AWS Native is in preview. AWS Classic is fully supported.
aws-native.gamelift.Fleet
Explore with Pulumi AI
AWS Native is in preview. AWS Classic is fully supported.
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,
ec2_inbound_permissions: Optional[Sequence[FleetIpPermissionArgs]] = None,
ec2_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)
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:
- Anywhere
Configuration Pulumi.Aws Native. Game Lift. Inputs. Fleet Anywhere Configuration Configuration for Anywhere fleet.
- Build
Id 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.
- Certificate
Configuration Pulumi.Aws Native. Game Lift. Inputs. Fleet Certificate Configuration 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 Pulumi.Aws Native. Game Lift. Fleet Compute Type ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.
- Description string
A human-readable description of a fleet.
- Desired
Ec2Instances 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.
- Ec2Inbound
Permissions List<Pulumi.Aws Native. Game Lift. Inputs. Fleet Ip Permission> A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.
- Ec2Instance
Type 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.
- Fleet
Type Pulumi.Aws Native. Game Lift. Fleet Type 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 stringArn 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.
Aws Native. Game Lift. Inputs. Fleet Location Configuration> - Log
Paths 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()
- 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 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.
- 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 string
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
- New
Game Pulumi.Session Protection Policy Aws Native. Game Lift. Fleet New Game Session Protection Policy 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 stringAws Account Id 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 stringId 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 Pulumi.Limit Policy Aws Native. Game Lift. Inputs. Fleet Resource Creation Limit Policy A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
- Runtime
Configuration Pulumi.Aws Native. Game Lift. Inputs. Fleet Runtime Configuration 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 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.
- Server
Launch stringParameters 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 stringPath 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 FleetAnywhere Configuration Args Configuration for Anywhere fleet.
- Build
Id 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.
- Certificate
Configuration FleetCertificate Configuration Args 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 FleetCompute Type ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.
- Description string
A human-readable description of a fleet.
- Desired
Ec2Instances 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.
- Ec2Inbound
Permissions []FleetIp Permission Args A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.
- Ec2Instance
Type 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.
- 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 stringArn 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
[]Fleet
Location Configuration Args - Log
Paths []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()
- 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 []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.
- 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 string
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
- New
Game FleetSession Protection Policy New Game Session Protection Policy 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 stringAws Account Id 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 stringId 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 FleetLimit Policy Resource Creation Limit Policy Args A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
- Runtime
Configuration FleetRuntime Configuration Args 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 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.
- Server
Launch stringParameters 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 stringPath 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 FleetAnywhere Configuration Configuration for Anywhere fleet.
- build
Id 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.
- certificate
Configuration FleetCertificate Configuration 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 FleetCompute Type ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.
- description String
A human-readable description of a fleet.
- desired
Ec2Instances 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.
- ec2Inbound
Permissions List<FleetIp Permission> A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.
- ec2Instance
Type 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.
- 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 StringArn 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<Fleet
Location Configuration> - log
Paths 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()
- max
Size 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.
- metric
Groups 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.
- min
Size 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.
- new
Game FleetSession Protection Policy New Game Session Protection Policy 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 StringAws Account Id 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 StringId 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 FleetLimit Policy Resource Creation Limit Policy A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
- runtime
Configuration FleetRuntime Configuration 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 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.
- server
Launch StringParameters 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 StringPath 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 FleetAnywhere Configuration Configuration for Anywhere fleet.
- build
Id 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.
- certificate
Configuration FleetCertificate Configuration 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 FleetCompute Type ComputeType to differentiate EC2 hardware managed by GameLift and Anywhere hardware managed by the customer.
- description string
A human-readable description of a fleet.
- desired
Ec2Instances 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.
- ec2Inbound
Permissions FleetIp Permission[] A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.
- ec2Instance
Type 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.
- 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 stringArn 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
Fleet
Location Configuration[] - log
Paths 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()
- max
Size 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.
- metric
Groups 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.
- min
Size 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.
- new
Game FleetSession Protection Policy New Game Session Protection Policy 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 stringAws Account Id 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 stringId 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 FleetLimit Policy Resource Creation Limit Policy A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
- runtime
Configuration FleetRuntime Configuration 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 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.
- server
Launch stringParameters 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 stringPath 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 FleetAnywhere Configuration Args 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 FleetCertificate Configuration Args 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 FleetCompute Type 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_ intinstances [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.
- ec2_
inbound_ Sequence[Fleetpermissions Ip Permission Args] A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift server.
- ec2_
instance_ strtype 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_ strarn 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[Fleet
Location Configuration Args] - 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_ Fleetsession_ protection_ policy New Game Session Protection Policy 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_ straws_ account_ id 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_ strid 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_ Fleetlimit_ policy Resource Creation Limit Policy Args A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
- runtime_
configuration FleetRuntime Configuration Args 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_ strparameters 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_ strpath 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 Property Map Configuration for Anywhere fleet.
- build
Id 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.
- certificate
Configuration 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.
- compute
Type "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.
- desired
Ec2Instances 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.
- ec2Inbound
Permissions 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.
- ec2Instance
Type 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.
- fleet
Type "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.
- instance
Role StringArn 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>
- log
Paths 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()
- max
Size 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.
- metric
Groups 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.
- min
Size 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.
- new
Game "FullSession Protection Policy Protection" | "No Protection" 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 StringAws Account Id 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 StringId 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 Property MapLimit Policy A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.
- runtime
Configuration 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.
- script
Id 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.
- server
Launch StringParameters 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 StringPath 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:
Supporting Types
FleetAnywhereConfiguration, FleetAnywhereConfigurationArgs
- 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, FleetCertificateConfigurationArgs
FleetCertificateConfigurationCertificateType, FleetCertificateConfigurationCertificateTypeArgs
- Disabled
- DISABLED
- Generated
- GENERATED
- Fleet
Certificate Configuration Certificate Type Disabled - DISABLED
- Fleet
Certificate Configuration Certificate Type Generated - GENERATED
- Disabled
- DISABLED
- Generated
- GENERATED
- Disabled
- DISABLED
- Generated
- GENERATED
- DISABLED
- DISABLED
- GENERATED
- GENERATED
- "DISABLED"
- DISABLED
- "GENERATED"
- GENERATED
FleetComputeType, FleetComputeTypeArgs
- Ec2
- EC2
- Anywhere
- ANYWHERE
- Fleet
Compute Type Ec2 - EC2
- Fleet
Compute Type Anywhere - ANYWHERE
- Ec2
- EC2
- Anywhere
- ANYWHERE
- Ec2
- EC2
- Anywhere
- ANYWHERE
- EC2
- EC2
- ANYWHERE
- ANYWHERE
- "EC2"
- EC2
- "ANYWHERE"
- ANYWHERE
FleetIpPermission, FleetIpPermissionArgs
- From
Port int A starting value for a range of allowed port numbers.
- Ip
Range 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.
Aws Native. Game Lift. Fleet Ip Permission Protocol 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.
- From
Port int A starting value for a range of allowed port numbers.
- Ip
Range 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
Fleet
Ip Permission Protocol 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.
- from
Port Integer A starting value for a range of allowed port numbers.
- ip
Range 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
Fleet
Ip Permission Protocol The network communication protocol used by the fleet.
- to
Port Integer An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.
- from
Port number A starting value for a range of allowed port numbers.
- ip
Range 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
Fleet
Ip Permission Protocol The network communication protocol used by the fleet.
- to
Port 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
Fleet
Ip Permission Protocol 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.
- from
Port Number A starting value for a range of allowed port numbers.
- ip
Range 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.
- to
Port Number An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.
FleetIpPermissionProtocol, FleetIpPermissionProtocolArgs
- Tcp
- TCP
- Udp
- UDP
- Fleet
Ip Permission Protocol Tcp - TCP
- Fleet
Ip Permission Protocol Udp - UDP
- Tcp
- TCP
- Udp
- UDP
- Tcp
- TCP
- Udp
- UDP
- TCP
- TCP
- UDP
- UDP
- "TCP"
- TCP
- "UDP"
- UDP
FleetLocationCapacity, FleetLocationCapacityArgs
- Desired
Ec2Instances 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.
- Desired
Ec2Instances 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.
- desired
Ec2Instances 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.
- max
Size 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.
- min
Size 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.
- desired
Ec2Instances 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.
- max
Size 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.
- min
Size 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_ intinstances 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.
- desired
Ec2Instances 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.
- max
Size 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.
- min
Size 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, FleetLocationConfigurationArgs
FleetNewGameSessionProtectionPolicy, FleetNewGameSessionProtectionPolicyArgs
- Full
Protection - FullProtection
- No
Protection - NoProtection
- Fleet
New Game Session Protection Policy Full Protection - FullProtection
- Fleet
New Game Session Protection Policy No Protection - NoProtection
- Full
Protection - FullProtection
- No
Protection - NoProtection
- Full
Protection - FullProtection
- No
Protection - NoProtection
- FULL_PROTECTION
- FullProtection
- NO_PROTECTION
- NoProtection
- "Full
Protection" - FullProtection
- "No
Protection" - NoProtection
FleetResourceCreationLimitPolicy, FleetResourceCreationLimitPolicyArgs
- New
Game intSessions Per Creator The maximum number of game sessions that an individual can create during the policy period.
- Policy
Period intIn Minutes The time span used in evaluating the resource creation limit policy.
- New
Game intSessions Per Creator The maximum number of game sessions that an individual can create during the policy period.
- Policy
Period intIn Minutes The time span used in evaluating the resource creation limit policy.
- new
Game IntegerSessions Per Creator The maximum number of game sessions that an individual can create during the policy period.
- policy
Period IntegerIn Minutes The time span used in evaluating the resource creation limit policy.
- new
Game numberSessions Per Creator The maximum number of game sessions that an individual can create during the policy period.
- policy
Period numberIn Minutes The time span used in evaluating the resource creation limit policy.
- new_
game_ intsessions_ per_ creator The maximum number of game sessions that an individual can create during the policy period.
- policy_
period_ intin_ minutes The time span used in evaluating the resource creation limit policy.
- new
Game NumberSessions Per Creator The maximum number of game sessions that an individual can create during the policy period.
- policy
Period NumberIn Minutes The time span used in evaluating the resource creation limit policy.
FleetRuntimeConfiguration, FleetRuntimeConfigurationArgs
- Game
Session intActivation Timeout Seconds 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 intGame Session Activations 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 List<Pulumi.Aws Native. Game Lift. Inputs. Fleet Server Process> A collection of server process configurations that describe which server processes to run on each instance in a fleet.
- Game
Session intActivation Timeout Seconds 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 intGame Session Activations 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 []FleetServer Process A collection of server process configurations that describe which server processes to run on each instance in a fleet.
- game
Session IntegerActivation Timeout Seconds 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 IntegerGame Session Activations 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 List<FleetServer Process> A collection of server process configurations that describe which server processes to run on each instance in a fleet.
- game
Session numberActivation Timeout Seconds 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 numberGame Session Activations 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 FleetServer Process[] A collection of server process configurations that describe which server processes to run on each instance in a fleet.
- game_
session_ intactivation_ timeout_ seconds 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_ intgame_ session_ activations 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[FleetServer Process] A collection of server process configurations that describe which server processes to run on each instance in a fleet.
- game
Session NumberActivation Timeout Seconds 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 NumberGame Session Activations 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 List<Property Map> A collection of server process configurations that describe which server processes to run on each instance in a fleet.
FleetServerProcess, FleetServerProcessArgs
- Concurrent
Executions int The number of server processes that use this configuration to run concurrently on an instance.
- Launch
Path 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 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 Integer The number of server processes that use this configuration to run concurrently on an instance.
- launch
Path 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 number The number of server processes that use this configuration to run concurrently on an instance.
- launch
Path 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.
- concurrent
Executions Number The number of server processes that use this configuration to run concurrently on an instance.
- launch
Path 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, FleetTypeArgs
- On
Demand - ON_DEMAND
- Spot
- SPOT
- Fleet
Type On Demand - ON_DEMAND
- Fleet
Type Spot - SPOT
- On
Demand - ON_DEMAND
- Spot
- SPOT
- On
Demand - ON_DEMAND
- Spot
- SPOT
- ON_DEMAND
- ON_DEMAND
- SPOT
- SPOT
- "ON_DEMAND"
- ON_DEMAND
- "SPOT"
- SPOT
Package Details
- Repository
- AWS Native pulumi/pulumi-aws-native
- License
- Apache-2.0
AWS Native is in preview. AWS Classic is fully supported.