Fleet

The AWS::GameLift::Fleet resource creates an Amazon GameLift (GameLift) fleet to host game servers. A fleet is a set of EC2 or Anywhere instances, each of which can host multiple game sessions.

Create Fleet Resource

new Fleet(name: string, args?: FleetArgs, opts?: CustomResourceOptions);
@overload
def Fleet(resource_name: str,
          opts: Optional[ResourceOptions] = None,
          anywhere_configuration: Optional[FleetAnywhereConfigurationArgs] = None,
          build_id: Optional[str] = None,
          certificate_configuration: Optional[FleetCertificateConfigurationArgs] = None,
          compute_type: Optional[FleetComputeType] = None,
          description: Optional[str] = None,
          desired_ec2_instances: Optional[int] = None,
          e_c2_inbound_permissions: Optional[Sequence[FleetIpPermissionArgs]] = None,
          e_c2_instance_type: Optional[str] = None,
          fleet_type: Optional[FleetType] = None,
          instance_role_arn: Optional[str] = None,
          locations: Optional[Sequence[FleetLocationConfigurationArgs]] = None,
          log_paths: Optional[Sequence[str]] = None,
          max_size: Optional[int] = None,
          metric_groups: Optional[Sequence[str]] = None,
          min_size: Optional[int] = None,
          name: Optional[str] = None,
          new_game_session_protection_policy: Optional[FleetNewGameSessionProtectionPolicy] = None,
          peer_vpc_aws_account_id: Optional[str] = None,
          peer_vpc_id: Optional[str] = None,
          resource_creation_limit_policy: Optional[FleetResourceCreationLimitPolicyArgs] = None,
          runtime_configuration: Optional[FleetRuntimeConfigurationArgs] = None,
          script_id: Optional[str] = None,
          server_launch_parameters: Optional[str] = None,
          server_launch_path: Optional[str] = None)
@overload
def Fleet(resource_name: str,
          args: Optional[FleetArgs] = None,
          opts: Optional[ResourceOptions] = None)
func NewFleet(ctx *Context, name string, args *FleetArgs, opts ...ResourceOption) (*Fleet, error)
public Fleet(string name, FleetArgs? args = null, CustomResourceOptions? opts = null)
public Fleet(String name, FleetArgs args)
public Fleet(String name, FleetArgs args, CustomResourceOptions options)
type: aws-native:gamelift:Fleet
properties: # The arguments to resource properties.
options: # Bag of options to control resource's behavior.

name string
The unique name of the resource.
args FleetArgs
The arguments to resource properties.
opts CustomResourceOptions
Bag of options to control resource's behavior.
resource_name str
The unique name of the resource.
args FleetArgs
The arguments to resource properties.
opts ResourceOptions
Bag of options to control resource's behavior.
ctx Context
Context object for the current deployment.
name string
The unique name of the resource.
args FleetArgs
The arguments to resource properties.
opts ResourceOption
Bag of options to control resource's behavior.
name string
The unique name of the resource.
args FleetArgs
The arguments to resource properties.
opts CustomResourceOptions
Bag of options to control resource's behavior.
name String
The unique name of the resource.
args FleetArgs
The arguments to resource properties.
options CustomResourceOptions
Bag of options to control resource's behavior.

Fleet Resource Properties

To learn more about resource properties and how to use them, see Inputs and Outputs in the Architecture and Concepts docs.

Inputs

The Fleet resource accepts the following input properties:

AnywhereConfiguration Pulumi.AwsNative.GameLift.Inputs.FleetAnywhereConfigurationArgs

Configuration for Anywhere fleet.

BuildId string

A unique identifier for a build to be deployed on the new fleet. If you are deploying the fleet with a custom game build, you must specify this property. The build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

CertificateConfiguration Pulumi.AwsNative.GameLift.Inputs.FleetCertificateConfigurationArgs

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not set, certificate generation is disabled. This fleet setting cannot be changed once the fleet is created.

ComputeType Pulumi.AwsNative.GameLift.FleetComputeType

ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.

Description string

A human-readable description of a fleet.

DesiredEC2Instances int

[DEPRECATED] The number of EC2 instances that you want this fleet to host. When creating a new fleet, GameLift automatically sets this value to "1" and initiates a single instance. Once the fleet is active, update this value to trigger GameLift to add or remove instances from the fleet.

EC2InboundPermissions List<Pulumi.AwsNative.GameLift.Inputs.FleetIpPermissionArgs>

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.

EC2InstanceType string

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

FleetType Pulumi.AwsNative.GameLift.FleetType

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet.

InstanceRoleARN string

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console.

Locations List<Pulumi.AwsNative.GameLift.Inputs.FleetLocationConfigurationArgs>
LogPaths List<string>

This parameter is no longer used. When hosting a custom game build, specify where Amazon GameLift should store log files using the Amazon GameLift server API call ProcessReady()

MaxSize int

[DEPRECATED] The maximum value that is allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

MetricGroups List<string>

The name of an Amazon CloudWatch metric group. A metric group aggregates the metrics for all fleets in the group. Specify a string containing the metric group name. You can use an existing name or use a new name to create a new metric group. Currently, this parameter can have only one string.

MinSize int

[DEPRECATED] The minimum value allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

Name string

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

NewGameSessionProtectionPolicy Pulumi.AwsNative.GameLift.FleetNewGameSessionProtectionPolicy

A game session protection policy to apply to all game sessions hosted on instances in this fleet. When protected, active game sessions cannot be terminated during a scale-down event. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy to affect future game sessions on the fleet. You can also set protection for individual game sessions.

PeerVpcAwsAccountId string

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

PeerVpcId string

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console.

ResourceCreationLimitPolicy Pulumi.AwsNative.GameLift.Inputs.FleetResourceCreationLimitPolicyArgs

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

RuntimeConfiguration Pulumi.AwsNative.GameLift.Inputs.FleetRuntimeConfigurationArgs

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception.

This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration has replaced these parameters, but fleets that use them will continue to work.

ScriptId string

A unique identifier for a Realtime script to be deployed on a new Realtime Servers fleet. The script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Note: It is not currently possible to use the !Ref command to reference a script created with a CloudFormation template for the fleet property ScriptId. Instead, use Fn::GetAtt Script.Arn or Fn::GetAtt Script.Id to retrieve either of these properties as input for ScriptId. Alternatively, enter a ScriptId string manually.

ServerLaunchParameters string

This parameter is no longer used but is retained for backward compatibility. Instead, specify server launch parameters in the RuntimeConfiguration parameter. A request must specify either a runtime configuration or values for both ServerLaunchParameters and ServerLaunchPath.

ServerLaunchPath string

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

AnywhereConfiguration FleetAnywhereConfigurationArgs

Configuration for Anywhere fleet.

BuildId string

A unique identifier for a build to be deployed on the new fleet. If you are deploying the fleet with a custom game build, you must specify this property. The build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

CertificateConfiguration FleetCertificateConfigurationArgs

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not set, certificate generation is disabled. This fleet setting cannot be changed once the fleet is created.

ComputeType FleetComputeType

ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.

Description string

A human-readable description of a fleet.

DesiredEC2Instances int

[DEPRECATED] The number of EC2 instances that you want this fleet to host. When creating a new fleet, GameLift automatically sets this value to "1" and initiates a single instance. Once the fleet is active, update this value to trigger GameLift to add or remove instances from the fleet.

EC2InboundPermissions []FleetIpPermissionArgs

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.

EC2InstanceType string

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

FleetType FleetType

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet.

InstanceRoleARN string

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console.

Locations []FleetLocationConfigurationArgs
LogPaths []string

This parameter is no longer used. When hosting a custom game build, specify where Amazon GameLift should store log files using the Amazon GameLift server API call ProcessReady()

MaxSize int

[DEPRECATED] The maximum value that is allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

MetricGroups []string

The name of an Amazon CloudWatch metric group. A metric group aggregates the metrics for all fleets in the group. Specify a string containing the metric group name. You can use an existing name or use a new name to create a new metric group. Currently, this parameter can have only one string.

MinSize int

[DEPRECATED] The minimum value allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

Name string

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

NewGameSessionProtectionPolicy FleetNewGameSessionProtectionPolicy

A game session protection policy to apply to all game sessions hosted on instances in this fleet. When protected, active game sessions cannot be terminated during a scale-down event. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy to affect future game sessions on the fleet. You can also set protection for individual game sessions.

PeerVpcAwsAccountId string

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

PeerVpcId string

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console.

ResourceCreationLimitPolicy FleetResourceCreationLimitPolicyArgs

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

RuntimeConfiguration FleetRuntimeConfigurationArgs

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception.

This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration has replaced these parameters, but fleets that use them will continue to work.

ScriptId string

A unique identifier for a Realtime script to be deployed on a new Realtime Servers fleet. The script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Note: It is not currently possible to use the !Ref command to reference a script created with a CloudFormation template for the fleet property ScriptId. Instead, use Fn::GetAtt Script.Arn or Fn::GetAtt Script.Id to retrieve either of these properties as input for ScriptId. Alternatively, enter a ScriptId string manually.

ServerLaunchParameters string

This parameter is no longer used but is retained for backward compatibility. Instead, specify server launch parameters in the RuntimeConfiguration parameter. A request must specify either a runtime configuration or values for both ServerLaunchParameters and ServerLaunchPath.

ServerLaunchPath string

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

anywhereConfiguration FleetAnywhereConfigurationArgs

Configuration for Anywhere fleet.

buildId String

A unique identifier for a build to be deployed on the new fleet. If you are deploying the fleet with a custom game build, you must specify this property. The build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

certificateConfiguration FleetCertificateConfigurationArgs

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not set, certificate generation is disabled. This fleet setting cannot be changed once the fleet is created.

computeType FleetComputeType

ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.

description String

A human-readable description of a fleet.

desiredEC2Instances Integer

[DEPRECATED] The number of EC2 instances that you want this fleet to host. When creating a new fleet, GameLift automatically sets this value to "1" and initiates a single instance. Once the fleet is active, update this value to trigger GameLift to add or remove instances from the fleet.

eC2InboundPermissions List<FleetIpPermissionArgs>

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.

eC2InstanceType String

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

fleetType FleetType

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet.

instanceRoleARN String

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console.

locations List<FleetLocationConfigurationArgs>
logPaths List<String>

This parameter is no longer used. When hosting a custom game build, specify where Amazon GameLift should store log files using the Amazon GameLift server API call ProcessReady()

maxSize Integer

[DEPRECATED] The maximum value that is allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

metricGroups List<String>

The name of an Amazon CloudWatch metric group. A metric group aggregates the metrics for all fleets in the group. Specify a string containing the metric group name. You can use an existing name or use a new name to create a new metric group. Currently, this parameter can have only one string.

minSize Integer

[DEPRECATED] The minimum value allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

name String

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

newGameSessionProtectionPolicy FleetNewGameSessionProtectionPolicy

A game session protection policy to apply to all game sessions hosted on instances in this fleet. When protected, active game sessions cannot be terminated during a scale-down event. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy to affect future game sessions on the fleet. You can also set protection for individual game sessions.

peerVpcAwsAccountId String

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

peerVpcId String

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console.

resourceCreationLimitPolicy FleetResourceCreationLimitPolicyArgs

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

runtimeConfiguration FleetRuntimeConfigurationArgs

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception.

This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration has replaced these parameters, but fleets that use them will continue to work.

scriptId String

A unique identifier for a Realtime script to be deployed on a new Realtime Servers fleet. The script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Note: It is not currently possible to use the !Ref command to reference a script created with a CloudFormation template for the fleet property ScriptId. Instead, use Fn::GetAtt Script.Arn or Fn::GetAtt Script.Id to retrieve either of these properties as input for ScriptId. Alternatively, enter a ScriptId string manually.

serverLaunchParameters String

This parameter is no longer used but is retained for backward compatibility. Instead, specify server launch parameters in the RuntimeConfiguration parameter. A request must specify either a runtime configuration or values for both ServerLaunchParameters and ServerLaunchPath.

serverLaunchPath String

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

anywhereConfiguration FleetAnywhereConfigurationArgs

Configuration for Anywhere fleet.

buildId string

A unique identifier for a build to be deployed on the new fleet. If you are deploying the fleet with a custom game build, you must specify this property. The build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

certificateConfiguration FleetCertificateConfigurationArgs

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not set, certificate generation is disabled. This fleet setting cannot be changed once the fleet is created.

computeType FleetComputeType

ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.

description string

A human-readable description of a fleet.

desiredEC2Instances number

[DEPRECATED] The number of EC2 instances that you want this fleet to host. When creating a new fleet, GameLift automatically sets this value to "1" and initiates a single instance. Once the fleet is active, update this value to trigger GameLift to add or remove instances from the fleet.

eC2InboundPermissions FleetIpPermissionArgs[]

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.

eC2InstanceType string

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

fleetType FleetType

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet.

instanceRoleARN string

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console.

locations FleetLocationConfigurationArgs[]
logPaths string[]

This parameter is no longer used. When hosting a custom game build, specify where Amazon GameLift should store log files using the Amazon GameLift server API call ProcessReady()

maxSize number

[DEPRECATED] The maximum value that is allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

metricGroups string[]

The name of an Amazon CloudWatch metric group. A metric group aggregates the metrics for all fleets in the group. Specify a string containing the metric group name. You can use an existing name or use a new name to create a new metric group. Currently, this parameter can have only one string.

minSize number

[DEPRECATED] The minimum value allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

name string

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

newGameSessionProtectionPolicy FleetNewGameSessionProtectionPolicy

A game session protection policy to apply to all game sessions hosted on instances in this fleet. When protected, active game sessions cannot be terminated during a scale-down event. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy to affect future game sessions on the fleet. You can also set protection for individual game sessions.

peerVpcAwsAccountId string

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

peerVpcId string

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console.

resourceCreationLimitPolicy FleetResourceCreationLimitPolicyArgs

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

runtimeConfiguration FleetRuntimeConfigurationArgs

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception.

This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration has replaced these parameters, but fleets that use them will continue to work.

scriptId string

A unique identifier for a Realtime script to be deployed on a new Realtime Servers fleet. The script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Note: It is not currently possible to use the !Ref command to reference a script created with a CloudFormation template for the fleet property ScriptId. Instead, use Fn::GetAtt Script.Arn or Fn::GetAtt Script.Id to retrieve either of these properties as input for ScriptId. Alternatively, enter a ScriptId string manually.

serverLaunchParameters string

This parameter is no longer used but is retained for backward compatibility. Instead, specify server launch parameters in the RuntimeConfiguration parameter. A request must specify either a runtime configuration or values for both ServerLaunchParameters and ServerLaunchPath.

serverLaunchPath string

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

anywhere_configuration FleetAnywhereConfigurationArgs

Configuration for Anywhere fleet.

build_id str

A unique identifier for a build to be deployed on the new fleet. If you are deploying the fleet with a custom game build, you must specify this property. The build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

certificate_configuration FleetCertificateConfigurationArgs

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not set, certificate generation is disabled. This fleet setting cannot be changed once the fleet is created.

compute_type FleetComputeType

ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.

description str

A human-readable description of a fleet.

desired_ec2_instances int

[DEPRECATED] The number of EC2 instances that you want this fleet to host. When creating a new fleet, GameLift automatically sets this value to "1" and initiates a single instance. Once the fleet is active, update this value to trigger GameLift to add or remove instances from the fleet.

e_c2_inbound_permissions Sequence[FleetIpPermissionArgs]

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.

e_c2_instance_type str

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

fleet_type FleetType

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet.

instance_role_arn str

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console.

locations Sequence[FleetLocationConfigurationArgs]
log_paths Sequence[str]

This parameter is no longer used. When hosting a custom game build, specify where Amazon GameLift should store log files using the Amazon GameLift server API call ProcessReady()

max_size int

[DEPRECATED] The maximum value that is allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

metric_groups Sequence[str]

The name of an Amazon CloudWatch metric group. A metric group aggregates the metrics for all fleets in the group. Specify a string containing the metric group name. You can use an existing name or use a new name to create a new metric group. Currently, this parameter can have only one string.

min_size int

[DEPRECATED] The minimum value allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

name str

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

new_game_session_protection_policy FleetNewGameSessionProtectionPolicy

A game session protection policy to apply to all game sessions hosted on instances in this fleet. When protected, active game sessions cannot be terminated during a scale-down event. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy to affect future game sessions on the fleet. You can also set protection for individual game sessions.

peer_vpc_aws_account_id str

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

peer_vpc_id str

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console.

resource_creation_limit_policy FleetResourceCreationLimitPolicyArgs

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

runtime_configuration FleetRuntimeConfigurationArgs

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception.

This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration has replaced these parameters, but fleets that use them will continue to work.

script_id str

A unique identifier for a Realtime script to be deployed on a new Realtime Servers fleet. The script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Note: It is not currently possible to use the !Ref command to reference a script created with a CloudFormation template for the fleet property ScriptId. Instead, use Fn::GetAtt Script.Arn or Fn::GetAtt Script.Id to retrieve either of these properties as input for ScriptId. Alternatively, enter a ScriptId string manually.

server_launch_parameters str

This parameter is no longer used but is retained for backward compatibility. Instead, specify server launch parameters in the RuntimeConfiguration parameter. A request must specify either a runtime configuration or values for both ServerLaunchParameters and ServerLaunchPath.

server_launch_path str

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

anywhereConfiguration Property Map

Configuration for Anywhere fleet.

buildId String

A unique identifier for a build to be deployed on the new fleet. If you are deploying the fleet with a custom game build, you must specify this property. The build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

certificateConfiguration Property Map

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not set, certificate generation is disabled. This fleet setting cannot be changed once the fleet is created.

computeType "EC2" | "ANYWHERE"

ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.

description String

A human-readable description of a fleet.

desiredEC2Instances Number

[DEPRECATED] The number of EC2 instances that you want this fleet to host. When creating a new fleet, GameLift automatically sets this value to "1" and initiates a single instance. Once the fleet is active, update this value to trigger GameLift to add or remove instances from the fleet.

eC2InboundPermissions List<Property Map>

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.

eC2InstanceType String

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

fleetType "ON_DEMAND" | "SPOT"

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet.

instanceRoleARN String

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN from the IAM dashboard in the AWS Management Console.

locations List<Property Map>
logPaths List<String>

This parameter is no longer used. When hosting a custom game build, specify where Amazon GameLift should store log files using the Amazon GameLift server API call ProcessReady()

maxSize Number

[DEPRECATED] The maximum value that is allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

metricGroups List<String>

The name of an Amazon CloudWatch metric group. A metric group aggregates the metrics for all fleets in the group. Specify a string containing the metric group name. You can use an existing name or use a new name to create a new metric group. Currently, this parameter can have only one string.

minSize Number

[DEPRECATED] The minimum value allowed for the fleet's instance count. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

name String

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

newGameSessionProtectionPolicy "FullProtection" | "NoProtection"

A game session protection policy to apply to all game sessions hosted on instances in this fleet. When protected, active game sessions cannot be terminated during a scale-down event. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy to affect future game sessions on the fleet. You can also set protection for individual game sessions.

peerVpcAwsAccountId String

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

peerVpcId String

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console.

resourceCreationLimitPolicy Property Map

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

runtimeConfiguration Property Map

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception.

This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration has replaced these parameters, but fleets that use them will continue to work.

scriptId String

A unique identifier for a Realtime script to be deployed on a new Realtime Servers fleet. The script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

Note: It is not currently possible to use the !Ref command to reference a script created with a CloudFormation template for the fleet property ScriptId. Instead, use Fn::GetAtt Script.Arn or Fn::GetAtt Script.Id to retrieve either of these properties as input for ScriptId. Alternatively, enter a ScriptId string manually.

serverLaunchParameters String

This parameter is no longer used but is retained for backward compatibility. Instead, specify server launch parameters in the RuntimeConfiguration parameter. A request must specify either a runtime configuration or values for both ServerLaunchParameters and ServerLaunchPath.

serverLaunchPath String

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

Outputs

All input properties are implicitly available as output properties. Additionally, the Fleet resource produces the following output properties:

FleetId string

Unique fleet ID

Id string

The provider-assigned unique ID for this managed resource.

FleetId string

Unique fleet ID

Id string

The provider-assigned unique ID for this managed resource.

fleetId String

Unique fleet ID

id String

The provider-assigned unique ID for this managed resource.

fleetId string

Unique fleet ID

id string

The provider-assigned unique ID for this managed resource.

fleet_id str

Unique fleet ID

id str

The provider-assigned unique ID for this managed resource.

fleetId String

Unique fleet ID

id String

The provider-assigned unique ID for this managed resource.

Supporting Types

FleetAnywhereConfiguration

Cost string

Cost of compute can be specified on Anywhere Fleets to prioritize placement across Queue destinations based on Cost.

Cost string

Cost of compute can be specified on Anywhere Fleets to prioritize placement across Queue destinations based on Cost.

cost String

Cost of compute can be specified on Anywhere Fleets to prioritize placement across Queue destinations based on Cost.

cost string

Cost of compute can be specified on Anywhere Fleets to prioritize placement across Queue destinations based on Cost.

cost str

Cost of compute can be specified on Anywhere Fleets to prioritize placement across Queue destinations based on Cost.

cost String

Cost of compute can be specified on Anywhere Fleets to prioritize placement across Queue destinations based on Cost.

FleetCertificateConfiguration

FleetCertificateConfigurationCertificateType

Disabled
DISABLED
Generated
GENERATED
FleetCertificateConfigurationCertificateTypeDisabled
DISABLED
FleetCertificateConfigurationCertificateTypeGenerated
GENERATED
Disabled
DISABLED
Generated
GENERATED
Disabled
DISABLED
Generated
GENERATED
DISABLED
DISABLED
GENERATED
GENERATED
"DISABLED"
DISABLED
"GENERATED"
GENERATED

FleetComputeType

Ec2
EC2
Anywhere
ANYWHERE
FleetComputeTypeEc2
EC2
FleetComputeTypeAnywhere
ANYWHERE
Ec2
EC2
Anywhere
ANYWHERE
Ec2
EC2
Anywhere
ANYWHERE
EC2
EC2
ANYWHERE
ANYWHERE
"EC2"
EC2
"ANYWHERE"
ANYWHERE

FleetIpPermission

FromPort int

A starting value for a range of allowed port numbers.

IpRange string

A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".

Protocol Pulumi.AwsNative.GameLift.FleetIpPermissionProtocol

The network communication protocol used by the fleet.

ToPort int

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

FromPort int

A starting value for a range of allowed port numbers.

IpRange string

A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".

Protocol FleetIpPermissionProtocol

The network communication protocol used by the fleet.

ToPort int

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

fromPort Integer

A starting value for a range of allowed port numbers.

ipRange String

A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".

protocol FleetIpPermissionProtocol

The network communication protocol used by the fleet.

toPort Integer

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

fromPort number

A starting value for a range of allowed port numbers.

ipRange string

A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".

protocol FleetIpPermissionProtocol

The network communication protocol used by the fleet.

toPort number

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

from_port int

A starting value for a range of allowed port numbers.

ip_range str

A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".

protocol FleetIpPermissionProtocol

The network communication protocol used by the fleet.

to_port int

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

fromPort Number

A starting value for a range of allowed port numbers.

ipRange String

A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".

protocol "TCP" | "UDP"

The network communication protocol used by the fleet.

toPort Number

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

FleetIpPermissionProtocol

Tcp
TCP
Udp
UDP
FleetIpPermissionProtocolTcp
TCP
FleetIpPermissionProtocolUdp
UDP
Tcp
TCP
Udp
UDP
Tcp
TCP
Udp
UDP
TCP
TCP
UDP
UDP
"TCP"
TCP
"UDP"
UDP

FleetLocationCapacity

DesiredEC2Instances int

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

MaxSize int

The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

MinSize int

The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

DesiredEC2Instances int

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

MaxSize int

The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

MinSize int

The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

desiredEC2Instances Integer

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

maxSize Integer

The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

minSize Integer

The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

desiredEC2Instances number

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

maxSize number

The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

minSize number

The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

desired_ec2_instances int

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

max_size int

The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

min_size int

The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

desiredEC2Instances Number

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

maxSize Number

The maximum value that is allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "1". Once the fleet is active, you can change this value.

minSize Number

The minimum value allowed for the fleet's instance count for a location. When creating a new fleet, GameLift automatically sets this value to "0". After the fleet is active, you can change this value.

FleetLocationConfiguration

FleetNewGameSessionProtectionPolicy

FullProtection
FullProtection
NoProtection
NoProtection
FleetNewGameSessionProtectionPolicyFullProtection
FullProtection
FleetNewGameSessionProtectionPolicyNoProtection
NoProtection
FullProtection
FullProtection
NoProtection
NoProtection
FullProtection
FullProtection
NoProtection
NoProtection
FULL_PROTECTION
FullProtection
NO_PROTECTION
NoProtection
"FullProtection"
FullProtection
"NoProtection"
NoProtection

FleetResourceCreationLimitPolicy

NewGameSessionsPerCreator int

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

PolicyPeriodInMinutes int

The time span used in evaluating the resource creation limit policy.

NewGameSessionsPerCreator int

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

PolicyPeriodInMinutes int

The time span used in evaluating the resource creation limit policy.

newGameSessionsPerCreator Integer

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

policyPeriodInMinutes Integer

The time span used in evaluating the resource creation limit policy.

newGameSessionsPerCreator number

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

policyPeriodInMinutes number

The time span used in evaluating the resource creation limit policy.

new_game_sessions_per_creator int

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

policy_period_in_minutes int

The time span used in evaluating the resource creation limit policy.

newGameSessionsPerCreator Number

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

policyPeriodInMinutes Number

The time span used in evaluating the resource creation limit policy.

FleetRuntimeConfiguration

GameSessionActivationTimeoutSeconds int

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

MaxConcurrentGameSessionActivations int

The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

ServerProcesses List<Pulumi.AwsNative.GameLift.Inputs.FleetServerProcess>

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

GameSessionActivationTimeoutSeconds int

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

MaxConcurrentGameSessionActivations int

The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

ServerProcesses []FleetServerProcess

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

gameSessionActivationTimeoutSeconds Integer

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

maxConcurrentGameSessionActivations Integer

The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

serverProcesses List<FleetServerProcess>

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

gameSessionActivationTimeoutSeconds number

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

maxConcurrentGameSessionActivations number

The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

serverProcesses FleetServerProcess[]

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

game_session_activation_timeout_seconds int

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

max_concurrent_game_session_activations int

The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

server_processes Sequence[FleetServerProcess]

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

gameSessionActivationTimeoutSeconds Number

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

maxConcurrentGameSessionActivations Number

The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

serverProcesses List<Property Map>

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

FleetServerProcess

ConcurrentExecutions int

The number of server processes that use this configuration to run concurrently on an instance.

LaunchPath string

The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

Parameters string

An optional list of parameters to pass to the server executable or Realtime script on launch.

ConcurrentExecutions int

The number of server processes that use this configuration to run concurrently on an instance.

LaunchPath string

The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

Parameters string

An optional list of parameters to pass to the server executable or Realtime script on launch.

concurrentExecutions Integer

The number of server processes that use this configuration to run concurrently on an instance.

launchPath String

The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

parameters String

An optional list of parameters to pass to the server executable or Realtime script on launch.

concurrentExecutions number

The number of server processes that use this configuration to run concurrently on an instance.

launchPath string

The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

parameters string

An optional list of parameters to pass to the server executable or Realtime script on launch.

concurrent_executions int

The number of server processes that use this configuration to run concurrently on an instance.

launch_path str

The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

parameters str

An optional list of parameters to pass to the server executable or Realtime script on launch.

concurrentExecutions Number

The number of server processes that use this configuration to run concurrently on an instance.

launchPath String

The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"

Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"

parameters String

An optional list of parameters to pass to the server executable or Realtime script on launch.

FleetType

OnDemand
ON_DEMAND
Spot
SPOT
FleetTypeOnDemand
ON_DEMAND
FleetTypeSpot
SPOT
OnDemand
ON_DEMAND
Spot
SPOT
OnDemand
ON_DEMAND
Spot
SPOT
ON_DEMAND
ON_DEMAND
SPOT
SPOT
"ON_DEMAND"
ON_DEMAND
"SPOT"
SPOT

Package Details

Repository
https://github.com/pulumi/pulumi-aws-native
License
Apache-2.0