incident.EscalationPath
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Create and manage escalations.
With incident.io On-call you can create escalation paths that describe how a page should be escalated to people and schedules, and create escalations that will execute those paths.
Example Usage
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package generated_program;
import com.pulumi.Context;
import com.pulumi.Pulumi;
import com.pulumi.core.Output;
import com.pulumi.incident.Schedule;
import com.pulumi.incident.ScheduleArgs;
import com.pulumi.incident.inputs.ScheduleRotationArgs;
import com.pulumi.incident.EscalationPath;
import com.pulumi.incident.EscalationPathArgs;
import com.pulumi.incident.inputs.EscalationPathPathArgs;
import com.pulumi.incident.inputs.EscalationPathPathIfElseArgs;
import com.pulumi.incident.inputs.EscalationPathWorkingHourArgs;
import java.util.List;
import java.util.ArrayList;
import java.util.Map;
import java.io.File;
import java.nio.file.Files;
import java.nio.file.Paths;
public class App {
public static void main(String[] args) {
Pulumi.run(App::stack);
}
public static void stack(Context ctx) {
// This is the primary schedule that receives pages in working hours.
var primaryOnCall = new Schedule("primaryOnCall", ScheduleArgs.builder()
.timezone("Europe/London")
.rotations(ScheduleRotationArgs.builder()
.id("primary")
.name("Primary")
.versions(ScheduleRotationVersionArgs.builder()
.handoverStartAt("2024-05-01T12:00:00Z")
.users()
.layers(ScheduleRotationVersionLayerArgs.builder()
.id("primary")
.name("Primary")
.build())
.handovers(ScheduleRotationVersionHandoverArgs.builder()
.intervalType("daily")
.interval(1)
.build())
.build())
.build())
.build());
// If in working hours, send high-urgency alerts. Otherwise use low-urgency.
var urgentSupport = new EscalationPath("urgentSupport", EscalationPathArgs.builder()
.paths(EscalationPathPathArgs.builder()
.id("start")
.type("if_else")
.ifElse(EscalationPathPathIfElseArgs.builder()
.conditions(EscalationPathPathIfElseConditionArgs.builder()
.operation("is_active")
.paramBindings()
.subject("escalation.working_hours[\"UK\"]")
.build())
.thenPath(
%!v(PANIC=Format method: runtime error: invalid memory address or nil pointer dereference),
%!v(PANIC=Format method: runtime error: invalid memory address or nil pointer dereference))
.elsePath(%!v(PANIC=Format method: runtime error: invalid memory address or nil pointer dereference))
.build())
.build())
.workingHours(EscalationPathWorkingHourArgs.builder()
.id("UK")
.name("UK")
.timezone("Europe/London")
.weekdayIntervals(EscalationPathWorkingHourWeekdayIntervalArgs.builder()
.weekday("monday")
.startTime("09:00")
.endTime("17:00")
.build())
.build())
.teamIds(
"01FCNDV6P870EA6S7TK1DSYD00",
"01FCNDV6P870EA6S7TK1DSYD01")
.build());
}
}
resources:
# This is the primary schedule that receives pages in working hours.
primaryOnCall:
type: incident:Schedule
properties:
timezone: Europe/London
rotations:
- id: primary
name: Primary
versions:
- handoverStartAt: 2024-05-01T12:00:00Z
users: []
layers:
- id: primary
name: Primary
handovers:
- intervalType: daily
interval: 1
# If in working hours, send high-urgency alerts. Otherwise use low-urgency.
urgentSupport:
type: incident:EscalationPath
properties:
paths:
- id: start
type: if_else
ifElse:
conditions:
- operation: is_active
paramBindings: []
subject: escalation.working_hours["UK"]
thenPath:
- type: level
level:
targets:
- type: schedule
id: ${primaryOnCall.id}
urgency: high
timeToAckSeconds: 300
- type: repeat
repeat:
repeatTimes: 3
toNode: start
elsePath:
- type: level
level:
targets:
- type: schedule
id: ${primaryOnCall.id}
urgency: low
timeToAckSeconds: 300
workingHours:
- id: UK
name: UK
timezone: Europe/London
weekdayIntervals:
- weekday: monday
startTime: 09:00
endTime: 17:00
# Teams that use this escalation path
teamIds:
- 01FCNDV6P870EA6S7TK1DSYD00
- 01FCNDV6P870EA6S7TK1DSYD01
Create EscalationPath Resource
Resources are created with functions called constructors. To learn more about declaring and configuring resources, see Resources.
Constructor syntax
new EscalationPath(name: string, args: EscalationPathArgs, opts?: CustomResourceOptions);
@overload
def EscalationPath(resource_name: str,
args: EscalationPathArgs,
opts: Optional[ResourceOptions] = None)
@overload
def EscalationPath(resource_name: str,
opts: Optional[ResourceOptions] = None,
paths: Optional[Sequence[EscalationPathPathArgs]] = None,
name: Optional[str] = None,
team_ids: Optional[Sequence[str]] = None,
working_hours: Optional[Sequence[EscalationPathWorkingHourArgs]] = None)
func NewEscalationPath(ctx *Context, name string, args EscalationPathArgs, opts ...ResourceOption) (*EscalationPath, error)
public EscalationPath(string name, EscalationPathArgs args, CustomResourceOptions? opts = null)
public EscalationPath(String name, EscalationPathArgs args)
public EscalationPath(String name, EscalationPathArgs args, CustomResourceOptions options)
type: incident:EscalationPath
properties: # The arguments to resource properties.
options: # Bag of options to control resource's behavior.
Parameters
- name string
- The unique name of the resource.
- args EscalationPathArgs
- 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 EscalationPathArgs
- 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 EscalationPathArgs
- The arguments to resource properties.
- opts ResourceOption
- Bag of options to control resource's behavior.
- name string
- The unique name of the resource.
- args EscalationPathArgs
- The arguments to resource properties.
- opts CustomResourceOptions
- Bag of options to control resource's behavior.
- name String
- The unique name of the resource.
- args EscalationPathArgs
- The arguments to resource properties.
- options CustomResourceOptions
- Bag of options to control resource's behavior.
Constructor example
The following reference example uses placeholder values for all input properties.
var escalationPathResource = new Incident.EscalationPath("escalationPathResource", new()
{
Paths = new[]
{
new Incident.Inputs.EscalationPathPathArgs
{
Type = "string",
Id = "string",
IfElse = new Incident.Inputs.EscalationPathPathIfElseArgs
{
Conditions = new[]
{
new Incident.Inputs.EscalationPathPathIfElseConditionArgs
{
Operation = "string",
ParamBindings = new[]
{
new Incident.Inputs.EscalationPathPathIfElseConditionParamBindingArgs
{
ArrayValues = new[]
{
new Incident.Inputs.EscalationPathPathIfElseConditionParamBindingArrayValueArgs
{
Literal = "string",
Reference = "string",
},
},
Value = new Incident.Inputs.EscalationPathPathIfElseConditionParamBindingValueArgs
{
Literal = "string",
Reference = "string",
},
},
},
Subject = "string",
},
},
ThenPaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathArgs
{
Type = "string",
Id = "string",
IfElse = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseArgs
{
Conditions = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseConditionArgs
{
Operation = "string",
ParamBindings = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArgs
{
ArrayValues = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs
{
Literal = "string",
Reference = "string",
},
},
Value = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseConditionParamBindingValueArgs
{
Literal = "string",
Reference = "string",
},
},
},
Subject = "string",
},
},
ThenPaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathArgs
{
Type = "string",
Id = "string",
IfElse = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseArgs
{
Conditions = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArgs
{
Operation = "string",
ParamBindings = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArgs
{
ArrayValues = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs
{
Literal = "string",
Reference = "string",
},
},
Value = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValueArgs
{
Literal = "string",
Reference = "string",
},
},
},
Subject = "string",
},
},
ThenPaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArgs
{
Type = "string",
Id = "string",
Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
ElsePaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArgs
{
Type = "string",
Id = "string",
Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
},
Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseThenPathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
ElsePaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathArgs
{
Type = "string",
Id = "string",
IfElse = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseArgs
{
Conditions = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArgs
{
Operation = "string",
ParamBindings = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArgs
{
ArrayValues = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs
{
Literal = "string",
Reference = "string",
},
},
Value = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValueArgs
{
Literal = "string",
Reference = "string",
},
},
},
Subject = "string",
},
},
ThenPaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArgs
{
Type = "string",
Id = "string",
Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
ElsePaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArgs
{
Type = "string",
Id = "string",
Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
},
Level = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathIfElseElsePathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
},
Level = new Incident.Inputs.EscalationPathPathIfElseThenPathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseThenPathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseThenPathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseThenPathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseThenPathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
ElsePaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathArgs
{
Type = "string",
Id = "string",
IfElse = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseArgs
{
Conditions = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseConditionArgs
{
Operation = "string",
ParamBindings = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArgs
{
ArrayValues = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs
{
Literal = "string",
Reference = "string",
},
},
Value = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseConditionParamBindingValueArgs
{
Literal = "string",
Reference = "string",
},
},
},
Subject = "string",
},
},
ThenPaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathArgs
{
Type = "string",
Id = "string",
IfElse = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseArgs
{
Conditions = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionArgs
{
Operation = "string",
ParamBindings = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArgs
{
ArrayValues = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValueArgs
{
Literal = "string",
Reference = "string",
},
},
Value = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValueArgs
{
Literal = "string",
Reference = "string",
},
},
},
Subject = "string",
},
},
ThenPaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathArgs
{
Type = "string",
Id = "string",
Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
ElsePaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathArgs
{
Type = "string",
Id = "string",
Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
},
Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseThenPathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
ElsePaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathArgs
{
Type = "string",
Id = "string",
IfElse = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseArgs
{
Conditions = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionArgs
{
Operation = "string",
ParamBindings = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArgs
{
ArrayValues = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValueArgs
{
Literal = "string",
Reference = "string",
},
},
Value = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValueArgs
{
Literal = "string",
Reference = "string",
},
},
},
Subject = "string",
},
},
ThenPaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathArgs
{
Type = "string",
Id = "string",
Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
ElsePaths = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathArgs
{
Type = "string",
Id = "string",
Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
},
Level = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathIfElseElsePathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
},
Level = new Incident.Inputs.EscalationPathPathIfElseElsePathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathIfElseElsePathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathIfElseElsePathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathIfElseElsePathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathIfElseElsePathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
},
Level = new Incident.Inputs.EscalationPathPathLevelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathLevelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
RoundRobinConfig = new Incident.Inputs.EscalationPathPathLevelRoundRobinConfigArgs
{
Enabled = false,
RotateAfterSeconds = 0,
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
NotifyChannel = new Incident.Inputs.EscalationPathPathNotifyChannelArgs
{
Targets = new[]
{
new Incident.Inputs.EscalationPathPathNotifyChannelTargetArgs
{
Id = "string",
Type = "string",
Urgency = "string",
ScheduleMode = "string",
},
},
TimeToAckIntervalCondition = "string",
TimeToAckSeconds = 0,
TimeToAckWeekdayIntervalConfigId = "string",
},
Repeat = new Incident.Inputs.EscalationPathPathRepeatArgs
{
RepeatTimes = 0,
ToNode = "string",
},
},
},
Name = "string",
TeamIds = new[]
{
"string",
},
WorkingHours = new[]
{
new Incident.Inputs.EscalationPathWorkingHourArgs
{
Id = "string",
Name = "string",
Timezone = "string",
WeekdayIntervals = new[]
{
new Incident.Inputs.EscalationPathWorkingHourWeekdayIntervalArgs
{
EndTime = "string",
StartTime = "string",
Weekday = "string",
},
},
},
},
});
example, err := incident.NewEscalationPath(ctx, "escalationPathResource", &incident.EscalationPathArgs{
Paths: incident.EscalationPathPathArray{
&incident.EscalationPathPathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
IfElse: &incident.EscalationPathPathIfElseArgs{
Conditions: incident.EscalationPathPathIfElseConditionArray{
&incident.EscalationPathPathIfElseConditionArgs{
Operation: pulumi.String("string"),
ParamBindings: incident.EscalationPathPathIfElseConditionParamBindingArray{
&incident.EscalationPathPathIfElseConditionParamBindingArgs{
ArrayValues: incident.EscalationPathPathIfElseConditionParamBindingArrayValueArray{
&incident.EscalationPathPathIfElseConditionParamBindingArrayValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
Value: &incident.EscalationPathPathIfElseConditionParamBindingValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
},
Subject: pulumi.String("string"),
},
},
ThenPaths: incident.EscalationPathPathIfElseThenPathArray{
&incident.EscalationPathPathIfElseThenPathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
IfElse: &incident.EscalationPathPathIfElseThenPathIfElseArgs{
Conditions: incident.EscalationPathPathIfElseThenPathIfElseConditionArray{
&incident.EscalationPathPathIfElseThenPathIfElseConditionArgs{
Operation: pulumi.String("string"),
ParamBindings: incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArray{
&incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArgs{
ArrayValues: incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArray{
&incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
Value: &incident.EscalationPathPathIfElseThenPathIfElseConditionParamBindingValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
},
Subject: pulumi.String("string"),
},
},
ThenPaths: incident.EscalationPathPathIfElseThenPathIfElseThenPathArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
IfElse: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseArgs{
Conditions: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArgs{
Operation: pulumi.String("string"),
ParamBindings: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArgs{
ArrayValues: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
Value: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
},
Subject: pulumi.String("string"),
},
},
ThenPaths: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
Level: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
ElsePaths: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
Level: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
},
Level: &incident.EscalationPathPathIfElseThenPathIfElseThenPathLevelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseThenPathIfElseThenPathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
ElsePaths: incident.EscalationPathPathIfElseThenPathIfElseElsePathArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
IfElse: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseArgs{
Conditions: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArgs{
Operation: pulumi.String("string"),
ParamBindings: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArgs{
ArrayValues: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
Value: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
},
Subject: pulumi.String("string"),
},
},
ThenPaths: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
Level: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
ElsePaths: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
Level: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
},
Level: &incident.EscalationPathPathIfElseThenPathIfElseElsePathLevelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseThenPathIfElseElsePathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
},
Level: &incident.EscalationPathPathIfElseThenPathLevelArgs{
Targets: incident.EscalationPathPathIfElseThenPathLevelTargetArray{
&incident.EscalationPathPathIfElseThenPathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseThenPathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseThenPathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseThenPathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseThenPathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseThenPathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
ElsePaths: incident.EscalationPathPathIfElseElsePathArray{
&incident.EscalationPathPathIfElseElsePathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
IfElse: &incident.EscalationPathPathIfElseElsePathIfElseArgs{
Conditions: incident.EscalationPathPathIfElseElsePathIfElseConditionArray{
&incident.EscalationPathPathIfElseElsePathIfElseConditionArgs{
Operation: pulumi.String("string"),
ParamBindings: incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArray{
&incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArgs{
ArrayValues: incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValueArray{
&incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
Value: &incident.EscalationPathPathIfElseElsePathIfElseConditionParamBindingValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
},
Subject: pulumi.String("string"),
},
},
ThenPaths: incident.EscalationPathPathIfElseElsePathIfElseThenPathArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
IfElse: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseArgs{
Conditions: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionArgs{
Operation: pulumi.String("string"),
ParamBindings: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArgs{
ArrayValues: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValueArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
Value: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
},
Subject: pulumi.String("string"),
},
},
ThenPaths: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
Level: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
ElsePaths: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
Level: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
},
Level: &incident.EscalationPathPathIfElseElsePathIfElseThenPathLevelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathLevelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseElsePathIfElseThenPathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
ElsePaths: incident.EscalationPathPathIfElseElsePathIfElseElsePathArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
IfElse: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseArgs{
Conditions: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionArgs{
Operation: pulumi.String("string"),
ParamBindings: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArgs{
ArrayValues: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValueArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
Value: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValueArgs{
Literal: pulumi.String("string"),
Reference: pulumi.String("string"),
},
},
},
Subject: pulumi.String("string"),
},
},
ThenPaths: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
Level: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
ElsePaths: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathArgs{
Type: pulumi.String("string"),
Id: pulumi.String("string"),
Level: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
},
Level: &incident.EscalationPathPathIfElseElsePathIfElseElsePathLevelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathLevelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseElsePathIfElseElsePathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
},
Level: &incident.EscalationPathPathIfElseElsePathLevelArgs{
Targets: incident.EscalationPathPathIfElseElsePathLevelTargetArray{
&incident.EscalationPathPathIfElseElsePathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathIfElseElsePathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathIfElseElsePathNotifyChannelArgs{
Targets: incident.EscalationPathPathIfElseElsePathNotifyChannelTargetArray{
&incident.EscalationPathPathIfElseElsePathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathIfElseElsePathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
},
Level: &incident.EscalationPathPathLevelArgs{
Targets: incident.EscalationPathPathLevelTargetArray{
&incident.EscalationPathPathLevelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
RoundRobinConfig: &incident.EscalationPathPathLevelRoundRobinConfigArgs{
Enabled: pulumi.Bool(false),
RotateAfterSeconds: pulumi.Float64(0),
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
NotifyChannel: &incident.EscalationPathPathNotifyChannelArgs{
Targets: incident.EscalationPathPathNotifyChannelTargetArray{
&incident.EscalationPathPathNotifyChannelTargetArgs{
Id: pulumi.String("string"),
Type: pulumi.String("string"),
Urgency: pulumi.String("string"),
ScheduleMode: pulumi.String("string"),
},
},
TimeToAckIntervalCondition: pulumi.String("string"),
TimeToAckSeconds: pulumi.Float64(0),
TimeToAckWeekdayIntervalConfigId: pulumi.String("string"),
},
Repeat: &incident.EscalationPathPathRepeatArgs{
RepeatTimes: pulumi.Float64(0),
ToNode: pulumi.String("string"),
},
},
},
Name: pulumi.String("string"),
TeamIds: pulumi.StringArray{
pulumi.String("string"),
},
WorkingHours: incident.EscalationPathWorkingHourArray{
&incident.EscalationPathWorkingHourArgs{
Id: pulumi.String("string"),
Name: pulumi.String("string"),
Timezone: pulumi.String("string"),
WeekdayIntervals: incident.EscalationPathWorkingHourWeekdayIntervalArray{
&incident.EscalationPathWorkingHourWeekdayIntervalArgs{
EndTime: pulumi.String("string"),
StartTime: pulumi.String("string"),
Weekday: pulumi.String("string"),
},
},
},
},
})
var escalationPathResource = new EscalationPath("escalationPathResource", EscalationPathArgs.builder()
.paths(EscalationPathPathArgs.builder()
.type("string")
.id("string")
.ifElse(EscalationPathPathIfElseArgs.builder()
.conditions(EscalationPathPathIfElseConditionArgs.builder()
.operation("string")
.paramBindings(EscalationPathPathIfElseConditionParamBindingArgs.builder()
.arrayValues(EscalationPathPathIfElseConditionParamBindingArrayValueArgs.builder()
.literal("string")
.reference("string")
.build())
.value(EscalationPathPathIfElseConditionParamBindingValueArgs.builder()
.literal("string")
.reference("string")
.build())
.build())
.subject("string")
.build())
.thenPaths(EscalationPathPathIfElseThenPathArgs.builder()
.type("string")
.id("string")
.ifElse(EscalationPathPathIfElseThenPathIfElseArgs.builder()
.conditions(EscalationPathPathIfElseThenPathIfElseConditionArgs.builder()
.operation("string")
.paramBindings(EscalationPathPathIfElseThenPathIfElseConditionParamBindingArgs.builder()
.arrayValues(EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs.builder()
.literal("string")
.reference("string")
.build())
.value(EscalationPathPathIfElseThenPathIfElseConditionParamBindingValueArgs.builder()
.literal("string")
.reference("string")
.build())
.build())
.subject("string")
.build())
.thenPaths(EscalationPathPathIfElseThenPathIfElseThenPathArgs.builder()
.type("string")
.id("string")
.ifElse(EscalationPathPathIfElseThenPathIfElseThenPathIfElseArgs.builder()
.conditions(EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArgs.builder()
.operation("string")
.paramBindings(EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArgs.builder()
.arrayValues(EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs.builder()
.literal("string")
.reference("string")
.build())
.value(EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValueArgs.builder()
.literal("string")
.reference("string")
.build())
.build())
.subject("string")
.build())
.thenPaths(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArgs.builder()
.type("string")
.id("string")
.level(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.roundRobinConfig(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs.builder()
.enabled(false)
.rotateAfterSeconds(0)
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.notifyChannel(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.repeat(EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeatArgs.builder()
.repeatTimes(0)
.toNode("string")
.build())
.build())
.elsePaths(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArgs.builder()
.type("string")
.id("string")
.level(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.roundRobinConfig(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs.builder()
.enabled(false)
.rotateAfterSeconds(0)
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.notifyChannel(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.repeat(EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeatArgs.builder()
.repeatTimes(0)
.toNode("string")
.build())
.build())
.build())
.level(EscalationPathPathIfElseThenPathIfElseThenPathLevelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.roundRobinConfig(EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs.builder()
.enabled(false)
.rotateAfterSeconds(0)
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.notifyChannel(EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.repeat(EscalationPathPathIfElseThenPathIfElseThenPathRepeatArgs.builder()
.repeatTimes(0)
.toNode("string")
.build())
.build())
.elsePaths(EscalationPathPathIfElseThenPathIfElseElsePathArgs.builder()
.type("string")
.id("string")
.ifElse(EscalationPathPathIfElseThenPathIfElseElsePathIfElseArgs.builder()
.conditions(EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArgs.builder()
.operation("string")
.paramBindings(EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArgs.builder()
.arrayValues(EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs.builder()
.literal("string")
.reference("string")
.build())
.value(EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValueArgs.builder()
.literal("string")
.reference("string")
.build())
.build())
.subject("string")
.build())
.thenPaths(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArgs.builder()
.type("string")
.id("string")
.level(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.roundRobinConfig(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs.builder()
.enabled(false)
.rotateAfterSeconds(0)
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.notifyChannel(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.repeat(EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeatArgs.builder()
.repeatTimes(0)
.toNode("string")
.build())
.build())
.elsePaths(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArgs.builder()
.type("string")
.id("string")
.level(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.roundRobinConfig(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs.builder()
.enabled(false)
.rotateAfterSeconds(0)
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.notifyChannel(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
.repeat(EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeatArgs.builder()
.repeatTimes(0)
.toNode("string")
.build())
.build())
.build())
.level(EscalationPathPathIfElseThenPathIfElseElsePathLevelArgs.builder()
.targets(EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArgs.builder()
.id("string")
.type("string")
.urgency("string")
.scheduleMode("string")
.build())
.roundRobinConfig(EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs.builder()
.enabled(false)
.rotateAfterSeconds(0)
.build())
.timeToAckIntervalCondition("string")
.timeToAckSeconds(0)
.timeToAckWeekdayIntervalConfigId("string")
.build())
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.toNode("string")
.build())
.build())
.build())
.level(EscalationPathPathIfElseThenPathLevelArgs.builder()
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.build())
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.build())
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"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"round_robin_config": {
"enabled": False,
"rotate_after_seconds": 0,
},
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"notify_channel": {
"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"repeat": {
"repeat_times": 0,
"to_node": "string",
},
}],
"else_paths": [{
"type": "string",
"id": "string",
"level": {
"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"round_robin_config": {
"enabled": False,
"rotate_after_seconds": 0,
},
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"notify_channel": {
"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"repeat": {
"repeat_times": 0,
"to_node": "string",
},
}],
},
"level": {
"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"round_robin_config": {
"enabled": False,
"rotate_after_seconds": 0,
},
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"notify_channel": {
"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"repeat": {
"repeat_times": 0,
"to_node": "string",
},
}],
},
"level": {
"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"round_robin_config": {
"enabled": False,
"rotate_after_seconds": 0,
},
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"notify_channel": {
"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"repeat": {
"repeat_times": 0,
"to_node": "string",
},
}],
},
"level": {
"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"round_robin_config": {
"enabled": False,
"rotate_after_seconds": 0,
},
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"notify_channel": {
"targets": [{
"id": "string",
"type": "string",
"urgency": "string",
"schedule_mode": "string",
}],
"time_to_ack_interval_condition": "string",
"time_to_ack_seconds": 0,
"time_to_ack_weekday_interval_config_id": "string",
},
"repeat": {
"repeat_times": 0,
"to_node": "string",
},
}],
name="string",
team_ids=["string"],
working_hours=[{
"id": "string",
"name": "string",
"timezone": "string",
"weekday_intervals": [{
"end_time": "string",
"start_time": "string",
"weekday": "string",
}],
}])
const escalationPathResource = new incident.EscalationPath("escalationPathResource", {
paths: [{
type: "string",
id: "string",
ifElse: {
conditions: [{
operation: "string",
paramBindings: [{
arrayValues: [{
literal: "string",
reference: "string",
}],
value: {
literal: "string",
reference: "string",
},
}],
subject: "string",
}],
thenPaths: [{
type: "string",
id: "string",
ifElse: {
conditions: [{
operation: "string",
paramBindings: [{
arrayValues: [{
literal: "string",
reference: "string",
}],
value: {
literal: "string",
reference: "string",
},
}],
subject: "string",
}],
thenPaths: [{
type: "string",
id: "string",
ifElse: {
conditions: [{
operation: "string",
paramBindings: [{
arrayValues: [{
literal: "string",
reference: "string",
}],
value: {
literal: "string",
reference: "string",
},
}],
subject: "string",
}],
thenPaths: [{
type: "string",
id: "string",
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
elsePaths: [{
type: "string",
id: "string",
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
},
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
elsePaths: [{
type: "string",
id: "string",
ifElse: {
conditions: [{
operation: "string",
paramBindings: [{
arrayValues: [{
literal: "string",
reference: "string",
}],
value: {
literal: "string",
reference: "string",
},
}],
subject: "string",
}],
thenPaths: [{
type: "string",
id: "string",
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
elsePaths: [{
type: "string",
id: "string",
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
},
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
},
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
elsePaths: [{
type: "string",
id: "string",
ifElse: {
conditions: [{
operation: "string",
paramBindings: [{
arrayValues: [{
literal: "string",
reference: "string",
}],
value: {
literal: "string",
reference: "string",
},
}],
subject: "string",
}],
thenPaths: [{
type: "string",
id: "string",
ifElse: {
conditions: [{
operation: "string",
paramBindings: [{
arrayValues: [{
literal: "string",
reference: "string",
}],
value: {
literal: "string",
reference: "string",
},
}],
subject: "string",
}],
thenPaths: [{
type: "string",
id: "string",
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
elsePaths: [{
type: "string",
id: "string",
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
},
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
elsePaths: [{
type: "string",
id: "string",
ifElse: {
conditions: [{
operation: "string",
paramBindings: [{
arrayValues: [{
literal: "string",
reference: "string",
}],
value: {
literal: "string",
reference: "string",
},
}],
subject: "string",
}],
thenPaths: [{
type: "string",
id: "string",
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
elsePaths: [{
type: "string",
id: "string",
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
},
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
},
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
},
level: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
roundRobinConfig: {
enabled: false,
rotateAfterSeconds: 0,
},
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
notifyChannel: {
targets: [{
id: "string",
type: "string",
urgency: "string",
scheduleMode: "string",
}],
timeToAckIntervalCondition: "string",
timeToAckSeconds: 0,
timeToAckWeekdayIntervalConfigId: "string",
},
repeat: {
repeatTimes: 0,
toNode: "string",
},
}],
name: "string",
teamIds: ["string"],
workingHours: [{
id: "string",
name: "string",
timezone: "string",
weekdayIntervals: [{
endTime: "string",
startTime: "string",
weekday: "string",
}],
}],
});
type: incident:EscalationPath
properties:
name: string
paths:
- id: string
ifElse:
conditions:
- operation: string
paramBindings:
- arrayValues:
- literal: string
reference: string
value:
literal: string
reference: string
subject: string
elsePaths:
- id: string
ifElse:
conditions:
- operation: string
paramBindings:
- arrayValues:
- literal: string
reference: string
value:
literal: string
reference: string
subject: string
elsePaths:
- id: string
ifElse:
conditions:
- operation: string
paramBindings:
- arrayValues:
- literal: string
reference: string
value:
literal: string
reference: string
subject: string
elsePaths:
- id: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
thenPaths:
- id: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
thenPaths:
- id: string
ifElse:
conditions:
- operation: string
paramBindings:
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reference: string
value:
literal: string
reference: string
subject: string
elsePaths:
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level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
thenPaths:
- id: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
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scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
level:
roundRobinConfig:
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rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
thenPaths:
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ifElse:
conditions:
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paramBindings:
- arrayValues:
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reference: string
value:
literal: string
reference: string
subject: string
elsePaths:
- id: string
ifElse:
conditions:
- operation: string
paramBindings:
- arrayValues:
- literal: string
reference: string
value:
literal: string
reference: string
subject: string
elsePaths:
- id: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
thenPaths:
- id: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
thenPaths:
- id: string
ifElse:
conditions:
- operation: string
paramBindings:
- arrayValues:
- literal: string
reference: string
value:
literal: string
reference: string
subject: string
elsePaths:
- id: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
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scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
thenPaths:
- id: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
level:
roundRobinConfig:
enabled: false
rotateAfterSeconds: 0
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
notifyChannel:
targets:
- id: string
scheduleMode: string
type: string
urgency: string
timeToAckIntervalCondition: string
timeToAckSeconds: 0
timeToAckWeekdayIntervalConfigId: string
repeat:
repeatTimes: 0
toNode: string
type: string
teamIds:
- string
workingHours:
- id: string
name: string
timezone: string
weekdayIntervals:
- endTime: string
startTime: string
weekday: string
EscalationPath Resource Properties
To learn more about resource properties and how to use them, see Inputs and Outputs in the Architecture and Concepts docs.
Inputs
In Python, inputs that are objects can be passed either as argument classes or as dictionary literals.
The EscalationPath resource accepts the following input properties:
- Paths
List<Escalation
Path Path> - The nodes that form the levels and branches of this escalation path.
- Name string
- The name of this escalation path, for the user's reference.
- Team
Ids List<string> - IDs of teams that own this schedule
- Working
Hours List<EscalationPath Working Hour> - The working hours for this escalation path.
- Paths
[]Escalation
Path Path Args - The nodes that form the levels and branches of this escalation path.
- Name string
- The name of this escalation path, for the user's reference.
- Team
Ids []string - IDs of teams that own this schedule
- Working
Hours []EscalationPath Working Hour Args - The working hours for this escalation path.
- paths
List<Escalation
Path Path> - The nodes that form the levels and branches of this escalation path.
- name String
- The name of this escalation path, for the user's reference.
- team
Ids List<String> - IDs of teams that own this schedule
- working
Hours List<EscalationPath Working Hour> - The working hours for this escalation path.
- paths
Escalation
Path Path[] - The nodes that form the levels and branches of this escalation path.
- name string
- The name of this escalation path, for the user's reference.
- team
Ids string[] - IDs of teams that own this schedule
- working
Hours EscalationPath Working Hour[] - The working hours for this escalation path.
- paths
Sequence[Escalation
Path Path Args] - The nodes that form the levels and branches of this escalation path.
- name str
- The name of this escalation path, for the user's reference.
- team_
ids Sequence[str] - IDs of teams that own this schedule
- working_
hours Sequence[EscalationPath Working Hour Args] - The working hours for this escalation path.
- paths List<Property Map>
- The nodes that form the levels and branches of this escalation path.
- name String
- The name of this escalation path, for the user's reference.
- team
Ids List<String> - IDs of teams that own this schedule
- working
Hours List<Property Map> - The working hours for this escalation path.
Outputs
All input properties are implicitly available as output properties. Additionally, the EscalationPath resource produces the following output properties:
- Id string
- The provider-assigned unique ID for this managed resource.
- Id string
- The provider-assigned unique ID for this managed resource.
- id String
- The provider-assigned unique ID for this managed resource.
- id string
- The provider-assigned unique ID for this managed resource.
- id str
- The provider-assigned unique ID for this managed resource.
- id String
- The provider-assigned unique ID for this managed resource.
Look up Existing EscalationPath Resource
Get an existing EscalationPath resource’s state with the given name, ID, and optional extra properties used to qualify the lookup.
public static get(name: string, id: Input<ID>, state?: EscalationPathState, opts?: CustomResourceOptions): EscalationPath
@staticmethod
def get(resource_name: str,
id: str,
opts: Optional[ResourceOptions] = None,
name: Optional[str] = None,
paths: Optional[Sequence[EscalationPathPathArgs]] = None,
team_ids: Optional[Sequence[str]] = None,
working_hours: Optional[Sequence[EscalationPathWorkingHourArgs]] = None) -> EscalationPath
func GetEscalationPath(ctx *Context, name string, id IDInput, state *EscalationPathState, opts ...ResourceOption) (*EscalationPath, error)
public static EscalationPath Get(string name, Input<string> id, EscalationPathState? state, CustomResourceOptions? opts = null)
public static EscalationPath get(String name, Output<String> id, EscalationPathState state, CustomResourceOptions options)
resources: _: type: incident:EscalationPath get: id: ${id}
- name
- The unique name of the resulting resource.
- id
- The unique provider ID of the resource to lookup.
- state
- Any extra arguments used during the lookup.
- opts
- A bag of options that control this resource's behavior.
- resource_name
- The unique name of the resulting resource.
- id
- The unique provider ID of the resource to lookup.
- name
- The unique name of the resulting resource.
- id
- The unique provider ID of the resource to lookup.
- state
- Any extra arguments used during the lookup.
- opts
- A bag of options that control this resource's behavior.
- name
- The unique name of the resulting resource.
- id
- The unique provider ID of the resource to lookup.
- state
- Any extra arguments used during the lookup.
- opts
- A bag of options that control this resource's behavior.
- name
- The unique name of the resulting resource.
- id
- The unique provider ID of the resource to lookup.
- state
- Any extra arguments used during the lookup.
- opts
- A bag of options that control this resource's behavior.
- Name string
- The name of this escalation path, for the user's reference.
- Paths
List<Escalation
Path Path> - The nodes that form the levels and branches of this escalation path.
- Team
Ids List<string> - IDs of teams that own this schedule
- Working
Hours List<EscalationPath Working Hour> - The working hours for this escalation path.
- Name string
- The name of this escalation path, for the user's reference.
- Paths
[]Escalation
Path Path Args - The nodes that form the levels and branches of this escalation path.
- Team
Ids []string - IDs of teams that own this schedule
- Working
Hours []EscalationPath Working Hour Args - The working hours for this escalation path.
- name String
- The name of this escalation path, for the user's reference.
- paths
List<Escalation
Path Path> - The nodes that form the levels and branches of this escalation path.
- team
Ids List<String> - IDs of teams that own this schedule
- working
Hours List<EscalationPath Working Hour> - The working hours for this escalation path.
- name string
- The name of this escalation path, for the user's reference.
- paths
Escalation
Path Path[] - The nodes that form the levels and branches of this escalation path.
- team
Ids string[] - IDs of teams that own this schedule
- working
Hours EscalationPath Working Hour[] - The working hours for this escalation path.
- name str
- The name of this escalation path, for the user's reference.
- paths
Sequence[Escalation
Path Path Args] - The nodes that form the levels and branches of this escalation path.
- team_
ids Sequence[str] - IDs of teams that own this schedule
- working_
hours Sequence[EscalationPath Working Hour Args] - The working hours for this escalation path.
- name String
- The name of this escalation path, for the user's reference.
- paths List<Property Map>
- The nodes that form the levels and branches of this escalation path.
- team
Ids List<String> - IDs of teams that own this schedule
- working
Hours List<Property Map> - The working hours for this escalation path.
Supporting Types
EscalationPathPath, EscalationPathPathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else - Level
Escalation
Path Path Level - Notify
Channel EscalationPath Path Notify Channel - Repeat
Escalation
Path Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else - Level
Escalation
Path Path Level - Notify
Channel EscalationPath Path Notify Channel - Repeat
Escalation
Path Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else - level
Escalation
Path Path Level - notify
Channel EscalationPath Path Notify Channel - repeat
Escalation
Path Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else - level
Escalation
Path Path Level - notify
Channel EscalationPath Path Notify Channel - repeat
Escalation
Path Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if_
else EscalationPath Path If Else - level
Escalation
Path Path Level - notify_
channel EscalationPath Path Notify Channel - repeat
Escalation
Path Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else Property Map - level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElse, EscalationPathPathIfElseArgs
- Conditions
List<Escalation
Path Path If Else Condition> - The prerequisite conditions that must all be satisfied
- Then
Paths List<EscalationPath Path If Else Then Path> - Then path nodes
- Else
Paths List<EscalationPath Path If Else Else Path> - The nodes that form the levels if our condition is not met
- Conditions
[]Escalation
Path Path If Else Condition - The prerequisite conditions that must all be satisfied
- Then
Paths []EscalationPath Path If Else Then Path - Then path nodes
- Else
Paths []EscalationPath Path If Else Else Path - The nodes that form the levels if our condition is not met
- conditions
List<Escalation
Path Path If Else Condition> - The prerequisite conditions that must all be satisfied
- then
Paths List<EscalationPath Path If Else Then Path> - Then path nodes
- else
Paths List<EscalationPath Path If Else Else Path> - The nodes that form the levels if our condition is not met
- conditions
Escalation
Path Path If Else Condition[] - The prerequisite conditions that must all be satisfied
- then
Paths EscalationPath Path If Else Then Path[] - Then path nodes
- else
Paths EscalationPath Path If Else Else Path[] - The nodes that form the levels if our condition is not met
- conditions
Sequence[Escalation
Path Path If Else Condition] - The prerequisite conditions that must all be satisfied
- then_
paths Sequence[EscalationPath Path If Else Then Path] - Then path nodes
- else_
paths Sequence[EscalationPath Path If Else Else Path] - The nodes that form the levels if our condition is not met
- conditions List<Property Map>
- The prerequisite conditions that must all be satisfied
- then
Paths List<Property Map> - Then path nodes
- else
Paths List<Property Map> - The nodes that form the levels if our condition is not met
EscalationPathPathIfElseCondition, EscalationPathPathIfElseConditionArgs
- Operation string
- The logical operation to be applied
- Param
Bindings List<EscalationPath Path If Else Condition Param Binding> - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- Operation string
- The logical operation to be applied
- Param
Bindings []EscalationPath Path If Else Condition Param Binding - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<EscalationPath Path If Else Condition Param Binding> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
- operation string
- The logical operation to be applied
- param
Bindings EscalationPath Path If Else Condition Param Binding[] - Bindings for the operation parameters
- subject string
- The subject of the condition, on which the operation is applied
- operation str
- The logical operation to be applied
- param_
bindings Sequence[EscalationPath Path If Else Condition Param Binding] - Bindings for the operation parameters
- subject str
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<Property Map> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
EscalationPathPathIfElseConditionParamBinding, EscalationPathPathIfElseConditionParamBindingArgs
- Array
Values List<EscalationPath Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Condition Param Binding Value - The literal or reference parameter value
- Array
Values []EscalationPath Path If Else Condition Param Binding Array Value - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<EscalationPath Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values EscalationPath Path If Else Condition Param Binding Array Value[] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Condition Param Binding Value - The literal or reference parameter value
- array_
values Sequence[EscalationPath Path If Else Condition Param Binding Array Value] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<Property Map> - The array of literal or reference parameter values
- value Property Map
- The literal or reference parameter value
EscalationPathPathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseConditionParamBindingArrayValueArgs
EscalationPathPathIfElseConditionParamBindingValue, EscalationPathPathIfElseConditionParamBindingValueArgs
EscalationPathPathIfElseElsePath, EscalationPathPathIfElseElsePathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Else Path If Else - Level
Escalation
Path Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Else Path If Else - Level
Escalation
Path Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Else Path If Else - level
Escalation
Path Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Else Path If Else - level
Escalation
Path Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if_
else EscalationPath Path If Else Else Path If Else - level
Escalation
Path Path If Else Else Path Level - notify_
channel EscalationPath Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else Property Map - level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseElsePathIfElse, EscalationPathPathIfElseElsePathIfElseArgs
- Conditions
List<Escalation
Path Path If Else Else Path If Else Condition> - The prerequisite conditions that must all be satisfied
- Then
Paths List<EscalationPath Path If Else Else Path If Else Then Path> - Then path nodes
- Else
Paths List<EscalationPath Path If Else Else Path If Else Else Path> - The nodes that form the levels if our condition is not met
- Conditions
[]Escalation
Path Path If Else Else Path If Else Condition - The prerequisite conditions that must all be satisfied
- Then
Paths []EscalationPath Path If Else Else Path If Else Then Path - Then path nodes
- Else
Paths []EscalationPath Path If Else Else Path If Else Else Path - The nodes that form the levels if our condition is not met
- conditions
List<Escalation
Path Path If Else Else Path If Else Condition> - The prerequisite conditions that must all be satisfied
- then
Paths List<EscalationPath Path If Else Else Path If Else Then Path> - Then path nodes
- else
Paths List<EscalationPath Path If Else Else Path If Else Else Path> - The nodes that form the levels if our condition is not met
- conditions
Escalation
Path Path If Else Else Path If Else Condition[] - The prerequisite conditions that must all be satisfied
- then
Paths EscalationPath Path If Else Else Path If Else Then Path[] - Then path nodes
- else
Paths EscalationPath Path If Else Else Path If Else Else Path[] - The nodes that form the levels if our condition is not met
- conditions
Sequence[Escalation
Path Path If Else Else Path If Else Condition] - The prerequisite conditions that must all be satisfied
- then_
paths Sequence[EscalationPath Path If Else Else Path If Else Then Path] - Then path nodes
- else_
paths Sequence[EscalationPath Path If Else Else Path If Else Else Path] - The nodes that form the levels if our condition is not met
- conditions List<Property Map>
- The prerequisite conditions that must all be satisfied
- then
Paths List<Property Map> - Then path nodes
- else
Paths List<Property Map> - The nodes that form the levels if our condition is not met
EscalationPathPathIfElseElsePathIfElseCondition, EscalationPathPathIfElseElsePathIfElseConditionArgs
- Operation string
- The logical operation to be applied
- Param
Bindings List<EscalationPath Path If Else Else Path If Else Condition Param Binding> - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- Operation string
- The logical operation to be applied
- Param
Bindings []EscalationPath Path If Else Else Path If Else Condition Param Binding - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<EscalationPath Path If Else Else Path If Else Condition Param Binding> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
- operation string
- The logical operation to be applied
- param
Bindings EscalationPath Path If Else Else Path If Else Condition Param Binding[] - Bindings for the operation parameters
- subject string
- The subject of the condition, on which the operation is applied
- operation str
- The logical operation to be applied
- param_
bindings Sequence[EscalationPath Path If Else Else Path If Else Condition Param Binding] - Bindings for the operation parameters
- subject str
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<Property Map> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
EscalationPathPathIfElseElsePathIfElseConditionParamBinding, EscalationPathPathIfElseElsePathIfElseConditionParamBindingArgs
- Array
Values List<EscalationPath Path If Else Else Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- Array
Values []EscalationPath Path If Else Else Path If Else Condition Param Binding Array Value - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<EscalationPath Path If Else Else Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values EscalationPath Path If Else Else Path If Else Condition Param Binding Array Value[] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array_
values Sequence[EscalationPath Path If Else Else Path If Else Condition Param Binding Array Value] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<Property Map> - The array of literal or reference parameter values
- value Property Map
- The literal or reference parameter value
EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs
EscalationPathPathIfElseElsePathIfElseConditionParamBindingValue, EscalationPathPathIfElseElsePathIfElseConditionParamBindingValueArgs
EscalationPathPathIfElseElsePathIfElseElsePath, EscalationPathPathIfElseElsePathIfElseElsePathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Else Path If Else Else Path If Else - Level
Escalation
Path Path If Else Else Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Else Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Else Path If Else Else Path If Else - Level
Escalation
Path Path If Else Else Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Else Path If Else Else Path If Else - level
Escalation
Path Path If Else Else Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Else Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Else Path If Else Else Path If Else - level
Escalation
Path Path If Else Else Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Else Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if_
else EscalationPath Path If Else Else Path If Else Else Path If Else - level
Escalation
Path Path If Else Else Path If Else Else Path Level - notify_
channel EscalationPath Path If Else Else Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else Property Map - level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseElsePathIfElseElsePathIfElse, EscalationPathPathIfElseElsePathIfElseElsePathIfElseArgs
- Conditions
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Condition> - The prerequisite conditions that must all be satisfied
- Then
Paths List<EscalationPath Path If Else Else Path If Else Else Path If Else Then Path> - Then path nodes
- Else
Paths List<EscalationPath Path If Else Else Path If Else Else Path If Else Else Path> - The nodes that form the levels if our condition is not met
- Conditions
[]Escalation
Path Path If Else Else Path If Else Else Path If Else Condition - The prerequisite conditions that must all be satisfied
- Then
Paths []EscalationPath Path If Else Else Path If Else Else Path If Else Then Path - Then path nodes
- Else
Paths []EscalationPath Path If Else Else Path If Else Else Path If Else Else Path - The nodes that form the levels if our condition is not met
- conditions
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Condition> - The prerequisite conditions that must all be satisfied
- then
Paths List<EscalationPath Path If Else Else Path If Else Else Path If Else Then Path> - Then path nodes
- else
Paths List<EscalationPath Path If Else Else Path If Else Else Path If Else Else Path> - The nodes that form the levels if our condition is not met
- conditions
Escalation
Path Path If Else Else Path If Else Else Path If Else Condition[] - The prerequisite conditions that must all be satisfied
- then
Paths EscalationPath Path If Else Else Path If Else Else Path If Else Then Path[] - Then path nodes
- else
Paths EscalationPath Path If Else Else Path If Else Else Path If Else Else Path[] - The nodes that form the levels if our condition is not met
- conditions
Sequence[Escalation
Path Path If Else Else Path If Else Else Path If Else Condition] - The prerequisite conditions that must all be satisfied
- then_
paths Sequence[EscalationPath Path If Else Else Path If Else Else Path If Else Then Path] - Then path nodes
- else_
paths Sequence[EscalationPath Path If Else Else Path If Else Else Path If Else Else Path] - The nodes that form the levels if our condition is not met
- conditions List<Property Map>
- The prerequisite conditions that must all be satisfied
- then
Paths List<Property Map> - Then path nodes
- else
Paths List<Property Map> - The nodes that form the levels if our condition is not met
EscalationPathPathIfElseElsePathIfElseElsePathIfElseCondition, EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionArgs
- Operation string
- The logical operation to be applied
- Param
Bindings List<EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding> - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- Operation string
- The logical operation to be applied
- Param
Bindings []EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
- operation string
- The logical operation to be applied
- param
Bindings EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding[] - Bindings for the operation parameters
- subject string
- The subject of the condition, on which the operation is applied
- operation str
- The logical operation to be applied
- param_
bindings Sequence[EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding] - Bindings for the operation parameters
- subject str
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<Property Map> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBinding, EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArgs
- Array
Values List<EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Else Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- Array
Values []EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding Array Value - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Else Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Else Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding Array Value[] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Else Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array_
values Sequence[EscalationPath Path If Else Else Path If Else Else Path If Else Condition Param Binding Array Value] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Else Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<Property Map> - The array of literal or reference parameter values
- value Property Map
- The literal or reference parameter value
EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingArrayValueArgs
EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValue, EscalationPathPathIfElseElsePathIfElseElsePathIfElseConditionParamBindingValueArgs
EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePath, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Else Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Else Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Else Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Else Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level - notify_
channel EscalationPath Path If Else Else Path If Else Else Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevel, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path If Else Else Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path If Else Else Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Else Path If Else Else Path If Else Else Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTarget, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannel, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Else Path If Else Else Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeat, EscalationPathPathIfElseElsePathIfElseElsePathIfElseElsePathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPath, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Else Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Else Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Else Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Else Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level - notify_
channel EscalationPath Path If Else Else Path If Else Else Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevel, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path If Else Then Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path If Else Then Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Else Path If Else Else Path If Else Then Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTarget, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannel, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Else Path If Else Then Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeat, EscalationPathPathIfElseElsePathIfElseElsePathIfElseThenPathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseElsePathIfElseElsePathLevel, EscalationPathPathIfElseElsePathIfElseElsePathLevelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Else Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Else Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Else Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Else Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Else Path If Else Else Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseElsePathIfElseElsePathLevelTarget, EscalationPathPathIfElseElsePathIfElseElsePathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannel, EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Else Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Else Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Else Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseElsePathRepeat, EscalationPathPathIfElseElsePathIfElseElsePathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseElsePathIfElseThenPath, EscalationPathPathIfElseElsePathIfElseThenPathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Else Path If Else Then Path If Else - Level
Escalation
Path Path If Else Else Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Then Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Else Path If Else Then Path If Else - Level
Escalation
Path Path If Else Else Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Else Path If Else Then Path If Else - level
Escalation
Path Path If Else Else Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Then Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Else Path If Else Then Path If Else - level
Escalation
Path Path If Else Else Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Then Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if_
else EscalationPath Path If Else Else Path If Else Then Path If Else - level
Escalation
Path Path If Else Else Path If Else Then Path Level - notify_
channel EscalationPath Path If Else Else Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else Property Map - level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseElsePathIfElseThenPathIfElse, EscalationPathPathIfElseElsePathIfElseThenPathIfElseArgs
- Conditions
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Condition> - The prerequisite conditions that must all be satisfied
- Then
Paths List<EscalationPath Path If Else Else Path If Else Then Path If Else Then Path> - Then path nodes
- Else
Paths List<EscalationPath Path If Else Else Path If Else Then Path If Else Else Path> - The nodes that form the levels if our condition is not met
- Conditions
[]Escalation
Path Path If Else Else Path If Else Then Path If Else Condition - The prerequisite conditions that must all be satisfied
- Then
Paths []EscalationPath Path If Else Else Path If Else Then Path If Else Then Path - Then path nodes
- Else
Paths []EscalationPath Path If Else Else Path If Else Then Path If Else Else Path - The nodes that form the levels if our condition is not met
- conditions
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Condition> - The prerequisite conditions that must all be satisfied
- then
Paths List<EscalationPath Path If Else Else Path If Else Then Path If Else Then Path> - Then path nodes
- else
Paths List<EscalationPath Path If Else Else Path If Else Then Path If Else Else Path> - The nodes that form the levels if our condition is not met
- conditions
Escalation
Path Path If Else Else Path If Else Then Path If Else Condition[] - The prerequisite conditions that must all be satisfied
- then
Paths EscalationPath Path If Else Else Path If Else Then Path If Else Then Path[] - Then path nodes
- else
Paths EscalationPath Path If Else Else Path If Else Then Path If Else Else Path[] - The nodes that form the levels if our condition is not met
- conditions
Sequence[Escalation
Path Path If Else Else Path If Else Then Path If Else Condition] - The prerequisite conditions that must all be satisfied
- then_
paths Sequence[EscalationPath Path If Else Else Path If Else Then Path If Else Then Path] - Then path nodes
- else_
paths Sequence[EscalationPath Path If Else Else Path If Else Then Path If Else Else Path] - The nodes that form the levels if our condition is not met
- conditions List<Property Map>
- The prerequisite conditions that must all be satisfied
- then
Paths List<Property Map> - Then path nodes
- else
Paths List<Property Map> - The nodes that form the levels if our condition is not met
EscalationPathPathIfElseElsePathIfElseThenPathIfElseCondition, EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionArgs
- Operation string
- The logical operation to be applied
- Param
Bindings List<EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding> - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- Operation string
- The logical operation to be applied
- Param
Bindings []EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
- operation string
- The logical operation to be applied
- param
Bindings EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding[] - Bindings for the operation parameters
- subject string
- The subject of the condition, on which the operation is applied
- operation str
- The logical operation to be applied
- param_
bindings Sequence[EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding] - Bindings for the operation parameters
- subject str
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<Property Map> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBinding, EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArgs
- Array
Values List<EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Else Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- Array
Values []EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding Array Value - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Else Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Else Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding Array Value[] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Else Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array_
values Sequence[EscalationPath Path If Else Else Path If Else Then Path If Else Condition Param Binding Array Value] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Else Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<Property Map> - The array of literal or reference parameter values
- value Property Map
- The literal or reference parameter value
EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingArrayValueArgs
EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValue, EscalationPathPathIfElseElsePathIfElseThenPathIfElseConditionParamBindingValueArgs
EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePath, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Then Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Then Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Then Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Then Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level - notify_
channel EscalationPath Path If Else Else Path If Else Then Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevel, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path If Else Else Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path If Else Else Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Else Path If Else Then Path If Else Else Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTarget, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannel, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Then Path If Else Else Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeat, EscalationPathPathIfElseElsePathIfElseThenPathIfElseElsePathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPath, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Then Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Else Path If Else Then Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Then Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Else Path If Else Then Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level - notify_
channel EscalationPath Path If Else Else Path If Else Then Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevel, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path If Else Then Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path If Else Then Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Else Path If Else Then Path If Else Then Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTarget, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannel, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Then Path If Else Then Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeat, EscalationPathPathIfElseElsePathIfElseThenPathIfElseThenPathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseElsePathIfElseThenPathLevel, EscalationPathPathIfElseElsePathIfElseThenPathLevelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Then Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Then Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path If Else Then Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Then Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Else Path If Else Then Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseElsePathIfElseThenPathLevelTarget, EscalationPathPathIfElseElsePathIfElseThenPathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannel, EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Else Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path If Else Then Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path If Else Then Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path If Else Then Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathIfElseThenPathRepeat, EscalationPathPathIfElseElsePathIfElseThenPathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseElsePathLevel, EscalationPathPathIfElseElsePathLevelArgs
- Targets
List<Escalation
Path Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Else Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Else Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseElsePathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseElsePathLevelTarget, EscalationPathPathIfElseElsePathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathNotifyChannel, EscalationPathPathIfElseElsePathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Else Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Else Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Else Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseElsePathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseElsePathRepeat, EscalationPathPathIfElseElsePathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseThenPath, EscalationPathPathIfElseThenPathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Then Path If Else - Level
Escalation
Path Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Then Path If Else - Level
Escalation
Path Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Then Path If Else - level
Escalation
Path Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Then Path If Else - level
Escalation
Path Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if_
else EscalationPath Path If Else Then Path If Else - level
Escalation
Path Path If Else Then Path Level - notify_
channel EscalationPath Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else Property Map - level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseThenPathIfElse, EscalationPathPathIfElseThenPathIfElseArgs
- Conditions
List<Escalation
Path Path If Else Then Path If Else Condition> - The prerequisite conditions that must all be satisfied
- Then
Paths List<EscalationPath Path If Else Then Path If Else Then Path> - Then path nodes
- Else
Paths List<EscalationPath Path If Else Then Path If Else Else Path> - The nodes that form the levels if our condition is not met
- Conditions
[]Escalation
Path Path If Else Then Path If Else Condition - The prerequisite conditions that must all be satisfied
- Then
Paths []EscalationPath Path If Else Then Path If Else Then Path - Then path nodes
- Else
Paths []EscalationPath Path If Else Then Path If Else Else Path - The nodes that form the levels if our condition is not met
- conditions
List<Escalation
Path Path If Else Then Path If Else Condition> - The prerequisite conditions that must all be satisfied
- then
Paths List<EscalationPath Path If Else Then Path If Else Then Path> - Then path nodes
- else
Paths List<EscalationPath Path If Else Then Path If Else Else Path> - The nodes that form the levels if our condition is not met
- conditions
Escalation
Path Path If Else Then Path If Else Condition[] - The prerequisite conditions that must all be satisfied
- then
Paths EscalationPath Path If Else Then Path If Else Then Path[] - Then path nodes
- else
Paths EscalationPath Path If Else Then Path If Else Else Path[] - The nodes that form the levels if our condition is not met
- conditions
Sequence[Escalation
Path Path If Else Then Path If Else Condition] - The prerequisite conditions that must all be satisfied
- then_
paths Sequence[EscalationPath Path If Else Then Path If Else Then Path] - Then path nodes
- else_
paths Sequence[EscalationPath Path If Else Then Path If Else Else Path] - The nodes that form the levels if our condition is not met
- conditions List<Property Map>
- The prerequisite conditions that must all be satisfied
- then
Paths List<Property Map> - Then path nodes
- else
Paths List<Property Map> - The nodes that form the levels if our condition is not met
EscalationPathPathIfElseThenPathIfElseCondition, EscalationPathPathIfElseThenPathIfElseConditionArgs
- Operation string
- The logical operation to be applied
- Param
Bindings List<EscalationPath Path If Else Then Path If Else Condition Param Binding> - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- Operation string
- The logical operation to be applied
- Param
Bindings []EscalationPath Path If Else Then Path If Else Condition Param Binding - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<EscalationPath Path If Else Then Path If Else Condition Param Binding> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
- operation string
- The logical operation to be applied
- param
Bindings EscalationPath Path If Else Then Path If Else Condition Param Binding[] - Bindings for the operation parameters
- subject string
- The subject of the condition, on which the operation is applied
- operation str
- The logical operation to be applied
- param_
bindings Sequence[EscalationPath Path If Else Then Path If Else Condition Param Binding] - Bindings for the operation parameters
- subject str
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<Property Map> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
EscalationPathPathIfElseThenPathIfElseConditionParamBinding, EscalationPathPathIfElseThenPathIfElseConditionParamBindingArgs
- Array
Values List<EscalationPath Path If Else Then Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- Array
Values []EscalationPath Path If Else Then Path If Else Condition Param Binding Array Value - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<EscalationPath Path If Else Then Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values EscalationPath Path If Else Then Path If Else Condition Param Binding Array Value[] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array_
values Sequence[EscalationPath Path If Else Then Path If Else Condition Param Binding Array Value] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<Property Map> - The array of literal or reference parameter values
- value Property Map
- The literal or reference parameter value
EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs
EscalationPathPathIfElseThenPathIfElseConditionParamBindingValue, EscalationPathPathIfElseThenPathIfElseConditionParamBindingValueArgs
EscalationPathPathIfElseThenPathIfElseElsePath, EscalationPathPathIfElseThenPathIfElseElsePathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Then Path If Else Else Path If Else - Level
Escalation
Path Path If Else Then Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Else Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Then Path If Else Else Path If Else - Level
Escalation
Path Path If Else Then Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Then Path If Else Else Path If Else - level
Escalation
Path Path If Else Then Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Else Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Then Path If Else Else Path If Else - level
Escalation
Path Path If Else Then Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Else Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if_
else EscalationPath Path If Else Then Path If Else Else Path If Else - level
Escalation
Path Path If Else Then Path If Else Else Path Level - notify_
channel EscalationPath Path If Else Then Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else Property Map - level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseThenPathIfElseElsePathIfElse, EscalationPathPathIfElseThenPathIfElseElsePathIfElseArgs
- Conditions
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Condition> - The prerequisite conditions that must all be satisfied
- Then
Paths List<EscalationPath Path If Else Then Path If Else Else Path If Else Then Path> - Then path nodes
- Else
Paths List<EscalationPath Path If Else Then Path If Else Else Path If Else Else Path> - The nodes that form the levels if our condition is not met
- Conditions
[]Escalation
Path Path If Else Then Path If Else Else Path If Else Condition - The prerequisite conditions that must all be satisfied
- Then
Paths []EscalationPath Path If Else Then Path If Else Else Path If Else Then Path - Then path nodes
- Else
Paths []EscalationPath Path If Else Then Path If Else Else Path If Else Else Path - The nodes that form the levels if our condition is not met
- conditions
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Condition> - The prerequisite conditions that must all be satisfied
- then
Paths List<EscalationPath Path If Else Then Path If Else Else Path If Else Then Path> - Then path nodes
- else
Paths List<EscalationPath Path If Else Then Path If Else Else Path If Else Else Path> - The nodes that form the levels if our condition is not met
- conditions
Escalation
Path Path If Else Then Path If Else Else Path If Else Condition[] - The prerequisite conditions that must all be satisfied
- then
Paths EscalationPath Path If Else Then Path If Else Else Path If Else Then Path[] - Then path nodes
- else
Paths EscalationPath Path If Else Then Path If Else Else Path If Else Else Path[] - The nodes that form the levels if our condition is not met
- conditions
Sequence[Escalation
Path Path If Else Then Path If Else Else Path If Else Condition] - The prerequisite conditions that must all be satisfied
- then_
paths Sequence[EscalationPath Path If Else Then Path If Else Else Path If Else Then Path] - Then path nodes
- else_
paths Sequence[EscalationPath Path If Else Then Path If Else Else Path If Else Else Path] - The nodes that form the levels if our condition is not met
- conditions List<Property Map>
- The prerequisite conditions that must all be satisfied
- then
Paths List<Property Map> - Then path nodes
- else
Paths List<Property Map> - The nodes that form the levels if our condition is not met
EscalationPathPathIfElseThenPathIfElseElsePathIfElseCondition, EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionArgs
- Operation string
- The logical operation to be applied
- Param
Bindings List<EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding> - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- Operation string
- The logical operation to be applied
- Param
Bindings []EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
- operation string
- The logical operation to be applied
- param
Bindings EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding[] - Bindings for the operation parameters
- subject string
- The subject of the condition, on which the operation is applied
- operation str
- The logical operation to be applied
- param_
bindings Sequence[EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding] - Bindings for the operation parameters
- subject str
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<Property Map> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBinding, EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArgs
- Array
Values List<EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Then Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- Array
Values []EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding Array Value - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Then Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Then Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding Array Value[] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Then Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array_
values Sequence[EscalationPath Path If Else Then Path If Else Else Path If Else Condition Param Binding Array Value] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Then Path If Else Else Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<Property Map> - The array of literal or reference parameter values
- value Property Map
- The literal or reference parameter value
EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingArrayValueArgs
EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValue, EscalationPathPathIfElseThenPathIfElseElsePathIfElseConditionParamBindingValueArgs
EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePath, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Else Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Else Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Else Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Else Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level - notify_
channel EscalationPath Path If Else Then Path If Else Else Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevel, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path If Else Else Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path If Else Else Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Then Path If Else Else Path If Else Else Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTarget, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannel, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Else Path If Else Else Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeat, EscalationPathPathIfElseThenPathIfElseElsePathIfElseElsePathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPath, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Else Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Else Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Else Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Else Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level - notify_
channel EscalationPath Path If Else Then Path If Else Else Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevel, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path If Else Then Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path If Else Then Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Then Path If Else Else Path If Else Then Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTarget, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannel, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Else Path If Else Then Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeat, EscalationPathPathIfElseThenPathIfElseElsePathIfElseThenPathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseThenPathIfElseElsePathLevel, EscalationPathPathIfElseThenPathIfElseElsePathLevelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Else Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Else Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Else Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Else Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Then Path If Else Else Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseThenPathIfElseElsePathLevelTarget, EscalationPathPathIfElseThenPathIfElseElsePathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannel, EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Else Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Else Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Else Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseElsePathRepeat, EscalationPathPathIfElseThenPathIfElseElsePathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseThenPathIfElseThenPath, EscalationPathPathIfElseThenPathIfElseThenPathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Then Path If Else Then Path If Else - Level
Escalation
Path Path If Else Then Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Then Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- If
Else EscalationPath Path If Else Then Path If Else Then Path If Else - Level
Escalation
Path Path If Else Then Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Then Path If Else Then Path If Else - level
Escalation
Path Path If Else Then Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Then Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else EscalationPath Path If Else Then Path If Else Then Path If Else - level
Escalation
Path Path If Else Then Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Then Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if_
else EscalationPath Path If Else Then Path If Else Then Path If Else - level
Escalation
Path Path If Else Then Path If Else Then Path Level - notify_
channel EscalationPath Path If Else Then Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- if
Else Property Map - level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseThenPathIfElseThenPathIfElse, EscalationPathPathIfElseThenPathIfElseThenPathIfElseArgs
- Conditions
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Condition> - The prerequisite conditions that must all be satisfied
- Then
Paths List<EscalationPath Path If Else Then Path If Else Then Path If Else Then Path> - Then path nodes
- Else
Paths List<EscalationPath Path If Else Then Path If Else Then Path If Else Else Path> - The nodes that form the levels if our condition is not met
- Conditions
[]Escalation
Path Path If Else Then Path If Else Then Path If Else Condition - The prerequisite conditions that must all be satisfied
- Then
Paths []EscalationPath Path If Else Then Path If Else Then Path If Else Then Path - Then path nodes
- Else
Paths []EscalationPath Path If Else Then Path If Else Then Path If Else Else Path - The nodes that form the levels if our condition is not met
- conditions
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Condition> - The prerequisite conditions that must all be satisfied
- then
Paths List<EscalationPath Path If Else Then Path If Else Then Path If Else Then Path> - Then path nodes
- else
Paths List<EscalationPath Path If Else Then Path If Else Then Path If Else Else Path> - The nodes that form the levels if our condition is not met
- conditions
Escalation
Path Path If Else Then Path If Else Then Path If Else Condition[] - The prerequisite conditions that must all be satisfied
- then
Paths EscalationPath Path If Else Then Path If Else Then Path If Else Then Path[] - Then path nodes
- else
Paths EscalationPath Path If Else Then Path If Else Then Path If Else Else Path[] - The nodes that form the levels if our condition is not met
- conditions
Sequence[Escalation
Path Path If Else Then Path If Else Then Path If Else Condition] - The prerequisite conditions that must all be satisfied
- then_
paths Sequence[EscalationPath Path If Else Then Path If Else Then Path If Else Then Path] - Then path nodes
- else_
paths Sequence[EscalationPath Path If Else Then Path If Else Then Path If Else Else Path] - The nodes that form the levels if our condition is not met
- conditions List<Property Map>
- The prerequisite conditions that must all be satisfied
- then
Paths List<Property Map> - Then path nodes
- else
Paths List<Property Map> - The nodes that form the levels if our condition is not met
EscalationPathPathIfElseThenPathIfElseThenPathIfElseCondition, EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionArgs
- Operation string
- The logical operation to be applied
- Param
Bindings List<EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding> - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- Operation string
- The logical operation to be applied
- Param
Bindings []EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding - Bindings for the operation parameters
- Subject string
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
- operation string
- The logical operation to be applied
- param
Bindings EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding[] - Bindings for the operation parameters
- subject string
- The subject of the condition, on which the operation is applied
- operation str
- The logical operation to be applied
- param_
bindings Sequence[EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding] - Bindings for the operation parameters
- subject str
- The subject of the condition, on which the operation is applied
- operation String
- The logical operation to be applied
- param
Bindings List<Property Map> - Bindings for the operation parameters
- subject String
- The subject of the condition, on which the operation is applied
EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBinding, EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArgs
- Array
Values List<EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Then Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- Array
Values []EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding Array Value - The array of literal or reference parameter values
- Value
Escalation
Path Path If Else Then Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding Array Value> - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Then Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding Array Value[] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Then Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array_
values Sequence[EscalationPath Path If Else Then Path If Else Then Path If Else Condition Param Binding Array Value] - The array of literal or reference parameter values
- value
Escalation
Path Path If Else Then Path If Else Then Path If Else Condition Param Binding Value - The literal or reference parameter value
- array
Values List<Property Map> - The array of literal or reference parameter values
- value Property Map
- The literal or reference parameter value
EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValue, EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingArrayValueArgs
EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValue, EscalationPathPathIfElseThenPathIfElseThenPathIfElseConditionParamBindingValueArgs
EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePath, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Then Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Then Path If Else Else Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Then Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Then Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level - notify_
channel EscalationPath Path If Else Then Path If Else Then Path If Else Else Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevel, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path If Else Else Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path If Else Else Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path If Else Else Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Then Path If Else Then Path If Else Else Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTarget, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannel, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Then Path If Else Else Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeat, EscalationPathPathIfElseThenPathIfElseThenPathIfElseElsePathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPath, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathArgs
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Then Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Repeat
- Type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- Id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- Level
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level - Notify
Channel EscalationPath Path If Else Then Path If Else Then Path If Else Then Path Notify Channel - Repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Then Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Repeat
- type string
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id string
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level - notify
Channel EscalationPath Path If Else Then Path If Else Then Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Repeat
- type str
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id str
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level - notify_
channel EscalationPath Path If Else Then Path If Else Then Path If Else Then Path Notify Channel - repeat
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Repeat
- type String
- The type of this node. Available types are:
- level: A set of targets (users or schedules) that should be paged, either all at once, or with a round-robin configuration.
- notify_channel: Send the escalation to a Slack channel, where it can be acked by anyone in the channel.
- if_else: Branch the escalation based on a set of conditions.
- repeat: Go back to a previous node and repeat the logic from there.
- id String
An ID for this node, unique within the escalation path.
This allows you to reference the node in other nodes, such as when configuring a 'repeat' node.
- level Property Map
- notify
Channel Property Map - repeat Property Map
EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevel, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path If Else Then Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path If Else Then Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Then Path If Else Then Path If Else Then Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTarget, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannel, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Then Path If Else Then Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeat, EscalationPathPathIfElseThenPathIfElseThenPathIfElseThenPathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseThenPathIfElseThenPathLevel, EscalationPathPathIfElseThenPathIfElseThenPathLevelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Then Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Then Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path If Else Then Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Then Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Then Path If Else Then Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathIfElseThenPathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseThenPathIfElseThenPathLevelTarget, EscalationPathPathIfElseThenPathIfElseThenPathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannel, EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Then Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path If Else Then Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path If Else Then Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path If Else Then Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseThenPathIfElseThenPathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathIfElseThenPathRepeat, EscalationPathPathIfElseThenPathIfElseThenPathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathIfElseThenPathLevel, EscalationPathPathIfElseThenPathLevelArgs
- Targets
List<Escalation
Path Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path If Else Then Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path If Else Then Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path If Else Then Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathLevelRoundRobinConfig, EscalationPathPathIfElseThenPathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathIfElseThenPathLevelTarget, EscalationPathPathIfElseThenPathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathNotifyChannel, EscalationPathPathIfElseThenPathNotifyChannelArgs
- Targets
List<Escalation
Path Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path If Else Then Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path If Else Then Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path If Else Then Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path If Else Then Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathIfElseThenPathNotifyChannelTarget, EscalationPathPathIfElseThenPathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathIfElseThenPathRepeat, EscalationPathPathIfElseThenPathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathPathLevel, EscalationPathPathLevelArgs
- Targets
List<Escalation
Path Path Level Target> - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path Level Target - The targets (users or schedules) for this level
- Round
Robin EscalationConfig Path Path Level Round Robin Config - Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path Level Target> - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path Level Round Robin Config - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path Level Target[] - The targets (users or schedules) for this level
- round
Robin EscalationConfig Path Path Level Round Robin Config - time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path Level Target] - The targets (users or schedules) for this level
- round_
robin_ Escalationconfig Path Path Level Round Robin Config - time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (users or schedules) for this level
- round
Robin Property MapConfig - time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before proceeding to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathLevelRoundRobinConfig, EscalationPathPathLevelRoundRobinConfigArgs
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After doubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- Enabled bool
- Whether round robin is enabled for this level
- Rotate
After float64Seconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After DoubleSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled boolean
- Whether round robin is enabled for this level
- rotate
After numberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled bool
- Whether round robin is enabled for this level
- rotate_
after_ floatseconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
- enabled Boolean
- Whether round robin is enabled for this level
- rotate
After NumberSeconds - How long should we wait before rotating to the next target in a round robin, if not set will stick with a single target per level.
EscalationPathPathLevelTarget, EscalationPathPathLevelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathNotifyChannel, EscalationPathPathNotifyChannelArgs
- Targets
List<Escalation
Path Path Notify Channel Target> - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To doubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- Targets
[]Escalation
Path Path Notify Channel Target - The targets (Slack channels) for this level
- Time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- Time
To float64Ack Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- Time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
List<Escalation
Path Path Notify Channel Target> - The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To DoubleAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Escalation
Path Path Notify Channel Target[] - The targets (Slack channels) for this level
- time
To stringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To numberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To stringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets
Sequence[Escalation
Path Path Notify Channel Target] - The targets (Slack channels) for this level
- time_
to_ strack_ interval_ condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time_
to_ floatack_ seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time_
to_ strack_ weekday_ interval_ config_ id - If the time to ack is relative to a time window, this identifies which window it is relative to
- targets List<Property Map>
- The targets (Slack channels) for this level
- time
To StringAck Interval Condition - If the time to ack is relative to a time window, this defines whether we move when the window is active or inactive
- time
To NumberAck Seconds - How long should we wait for this level to acknowledge before moving on to the next node in the path?
- time
To StringAck Weekday Interval Config Id - If the time to ack is relative to a time window, this identifies which window it is relative to
EscalationPathPathNotifyChannelTarget, EscalationPathPathNotifyChannelTargetArgs
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- Id string
- Uniquely identifies an entity of this type
- Type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- Urgency string
- The urgency of this escalation path target
- Schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id string
- Uniquely identifies an entity of this type
- type string
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency string
- The urgency of this escalation path target
- schedule
Mode string - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id str
- Uniquely identifies an entity of this type
- type str
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency str
- The urgency of this escalation path target
- schedule_
mode str - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
- id String
- Uniquely identifies an entity of this type
- type String
- Controls what type of entity this target identifies, such as EscalationPolicy or User
- urgency String
- The urgency of this escalation path target
- schedule
Mode String - Only set for schedule targets, and either currently_on_call, all_users or all_users_for_rota and specifies which users to fetch from the schedule
EscalationPathPathRepeat, EscalationPathPathRepeatArgs
- Repeat
Times double - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- Repeat
Times float64 - How many times to repeat these nodes
- To
Node string - Which node ID we begin repeating from.
- repeat
Times Double - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
- repeat
Times number - How many times to repeat these nodes
- to
Node string - Which node ID we begin repeating from.
- repeat_
times float - How many times to repeat these nodes
- to_
node str - Which node ID we begin repeating from.
- repeat
Times Number - How many times to repeat these nodes
- to
Node String - Which node ID we begin repeating from.
EscalationPathWorkingHour, EscalationPathWorkingHourArgs
- Id string
- The unique identifier for this set of working intervals
- Name string
- A human readable label for this set of working intervals
- Timezone string
- How to interpret all the intervals
- Weekday
Intervals List<EscalationPath Working Hour Weekday Interval>
- Id string
- The unique identifier for this set of working intervals
- Name string
- A human readable label for this set of working intervals
- Timezone string
- How to interpret all the intervals
- Weekday
Intervals []EscalationPath Working Hour Weekday Interval
- id String
- The unique identifier for this set of working intervals
- name String
- A human readable label for this set of working intervals
- timezone String
- How to interpret all the intervals
- weekday
Intervals List<EscalationPath Working Hour Weekday Interval>
- id string
- The unique identifier for this set of working intervals
- name string
- A human readable label for this set of working intervals
- timezone string
- How to interpret all the intervals
- weekday
Intervals EscalationPath Working Hour Weekday Interval[]
- id str
- The unique identifier for this set of working intervals
- name str
- A human readable label for this set of working intervals
- timezone str
- How to interpret all the intervals
- weekday_
intervals Sequence[EscalationPath Working Hour Weekday Interval]
- id String
- The unique identifier for this set of working intervals
- name String
- A human readable label for this set of working intervals
- timezone String
- How to interpret all the intervals
- weekday
Intervals List<Property Map>
EscalationPathWorkingHourWeekdayInterval, EscalationPathWorkingHourWeekdayIntervalArgs
- end_
time str - End time of the interval, in 24hr format
- start_
time str - Start time of the interval, in 24hr format
- weekday str
- Weekdays for use within a schedule or escalation path
Import
#!/bin/bash
Import an escalation path using its ID
Replace the ID with a real ID from your incident.io organization
$ pulumi import incident:index/escalationPath:EscalationPath example 01ABC123DEF456GHI789JKL
To learn more about importing existing cloud resources, see Importing resources.
Package Details
- Repository
- incident incident-io/terraform-provider-incident
- License
- Notes
- This Pulumi package is based on the
incident
Terraform Provider.