorInput` via:

GameServerConfigScalingConfigSelectorArgs{...}

type GameServerConfigScalingConfigSelectorOutput

type GameServerConfigScalingConfigSelectorOutput struct{ *pulumi.OutputState }

func (GameServerConfigScalingConfigSelectorOutput) ElementType

func (GameServerConfigScalingConfigSelectorOutput) Labels

Set of labels to group by.

func (GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutput

func (o GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutput() GameServerConfigScalingConfigSelectorOutput

func (GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutputWithContext

func (o GameServerConfigScalingConfigSelectorOutput) ToGameServerConfigScalingConfigSelectorOutputWithContext(ctx context.Context) GameServerConfigScalingConfigSelectorOutput

type GameServerConfigState

type GameServerConfigState struct {
	// A unique id for the deployment config.
	ConfigId pulumi.StringPtrInput
	// A unique id for the deployment.
	DeploymentId pulumi.StringPtrInput
	// The description of the game server config.
	Description pulumi.StringPtrInput
	// The fleet config contains list of fleet specs. In the Single Cloud, there
	// will be only one.
	// Structure is documented below.
	FleetConfigs GameServerConfigFleetConfigArrayInput
	// Set of labels to group by.
	Labels pulumi.StringMapInput
	// Location of the Deployment.
	Location pulumi.StringPtrInput
	// The name of the ScalingConfig
	Name pulumi.StringPtrInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
	// Optional. This contains the autoscaling settings.
	// Structure is documented below.
	ScalingConfigs GameServerConfigScalingConfigArrayInput
}

func (GameServerConfigState) ElementType

func (GameServerConfigState) ElementType() reflect.Type

type GameServerDeployment

type GameServerDeployment struct {
	pulumi.CustomResourceState

	// A unique id for the deployment.
	DeploymentId pulumi.StringOutput `pulumi:"deploymentId"`
	// Human readable description of the game server deployment.
	Description pulumi.StringPtrOutput `pulumi:"description"`
	// The labels associated with this game server deployment. Each label is a
	// key-value pair.
	Labels pulumi.StringMapOutput `pulumi:"labels"`
	// Location of the Deployment.
	Location pulumi.StringPtrOutput `pulumi:"location"`
	// The resource id of the game server deployment, eg:
	// 'projects/{project_id}/locations/{location}/gameServerDeployments/{deployment_id}'. For example,
	// 'projects/my-project/locations/{location}/gameServerDeployments/my-deployment'.
	Name pulumi.StringOutput `pulumi:"name"`
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringOutput `pulumi:"project"`
}

A game server deployment resource.

To get more information about GameServerDeployment, see:

* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/projects.locations.gameServerDeployments) * How-to Guides

## Example Usage ### Game Service Deployment Basic

```go package main

import (

"github.com/pulumi/pulumi-gcp/sdk/v4/go/gcp/gameservices"
"github.com/pulumi/pulumi/sdk/v2/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gameservices.NewGameServerDeployment(ctx, "_default", &gameservices.GameServerDeploymentArgs{
			DeploymentId: pulumi.String("tf-test-deployment"),
			Description:  pulumi.String("a deployment description"),
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

GameServerDeployment can be imported using any of these accepted formats

```sh

$ pulumi import gcp:gameservices/gameServerDeployment:GameServerDeployment default projects/{{project}}/locations/{{location}}/gameServerDeployments/{{deployment_id}}

```

```sh

$ pulumi import gcp:gameservices/gameServerDeployment:GameServerDeployment default {{project}}/{{location}}/{{deployment_id}}

```

```sh

$ pulumi import gcp:gameservices/gameServerDeployment:GameServerDeployment default {{location}}/{{deployment_id}}

```

func GetGameServerDeployment

func GetGameServerDeployment(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *GameServerDeploymentState, opts ...pulumi.ResourceOption) (*GameServerDeployment, error)

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

func NewGameServerDeployment

func NewGameServerDeployment(ctx *pulumi.Context,
	name string, args *GameServerDeploymentArgs, opts ...pulumi.ResourceOption) (*GameServerDeployment, error)

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

func (*GameServerDeployment) ElementType added in v4.4.0

func (*GameServerDeployment) ElementType() reflect.Type

func (*GameServerDeployment) ToGameServerDeploymentOutput added in v4.4.0

func (i *GameServerDeployment) ToGameServerDeploymentOutput() GameServerDeploymentOutput

func (*GameServerDeployment) ToGameServerDeploymentOutputWithContext added in v4.4.0

func (i *GameServerDeployment) ToGameServerDeploymentOutputWithContext(ctx context.Context) GameServerDeploymentOutput

func (*GameServerDeployment) ToGameServerDeploymentPtrOutput added in v4.11.1

func (i *GameServerDeployment) ToGameServerDeploymentPtrOutput() GameServerDeploymentPtrOutput

func (*GameServerDeployment) ToGameServerDeploymentPtrOutputWithContext added in v4.11.1

func (i *GameServerDeployment) ToGameServerDeploymentPtrOutputWithContext(ctx context.Context) GameServerDeploymentPtrOutput

type GameServerDeploymentArgs

type GameServerDeploymentArgs struct {
	// A unique id for the deployment.
	DeploymentId pulumi.StringInput
	// Human readable description of the game server deployment.
	Description pulumi.StringPtrInput
	// The labels associated with this game server deployment. Each label is a
	// key-value pair.
	Labels pulumi.StringMapInput
	// Location of the Deployment.
	Location pulumi.StringPtrInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
}

The set of arguments for constructing a GameServerDeployment resource.

func (GameServerDeploymentArgs) ElementType

func (GameServerDeploymentArgs) ElementType() reflect.Type

type GameServerDeploymentArray added in v4.11.1

type GameServerDeploymentArray []GameServerDeploymentInput

func (GameServerDeploymentArray) ElementType added in v4.11.1

func (GameServerDeploymentArray) ElementType() reflect.Type

func (GameServerDeploymentArray) ToGameServerDeploymentArrayOutput added in v4.11.1

func (i GameServerDeploymentArray) ToGameServerDeploymentArrayOutput() GameServerDeploymentArrayOutput

func (GameServerDeploymentArray) ToGameServerDeploymentArrayOutputWithContext added in v4.11.1

func (i GameServerDeploymentArray) ToGameServerDeploymentArrayOutputWithContext(ctx context.Context) GameServerDeploymentArrayOutput

type GameServerDeploymentArrayInput added in v4.11.1

type GameServerDeploymentArrayInput interface {
	pulumi.Input

	ToGameServerDeploymentArrayOutput() GameServerDeploymentArrayOutput
	ToGameServerDeploymentArrayOutputWithContext(context.Context) GameServerDeploymentArrayOutput
}

GameServerDeploymentArrayInput is an input type that accepts GameServerDeploymentArray and GameServerDeploymentArrayOutput values. You can construct a concrete instance of `GameServerDeploymentArrayInput` via:

GameServerDeploymentArray{ GameServerDeploymentArgs{...} }

type GameServerDeploymentArrayOutput added in v4.11.1

type GameServerDeploymentArrayOutput struct{ *pulumi.OutputState }

func (GameServerDeploymentArrayOutput) ElementType added in v4.11.1

func (GameServerDeploymentArrayOutput) Index added in v4.11.1

func (GameServerDeploymentArrayOutput) ToGameServerDeploymentArrayOutput added in v4.11.1

func (o GameServerDeploymentArrayOutput) ToGameServerDeploymentArrayOutput() GameServerDeploymentArrayOutput

func (GameServerDeploymentArrayOutput) ToGameServerDeploymentArrayOutputWithContext added in v4.11.1

func (o GameServerDeploymentArrayOutput) ToGameServerDeploymentArrayOutputWithContext(ctx context.Context) GameServerDeploymentArrayOutput

type GameServerDeploymentInput added in v4.4.0

type GameServerDeploymentInput interface {
	pulumi.Input

	ToGameServerDeploymentOutput() GameServerDeploymentOutput
	ToGameServerDeploymentOutputWithContext(ctx context.Context) GameServerDeploymentOutput
}

type GameServerDeploymentMap added in v4.11.1

type GameServerDeploymentMap map[string]GameServerDeploymentInput

func (GameServerDeploymentMap) ElementType added in v4.11.1

func (GameServerDeploymentMap) ElementType() reflect.Type

func (GameServerDeploymentMap) ToGameServerDeploymentMapOutput added in v4.11.1

func (i GameServerDeploymentMap) ToGameServerDeploymentMapOutput() GameServerDeploymentMapOutput

func (GameServerDeploymentMap) ToGameServerDeploymentMapOutputWithContext added in v4.11.1

func (i GameServerDeploymentMap) ToGameServerDeploymentMapOutputWithContext(ctx context.Context) GameServerDeploymentMapOutput

type GameServerDeploymentMapInput added in v4.11.1

type GameServerDeploymentMapInput interface {
	pulumi.Input

	ToGameServerDeploymentMapOutput() GameServerDeploymentMapOutput
	ToGameServerDeploymentMapOutputWithContext(context.Context) GameServerDeploymentMapOutput
}

GameServerDeploymentMapInput is an input type that accepts GameServerDeploymentMap and GameServerDeploymentMapOutput values. You can construct a concrete instance of `GameServerDeploymentMapInput` via:

GameServerDeploymentMap{ "key": GameServerDeploymentArgs{...} }

type GameServerDeploymentMapOutput added in v4.11.1

type GameServerDeploymentMapOutput struct{ *pulumi.OutputState }

func (GameServerDeploymentMapOutput) ElementType added in v4.11.1

func (GameServerDeploymentMapOutput) MapIndex added in v4.11.1

func (GameServerDeploymentMapOutput) ToGameServerDeploymentMapOutput added in v4.11.1

func (o GameServerDeploymentMapOutput) ToGameServerDeploymentMapOutput() GameServerDeploymentMapOutput

func (GameServerDeploymentMapOutput) ToGameServerDeploymentMapOutputWithContext added in v4.11.1

func (o GameServerDeploymentMapOutput) ToGameServerDeploymentMapOutputWithContext(ctx context.Context) GameServerDeploymentMapOutput

type GameServerDeploymentOutput added in v4.4.0

type GameServerDeploymentOutput struct {
	*pulumi.OutputState
}

func (GameServerDeploymentOutput) ElementType added in v4.4.0

func (GameServerDeploymentOutput) ElementType() reflect.Type

func (GameServerDeploymentOutput) ToGameServerDeploymentOutput added in v4.4.0

func (o GameServerDeploymentOutput) ToGameServerDeploymentOutput() GameServerDeploymentOutput

func (GameServerDeploymentOutput) ToGameServerDeploymentOutputWithContext added in v4.4.0

func (o GameServerDeploymentOutput) ToGameServerDeploymentOutputWithContext(ctx context.Context) GameServerDeploymentOutput

func (GameServerDeploymentOutput) ToGameServerDeploymentPtrOutput added in v4.11.1

func (o GameServerDeploymentOutput) ToGameServerDeploymentPtrOutput() GameServerDeploymentPtrOutput

func (GameServerDeploymentOutput) ToGameServerDeploymentPtrOutputWithContext added in v4.11.1

func (o GameServerDeploymentOutput) ToGameServerDeploymentPtrOutputWithContext(ctx context.Context) GameServerDeploymentPtrOutput

type GameServerDeploymentPtrInput added in v4.11.1

type GameServerDeploymentPtrInput interface {
	pulumi.Input

	ToGameServerDeploymentPtrOutput() GameServerDeploymentPtrOutput
	ToGameServerDeploymentPtrOutputWithContext(ctx context.Context) GameServerDeploymentPtrOutput
}

type GameServerDeploymentPtrOutput added in v4.11.1

type GameServerDeploymentPtrOutput struct {
	*pulumi.OutputState
}

func (GameServerDeploymentPtrOutput) ElementType added in v4.11.1

func (GameServerDeploymentPtrOutput) ToGameServerDeploymentPtrOutput added in v4.11.1

func (o GameServerDeploymentPtrOutput) ToGameServerDeploymentPtrOutput() GameServerDeploymentPtrOutput

func (GameServerDeploymentPtrOutput) ToGameServerDeploymentPtrOutputWithContext added in v4.11.1

func (o GameServerDeploymentPtrOutput) ToGameServerDeploymentPtrOutputWithContext(ctx context.Context) GameServerDeploymentPtrOutput

type GameServerDeploymentRollout

type GameServerDeploymentRollout struct {
	pulumi.CustomResourceState

	// This field points to the game server config that is
	// applied by default to all realms and clusters. For example,
	// `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`.
	DefaultGameServerConfig pulumi.StringOutput `pulumi:"defaultGameServerConfig"`
	// The deployment to rollout the new config to. Only 1 rollout must be associated with each deployment.
	DeploymentId pulumi.StringOutput `pulumi:"deploymentId"`
	// The gameServerConfigOverrides contains the per game server config
	// overrides. The overrides are processed in the order they are listed. As
	// soon as a match is found for a cluster, the rest of the list is not
	// processed.
	// Structure is documented below.
	GameServerConfigOverrides GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput `pulumi:"gameServerConfigOverrides"`
	// The resource id of the game server deployment eg:
	// 'projects/my-project/locations/global/gameServerDeployments/my-deployment/rollout'.
	Name pulumi.StringOutput `pulumi:"name"`
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringOutput `pulumi:"project"`
}

This represents the rollout state. This is part of the game server deployment.

To get more information about GameServerDeploymentRollout, see:

* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/GameServerDeploymentRollout) * How-to Guides

## Example Usage

## Import

GameServerDeploymentRollout can be imported using any of these accepted formats

```sh

$ pulumi import gcp:gameservices/gameServerDeploymentRollout:GameServerDeploymentRollout default projects/{{project}}/locations/global/gameServerDeployments/{{deployment_id}}/rollout

```

```sh

$ pulumi import gcp:gameservices/gameServerDeploymentRollout:GameServerDeploymentRollout default {{project}}/{{deployment_id}}

```

```sh

$ pulumi import gcp:gameservices/gameServerDeploymentRollout:GameServerDeploymentRollout default {{deployment_id}}

```

func GetGameServerDeploymentRollout

func GetGameServerDeploymentRollout(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *GameServerDeploymentRolloutState, opts ...pulumi.ResourceOption) (*GameServerDeploymentRollout, error)

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

func NewGameServerDeploymentRollout

func NewGameServerDeploymentRollout(ctx *pulumi.Context,
	name string, args *GameServerDeploymentRolloutArgs, opts ...pulumi.ResourceOption) (*GameServerDeploymentRollout, error)

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

func (*GameServerDeploymentRollout) ElementType added in v4.4.0

func (*GameServerDeploymentRollout) ElementType() reflect.Type

func (*GameServerDeploymentRollout) ToGameServerDeploymentRolloutOutput added in v4.4.0

func (i *GameServerDeploymentRollout) ToGameServerDeploymentRolloutOutput() GameServerDeploymentRolloutOutput

func (*GameServerDeploymentRollout) ToGameServerDeploymentRolloutOutputWithContext added in v4.4.0

func (i *GameServerDeploymentRollout) ToGameServerDeploymentRolloutOutputWithContext(ctx context.Context) GameServerDeploymentRolloutOutput

func (*GameServerDeploymentRollout) ToGameServerDeploymentRolloutPtrOutput added in v4.11.1

func (i *GameServerDeploymentRollout) ToGameServerDeploymentRolloutPtrOutput() GameServerDeploymentRolloutPtrOutput

func (*GameServerDeploymentRollout) ToGameServerDeploymentRolloutPtrOutputWithContext added in v4.11.1

func (i *GameServerDeploymentRollout) ToGameServerDeploymentRolloutPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutPtrOutput

type GameServerDeploymentRolloutArgs

type GameServerDeploymentRolloutArgs struct {
	// This field points to the game server config that is
	// applied by default to all realms and clusters. For example,
	// `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`.
	DefaultGameServerConfig pulumi.StringInput
	// The deployment to rollout the new config to. Only 1 rollout must be associated with each deployment.
	DeploymentId pulumi.StringInput
	// The gameServerConfigOverrides contains the per game server config
	// overrides. The overrides are processed in the order they are listed. As
	// soon as a match is found for a cluster, the rest of the list is not
	// processed.
	// Structure is documented below.
	GameServerConfigOverrides GameServerDeploymentRolloutGameServerConfigOverrideArrayInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
}

The set of arguments for constructing a GameServerDeploymentRollout resource.

func (GameServerDeploymentRolloutArgs) ElementType

type GameServerDeploymentRolloutArray added in v4.11.1

type GameServerDeploymentRolloutArray []GameServerDeploymentRolloutInput

func (GameServerDeploymentRolloutArray) ElementType added in v4.11.1

func (GameServerDeploymentRolloutArray) ToGameServerDeploymentRolloutArrayOutput added in v4.11.1

func (i GameServerDeploymentRolloutArray) ToGameServerDeploymentRolloutArrayOutput() GameServerDeploymentRolloutArrayOutput

func (GameServerDeploymentRolloutArray) ToGameServerDeploymentRolloutArrayOutputWithContext added in v4.11.1

func (i GameServerDeploymentRolloutArray) ToGameServerDeploymentRolloutArrayOutputWithContext(ctx context.Context) GameServerDeploymentRolloutArrayOutput

type GameServerDeploymentRolloutArrayInput added in v4.11.1

type GameServerDeploymentRolloutArrayInput interface {
	pulumi.Input

	ToGameServerDeploymentRolloutArrayOutput() GameServerDeploymentRolloutArrayOutput
	ToGameServerDeploymentRolloutArrayOutputWithContext(context.Context) GameServerDeploymentRolloutArrayOutput
}

GameServerDeploymentRolloutArrayInput is an input type that accepts GameServerDeploymentRolloutArray and GameServerDeploymentRolloutArrayOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutArrayInput` via:

GameServerDeploymentRolloutArray{ GameServerDeploymentRolloutArgs{...} }

type GameServerDeploymentRolloutArrayOutput added in v4.11.1

type GameServerDeploymentRolloutArrayOutput struct{ *pulumi.OutputState }

func (GameServerDeploymentRolloutArrayOutput) ElementType added in v4.11.1

func (GameServerDeploymentRolloutArrayOutput) Index added in v4.11.1

func (GameServerDeploymentRolloutArrayOutput) ToGameServerDeploymentRolloutArrayOutput added in v4.11.1

func (o GameServerDeploymentRolloutArrayOutput) ToGameServerDeploymentRolloutArrayOutput() GameServerDeploymentRolloutArrayOutput

func (GameServerDeploymentRolloutArrayOutput) ToGameServerDeploymentRolloutArrayOutputWithContext added in v4.11.1

func (o GameServerDeploymentRolloutArrayOutput) ToGameServerDeploymentRolloutArrayOutputWithContext(ctx context.Context) GameServerDeploymentRolloutArrayOutput

type GameServerDeploymentRolloutGameServerConfigOverride

type GameServerDeploymentRolloutGameServerConfigOverride struct {
	// Version of the configuration.
	ConfigVersion *string `pulumi:"configVersion"`
	// Selection by realms.
	// Structure is documented below.
	RealmsSelector *GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector `pulumi:"realmsSelector"`
}

type GameServerDeploymentRolloutGameServerConfigOverrideArgs

type GameServerDeploymentRolloutGameServerConfigOverrideArgs struct {
	// Version of the configuration.
	ConfigVersion pulumi.StringPtrInput `pulumi:"configVersion"`
	// Selection by realms.
	// Structure is documented below.
	RealmsSelector GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput `pulumi:"realmsSelector"`
}

func (GameServerDeploymentRolloutGameServerConfigOverrideArgs) ElementType

func (GameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext

func (i GameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideOutput

type GameServerDeploymentRolloutGameServerConfigOverrideArray

type GameServerDeploymentRolloutGameServerConfigOverrideArray []GameServerDeploymentRolloutGameServerConfigOverrideInput

func (GameServerDeploymentRolloutGameServerConfigOverrideArray) ElementType

func (GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

func (i GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput() GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext

func (i GameServerDeploymentRolloutGameServerConfigOverrideArray) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

type GameServerDeploymentRolloutGameServerConfigOverrideArrayInput

type GameServerDeploymentRolloutGameServerConfigOverrideArrayInput interface {
	pulumi.Input

	ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput() GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
	ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(context.Context) GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
}

GameServerDeploymentRolloutGameServerConfigOverrideArrayInput is an input type that accepts GameServerDeploymentRolloutGameServerConfigOverrideArray and GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutGameServerConfigOverrideArrayInput` via:

GameServerDeploymentRolloutGameServerConfigOverrideArray{ GameServerDeploymentRolloutGameServerConfigOverrideArgs{...} }

type GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

type GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput struct{ *pulumi.OutputState }

func (GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ElementType

func (GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) Index

func (GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext

func (o GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

type GameServerDeploymentRolloutGameServerConfigOverrideInput

type GameServerDeploymentRolloutGameServerConfigOverrideInput interface {
	pulumi.Input

	ToGameServerDeploymentRolloutGameServerConfigOverrideOutput() GameServerDeploymentRolloutGameServerConfigOverrideOutput
	ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(context.Context) GameServerDeploymentRolloutGameServerConfigOverrideOutput
}

GameServerDeploymentRolloutGameServerConfigOverrideInput is an input type that accepts GameServerDeploymentRolloutGameServerConfigOverrideArgs and GameServerDeploymentRolloutGameServerConfigOverrideOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutGameServerConfigOverrideInput` via:

GameServerDeploymentRolloutGameServerConfigOverrideArgs{...}

type GameServerDeploymentRolloutGameServerConfigOverrideOutput

type GameServerDeploymentRolloutGameServerConfigOverrideOutput struct{ *pulumi.OutputState }

func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ConfigVersion

Version of the configuration.

func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ElementType

func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) RealmsSelector

Selection by realms. Structure is documented below.

func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext

func (o GameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideOutput

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector struct {
	// List of realms to match against.
	Realms []string `pulumi:"realms"`
}

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs struct {
	// List of realms to match against.
	Realms pulumi.StringArrayInput `pulumi:"realms"`
}

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ElementType

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext

func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext

func (i GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput interface {
	pulumi.Input

	ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
	ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
}

GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput is an input type that accepts GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs and GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput` via:

GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs{...}

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput struct{ *pulumi.OutputState }

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ElementType

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) Realms

List of realms to match against.

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext

func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext

func (o GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput interface {
	pulumi.Input

	ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput() GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
	ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext(context.Context) GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput
}

GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput is an input type that accepts GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs, GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtr and GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrInput` via:

        GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs{...}

or:

        nil

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput

type GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput struct{ *pulumi.OutputState }

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) Elem

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ElementType

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) Realms

List of realms to match against.

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput

func (GameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutput) ToGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorPtrOutputWithContext

type GameServerDeploymentRolloutInput added in v4.4.0

type GameServerDeploymentRolloutInput interface {
	pulumi.Input

	ToGameServerDeploymentRolloutOutput() GameServerDeploymentRolloutOutput
	ToGameServerDeploymentRolloutOutputWithContext(ctx context.Context) GameServerDeploymentRolloutOutput
}

type GameServerDeploymentRolloutMap added in v4.11.1

type GameServerDeploymentRolloutMap map[string]GameServerDeploymentRolloutInput

func (GameServerDeploymentRolloutMap) ElementType added in v4.11.1

func (GameServerDeploymentRolloutMap) ToGameServerDeploymentRolloutMapOutput added in v4.11.1

func (i GameServerDeploymentRolloutMap) ToGameServerDeploymentRolloutMapOutput() GameServerDeploymentRolloutMapOutput

func (GameServerDeploymentRolloutMap) ToGameServerDeploymentRolloutMapOutputWithContext added in v4.11.1

func (i GameServerDeploymentRolloutMap) ToGameServerDeploymentRolloutMapOutputWithContext(ctx context.Context) GameServerDeploymentRolloutMapOutput

type GameServerDeploymentRolloutMapInput added in v4.11.1

type GameServerDeploymentRolloutMapInput interface {
	pulumi.Input

	ToGameServerDeploymentRolloutMapOutput() GameServerDeploymentRolloutMapOutput
	ToGameServerDeploymentRolloutMapOutputWithContext(context.Context) GameServerDeploymentRolloutMapOutput
}

GameServerDeploymentRolloutMapInput is an input type that accepts GameServerDeploymentRolloutMap and GameServerDeploymentRolloutMapOutput values. You can construct a concrete instance of `GameServerDeploymentRolloutMapInput` via:

GameServerDeploymentRolloutMap{ "key": GameServerDeploymentRolloutArgs{...} }

type GameServerDeploymentRolloutMapOutput added in v4.11.1

type GameServerDeploymentRolloutMapOutput struct{ *pulumi.OutputState }

func (GameServerDeploymentRolloutMapOutput) ElementType added in v4.11.1

func (GameServerDeploymentRolloutMapOutput) MapIndex added in v4.11.1

func (GameServerDeploymentRolloutMapOutput) ToGameServerDeploymentRolloutMapOutput added in v4.11.1

func (o GameServerDeploymentRolloutMapOutput) ToGameServerDeploymentRolloutMapOutput() GameServerDeploymentRolloutMapOutput

func (GameServerDeploymentRolloutMapOutput) ToGameServerDeploymentRolloutMapOutputWithContext added in v4.11.1

func (o GameServerDeploymentRolloutMapOutput) ToGameServerDeploymentRolloutMapOutputWithContext(ctx context.Context) GameServerDeploymentRolloutMapOutput

type GameServerDeploymentRolloutOutput added in v4.4.0

type GameServerDeploymentRolloutOutput struct {
	*pulumi.OutputState
}

func (GameServerDeploymentRolloutOutput) ElementType added in v4.4.0

func (GameServerDeploymentRolloutOutput) ToGameServerDeploymentRolloutOutput added in v4.4.0

func (o GameServerDeploymentRolloutOutput) ToGameServerDeploymentRolloutOutput() GameServerDeploymentRolloutOutput

func (GameServerDeploymentRolloutOutput) ToGameServerDeploymentRolloutOutputWithContext added in v4.4.0

func (o GameServerDeploymentRolloutOutput) ToGameServerDeploymentRolloutOutputWithContext(ctx context.Context) GameServerDeploymentRolloutOutput

func (GameServerDeploymentRolloutOutput) ToGameServerDeploymentRolloutPtrOutput added in v4.11.1

func (o GameServerDeploymentRolloutOutput) ToGameServerDeploymentRolloutPtrOutput() GameServerDeploymentRolloutPtrOutput

func (GameServerDeploymentRolloutOutput) ToGameServerDeploymentRolloutPtrOutputWithContext added in v4.11.1

func (o GameServerDeploymentRolloutOutput) ToGameServerDeploymentRolloutPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutPtrOutput

type GameServerDeploymentRolloutPtrInput added in v4.11.1

type GameServerDeploymentRolloutPtrInput interface {
	pulumi.Input

	ToGameServerDeploymentRolloutPtrOutput() GameServerDeploymentRolloutPtrOutput
	ToGameServerDeploymentRolloutPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutPtrOutput
}

type GameServerDeploymentRolloutPtrOutput added in v4.11.1

type GameServerDeploymentRolloutPtrOutput struct {
	*pulumi.OutputState
}

func (GameServerDeploymentRolloutPtrOutput) ElementType added in v4.11.1

func (GameServerDeploymentRolloutPtrOutput) ToGameServerDeploymentRolloutPtrOutput added in v4.11.1

func (o GameServerDeploymentRolloutPtrOutput) ToGameServerDeploymentRolloutPtrOutput() GameServerDeploymentRolloutPtrOutput

func (GameServerDeploymentRolloutPtrOutput) ToGameServerDeploymentRolloutPtrOutputWithContext added in v4.11.1

func (o GameServerDeploymentRolloutPtrOutput) ToGameServerDeploymentRolloutPtrOutputWithContext(ctx context.Context) GameServerDeploymentRolloutPtrOutput

type GameServerDeploymentRolloutState

type GameServerDeploymentRolloutState struct {
	// This field points to the game server config that is
	// applied by default to all realms and clusters. For example,
	// `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`.
	DefaultGameServerConfig pulumi.StringPtrInput
	// The deployment to rollout the new config to. Only 1 rollout must be associated with each deployment.
	DeploymentId pulumi.StringPtrInput
	// The gameServerConfigOverrides contains the per game server config
	// overrides. The overrides are processed in the order they are listed. As
	// soon as a match is found for a cluster, the rest of the list is not
	// processed.
	// Structure is documented below.
	GameServerConfigOverrides GameServerDeploymentRolloutGameServerConfigOverrideArrayInput
	// The resource id of the game server deployment eg:
	// 'projects/my-project/locations/global/gameServerDeployments/my-deployment/rollout'.
	Name pulumi.StringPtrInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
}

func (GameServerDeploymentRolloutState) ElementType

type GameServerDeploymentState

type GameServerDeploymentState struct {
	// A unique id for the deployment.
	DeploymentId pulumi.StringPtrInput
	// Human readable description of the game server deployment.
	Description pulumi.StringPtrInput
	// The labels associated with this game server deployment. Each label is a
	// key-value pair.
	Labels pulumi.StringMapInput
	// Location of the Deployment.
	Location pulumi.StringPtrInput
	// The resource id of the game server deployment, eg:
	// 'projects/{project_id}/locations/{location}/gameServerDeployments/{deployment_id}'. For example,
	// 'projects/my-project/locations/{location}/gameServerDeployments/my-deployment'.
	Name pulumi.StringPtrInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
}

func (GameServerDeploymentState) ElementType

func (GameServerDeploymentState) ElementType() reflect.Type

type GetGameServerDeploymentRolloutGameServerConfigOverride

type GetGameServerDeploymentRolloutGameServerConfigOverride struct {
	ConfigVersion   string                                                                 `pulumi:"configVersion"`
	RealmsSelectors []GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector `pulumi:"realmsSelectors"`
}

type GetGameServerDeploymentRolloutGameServerConfigOverrideArgs

type GetGameServerDeploymentRolloutGameServerConfigOverrideArgs struct {
	ConfigVersion   pulumi.StringInput                                                             `pulumi:"configVersion"`
	RealmsSelectors GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayInput `pulumi:"realmsSelectors"`
}

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArgs) ElementType

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGetGameServerDeploymentRolloutGameServerConfigOverrideOutput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGetGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext

func (i GetGameServerDeploymentRolloutGameServerConfigOverrideArgs) ToGetGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(ctx context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideArray

type GetGameServerDeploymentRolloutGameServerConfigOverrideArray []GetGameServerDeploymentRolloutGameServerConfigOverrideInput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArray) ElementType

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArray) ToGetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArray) ToGetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext

func (i GetGameServerDeploymentRolloutGameServerConfigOverrideArray) ToGetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(ctx context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideArrayInput

type GetGameServerDeploymentRolloutGameServerConfigOverrideArrayInput interface {
	pulumi.Input

	ToGetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput() GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
	ToGetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput
}

GetGameServerDeploymentRolloutGameServerConfigOverrideArrayInput is an input type that accepts GetGameServerDeploymentRolloutGameServerConfigOverrideArray and GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput values. You can construct a concrete instance of `GetGameServerDeploymentRolloutGameServerConfigOverrideArrayInput` via:

GetGameServerDeploymentRolloutGameServerConfigOverrideArray{ GetGameServerDeploymentRolloutGameServerConfigOverrideArgs{...} }

type GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput struct{ *pulumi.OutputState }

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ElementType

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) Index

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext

func (o GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutputWithContext(ctx context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideArrayOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideInput

type GetGameServerDeploymentRolloutGameServerConfigOverrideInput interface {
	pulumi.Input

	ToGetGameServerDeploymentRolloutGameServerConfigOverrideOutput() GetGameServerDeploymentRolloutGameServerConfigOverrideOutput
	ToGetGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideOutput
}

GetGameServerDeploymentRolloutGameServerConfigOverrideInput is an input type that accepts GetGameServerDeploymentRolloutGameServerConfigOverrideArgs and GetGameServerDeploymentRolloutGameServerConfigOverrideOutput values. You can construct a concrete instance of `GetGameServerDeploymentRolloutGameServerConfigOverrideInput` via:

GetGameServerDeploymentRolloutGameServerConfigOverrideArgs{...}

type GetGameServerDeploymentRolloutGameServerConfigOverrideOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideOutput struct{ *pulumi.OutputState }

func (GetGameServerDeploymentRolloutGameServerConfigOverrideOutput) ConfigVersion

func (GetGameServerDeploymentRolloutGameServerConfigOverrideOutput) ElementType

func (GetGameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideOutput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext

func (o GetGameServerDeploymentRolloutGameServerConfigOverrideOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideOutputWithContext(ctx context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelector struct {
	Realms []string `pulumi:"realms"`
}

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs struct {
	Realms pulumi.StringArrayInput `pulumi:"realms"`
}

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ElementType

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext

func (i GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(ctx context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArray

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArray []GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArray) ElementType

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArray) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArray) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutputWithContext

func (i GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArray) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutputWithContext(ctx context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayInput

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayInput interface {
	pulumi.Input

	ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput() GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput
	ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutputWithContext(context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput
}

GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayInput is an input type that accepts GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArray and GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput values. You can construct a concrete instance of `GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayInput` via:

GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArray{ GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs{...} }

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput struct{ *pulumi.OutputState }

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput) ElementType

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArrayOutputWithContext

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput interface {
	pulumi.Input

	ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput() GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
	ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext(context.Context) GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput
}

GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput is an input type that accepts GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs and GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput values. You can construct a concrete instance of `GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorInput` via:

GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorArgs{...}

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput

type GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput struct{ *pulumi.OutputState }

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ElementType

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) Realms

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput

func (GetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutput) ToGetGameServerDeploymentRolloutGameServerConfigOverrideRealmsSelectorOutputWithContext

type LookupGameServerDeploymentRolloutArgs

type LookupGameServerDeploymentRolloutArgs struct {
	// The deployment to get the rollout state from. Only 1 rollout must be associated with each deployment.
	DeploymentId string `pulumi:"deploymentId"`
}

A collection of arguments for invoking getGameServerDeploymentRollout.

type LookupGameServerDeploymentRolloutResult

type LookupGameServerDeploymentRolloutResult struct {
	DefaultGameServerConfig   string                                                   `pulumi:"defaultGameServerConfig"`
	DeploymentId              string                                                   `pulumi:"deploymentId"`
	GameServerConfigOverrides []GetGameServerDeploymentRolloutGameServerConfigOverride `pulumi:"gameServerConfigOverrides"`
	// The provider-assigned unique ID for this managed resource.
	Id   string `pulumi:"id"`
	Name string `pulumi:"name"`
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project string `pulumi:"project"`
}

A collection of values returned by getGameServerDeploymentRollout.

func LookupGameServerDeploymentRollout

Use this data source to get the rollout state.

https://cloud.google.com/game-servers/docs/reference/rest/v1beta/GameServerDeploymentRollout

## Example Usage

```go package main

import (

"github.com/pulumi/pulumi-gcp/sdk/v4/go/gcp/gameservices"
"github.com/pulumi/pulumi/sdk/v2/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gameservices.LookupGameServerDeploymentRollout(ctx, &gameservices.LookupGameServerDeploymentRolloutArgs{
			DeploymentId: "tf-test-deployment-s8sn12jt2c",
		}, nil)
		if err != nil {
			return err
		}
		return nil
	})
}

```

type Realm

type Realm struct {
	pulumi.CustomResourceState

	// Human readable description of the realm.
	Description pulumi.StringPtrOutput `pulumi:"description"`
	// ETag of the resource.
	Etag pulumi.StringOutput `pulumi:"etag"`
	// The labels associated with this realm. Each label is a key-value pair.
	Labels pulumi.StringMapOutput `pulumi:"labels"`
	// Location of the Realm.
	Location pulumi.StringPtrOutput `pulumi:"location"`
	// The resource id of the realm, of the form: 'projects/{project_id}/locations/{location}/realms/{realm_id}'. For example,
	// 'projects/my-project/locations/{location}/realms/my-realm'.
	Name pulumi.StringOutput `pulumi:"name"`
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringOutput `pulumi:"project"`
	// GCP region of the Realm.
	RealmId pulumi.StringOutput `pulumi:"realmId"`
	// Required. Time zone where all realm-specific policies are evaluated. The value of
	// this field must be from the IANA time zone database:
	// https://www.iana.org/time-zones.
	TimeZone pulumi.StringOutput `pulumi:"timeZone"`
}

A Realm resource.

To get more information about Realm, see:

* [API documentation](https://cloud.google.com/game-servers/docs/reference/rest/v1beta/projects.locations.realms) * How-to Guides

## Example Usage ### Game Service Realm Basic

```go package main

import (

"github.com/pulumi/pulumi-gcp/sdk/v4/go/gcp/gameservices"
"github.com/pulumi/pulumi/sdk/v2/go/pulumi"

)

func main() {
	pulumi.Run(func(ctx *pulumi.Context) error {
		_, err := gameservices.NewRealm(ctx, "_default", &gameservices.RealmArgs{
			Description: pulumi.String("one of the nine"),
			Location:    pulumi.String("global"),
			RealmId:     pulumi.String("tf-test-realm"),
			TimeZone:    pulumi.String("EST"),
		})
		if err != nil {
			return err
		}
		return nil
	})
}

```

## Import

Realm can be imported using any of these accepted formats

```sh

$ pulumi import gcp:gameservices/realm:Realm default projects/{{project}}/locations/{{location}}/realms/{{realm_id}}

```

```sh

$ pulumi import gcp:gameservices/realm:Realm default {{project}}/{{location}}/{{realm_id}}

```

```sh

$ pulumi import gcp:gameservices/realm:Realm default {{location}}/{{realm_id}}

```

func GetRealm

func GetRealm(ctx *pulumi.Context,
	name string, id pulumi.IDInput, state *RealmState, opts ...pulumi.ResourceOption) (*Realm, error)

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

func NewRealm

func NewRealm(ctx *pulumi.Context,
	name string, args *RealmArgs, opts ...pulumi.ResourceOption) (*Realm, error)

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

func (*Realm) ElementType added in v4.4.0

func (*Realm) ElementType() reflect.Type

func (*Realm) ToRealmOutput added in v4.4.0

func (i *Realm) ToRealmOutput() RealmOutput

func (*Realm) ToRealmOutputWithContext added in v4.4.0

func (i *Realm) ToRealmOutputWithContext(ctx context.Context) RealmOutput

func (*Realm) ToRealmPtrOutput added in v4.11.1

func (i *Realm) ToRealmPtrOutput() RealmPtrOutput

func (*Realm) ToRealmPtrOutputWithContext added in v4.11.1

func (i *Realm) ToRealmPtrOutputWithContext(ctx context.Context) RealmPtrOutput

type RealmArgs

type RealmArgs struct {
	// Human readable description of the realm.
	Description pulumi.StringPtrInput
	// The labels associated with this realm. Each label is a key-value pair.
	Labels pulumi.StringMapInput
	// Location of the Realm.
	Location pulumi.StringPtrInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
	// GCP region of the Realm.
	RealmId pulumi.StringInput
	// Required. Time zone where all realm-specific policies are evaluated. The value of
	// this field must be from the IANA time zone database:
	// https://www.iana.org/time-zones.
	TimeZone pulumi.StringInput
}

The set of arguments for constructing a Realm resource.

func (RealmArgs) ElementType

func (RealmArgs) ElementType() reflect.Type

type RealmArray added in v4.11.1

type RealmArray []RealmInput

func (RealmArray) ElementType added in v4.11.1

func (RealmArray) ElementType() reflect.Type

func (RealmArray) ToRealmArrayOutput added in v4.11.1

func (i RealmArray) ToRealmArrayOutput() RealmArrayOutput

func (RealmArray) ToRealmArrayOutputWithContext added in v4.11.1

func (i RealmArray) ToRealmArrayOutputWithContext(ctx context.Context) RealmArrayOutput

type RealmArrayInput added in v4.11.1

type RealmArrayInput interface {
	pulumi.Input

	ToRealmArrayOutput() RealmArrayOutput
	ToRealmArrayOutputWithContext(context.Context) RealmArrayOutput
}

RealmArrayInput is an input type that accepts RealmArray and RealmArrayOutput values. You can construct a concrete instance of `RealmArrayInput` via:

RealmArray{ RealmArgs{...} }

type RealmArrayOutput added in v4.11.1

type RealmArrayOutput struct{ *pulumi.OutputState }

func (RealmArrayOutput) ElementType added in v4.11.1

func (RealmArrayOutput) ElementType() reflect.Type

func (RealmArrayOutput) Index added in v4.11.1

func (RealmArrayOutput) ToRealmArrayOutput added in v4.11.1

func (o RealmArrayOutput) ToRealmArrayOutput() RealmArrayOutput

func (RealmArrayOutput) ToRealmArrayOutputWithContext added in v4.11.1

func (o RealmArrayOutput) ToRealmArrayOutputWithContext(ctx context.Context) RealmArrayOutput

type RealmInput added in v4.4.0

type RealmInput interface {
	pulumi.Input

	ToRealmOutput() RealmOutput
	ToRealmOutputWithContext(ctx context.Context) RealmOutput
}

type RealmMap added in v4.11.1

type RealmMap map[string]RealmInput

func (RealmMap) ElementType added in v4.11.1

func (RealmMap) ElementType() reflect.Type

func (RealmMap) ToRealmMapOutput added in v4.11.1

func (i RealmMap) ToRealmMapOutput() RealmMapOutput

func (RealmMap) ToRealmMapOutputWithContext added in v4.11.1

func (i RealmMap) ToRealmMapOutputWithContext(ctx context.Context) RealmMapOutput

type RealmMapInput added in v4.11.1

type RealmMapInput interface {
	pulumi.Input

	ToRealmMapOutput() RealmMapOutput
	ToRealmMapOutputWithContext(context.Context) RealmMapOutput
}

RealmMapInput is an input type that accepts RealmMap and RealmMapOutput values. You can construct a concrete instance of `RealmMapInput` via:

RealmMap{ "key": RealmArgs{...} }

type RealmMapOutput added in v4.11.1

type RealmMapOutput struct{ *pulumi.OutputState }

func (RealmMapOutput) ElementType added in v4.11.1

func (RealmMapOutput) ElementType() reflect.Type

func (RealmMapOutput) MapIndex added in v4.11.1

func (RealmMapOutput) ToRealmMapOutput added in v4.11.1

func (o RealmMapOutput) ToRealmMapOutput() RealmMapOutput

func (RealmMapOutput) ToRealmMapOutputWithContext added in v4.11.1

func (o RealmMapOutput) ToRealmMapOutputWithContext(ctx context.Context) RealmMapOutput

type RealmOutput added in v4.4.0

type RealmOutput struct {
	*pulumi.OutputState
}

func (RealmOutput) ElementType added in v4.4.0

func (RealmOutput) ElementType() reflect.Type

func (RealmOutput) ToRealmOutput added in v4.4.0

func (o RealmOutput) ToRealmOutput() RealmOutput

func (RealmOutput) ToRealmOutputWithContext added in v4.4.0

func (o RealmOutput) ToRealmOutputWithContext(ctx context.Context) RealmOutput

func (RealmOutput) ToRealmPtrOutput added in v4.11.1

func (o RealmOutput) ToRealmPtrOutput() RealmPtrOutput

func (RealmOutput) ToRealmPtrOutputWithContext added in v4.11.1

func (o RealmOutput) ToRealmPtrOutputWithContext(ctx context.Context) RealmPtrOutput

type RealmPtrInput added in v4.11.1

type RealmPtrInput interface {
	pulumi.Input

	ToRealmPtrOutput() RealmPtrOutput
	ToRealmPtrOutputWithContext(ctx context.Context) RealmPtrOutput
}

type RealmPtrOutput added in v4.11.1

type RealmPtrOutput struct {
	*pulumi.OutputState
}

func (RealmPtrOutput) ElementType added in v4.11.1

func (RealmPtrOutput) ElementType() reflect.Type

func (RealmPtrOutput) ToRealmPtrOutput added in v4.11.1

func (o RealmPtrOutput) ToRealmPtrOutput() RealmPtrOutput

func (RealmPtrOutput) ToRealmPtrOutputWithContext added in v4.11.1

func (o RealmPtrOutput) ToRealmPtrOutputWithContext(ctx context.Context) RealmPtrOutput

type RealmState

type RealmState struct {
	// Human readable description of the realm.
	Description pulumi.StringPtrInput
	// ETag of the resource.
	Etag pulumi.StringPtrInput
	// The labels associated with this realm. Each label is a key-value pair.
	Labels pulumi.StringMapInput
	// Location of the Realm.
	Location pulumi.StringPtrInput
	// The resource id of the realm, of the form: 'projects/{project_id}/locations/{location}/realms/{realm_id}'. For example,
	// 'projects/my-project/locations/{location}/realms/my-realm'.
	Name pulumi.StringPtrInput
	// The ID of the project in which the resource belongs.
	// If it is not provided, the provider project is used.
	Project pulumi.StringPtrInput
	// GCP region of the Realm.
	RealmId pulumi.StringPtrInput
	// Required. Time zone where all realm-specific policies are evaluated. The value of
	// this field must be from the IANA time zone database:
	// https://www.iana.org/time-zones.
	TimeZone pulumi.StringPtrInput
}

func (RealmState) ElementType

func (RealmState) ElementType() reflect.Type

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