package awscdkgameliftalpha import ( _init_ "github.com/aws/aws-cdk-go/awscdkgameliftalpha/v2/jsii" _jsii_ "github.com/aws/jsii-runtime-go/runtime" "github.com/aws/aws-cdk-go/awscdk/v2" "github.com/aws/aws-cdk-go/awscdk/v2/awscloudwatch" "github.com/aws/aws-cdk-go/awscdk/v2/awsec2" "github.com/aws/aws-cdk-go/awscdk/v2/awsgamelift" "github.com/aws/aws-cdk-go/awscdk/v2/awsiam" "github.com/aws/constructs-go/constructs/v10" ) // Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. // // This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. // You can view the status of your game server groups in the GameLift console. // Game server group metrics and events are emitted to Amazon CloudWatch. // Before creating a new game server group, you must have the following: // - An Amazon EC2 launch template that specifies how to launch Amazon EC2 instances with your game server build. // - An IAM role that extends limited access to your AWS account to allow GameLift FleetIQ to create and interact with the Auto Scaling group. // // To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. // You must also set initial maximum and minimum limits on the group's instance count. // You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric. // // Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. // Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. // Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost. // // Example: // var launchTemplate iLaunchTemplate // var vpc iVpc // // // gamelift.NewGameServerGroup(this, jsii.String("GameServerGroup"), &GameServerGroupProps{ // GameServerGroupName: jsii.String("sample-gameservergroup-name"), // InstanceDefinitions: []instanceDefinition{ // &instanceDefinition{ // InstanceType: ec2.InstanceType_Of(ec2.InstanceClass_C5, ec2.InstanceSize_LARGE), // }, // &instanceDefinition{ // InstanceType: ec2.InstanceType_*Of(ec2.InstanceClass_C4, ec2.InstanceSize_LARGE), // }, // }, // LaunchTemplate: launchTemplate, // Vpc: vpc, // VpcSubnets: &SubnetSelection{ // SubnetType: ec2.SubnetType_PUBLIC, // }, // }) // // See: https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html // // Experimental. type GameServerGroup interface { GameServerGroupBase // The ARN of the generated AutoScaling group. // Experimental. AutoScalingGroupArn() *string // The environment this resource belongs to. // // For resources that are created and managed by the CDK // (generally, those created by creating new class instances like Role, Bucket, etc.), // this is always the same as the environment of the stack they belong to; // however, for imported resources // (those obtained from static methods like fromRoleArn, fromBucketName, etc.), // that might be different than the stack they were imported into. // Experimental. Env() *awscdk.ResourceEnvironment // The ARN of the game server group. // Experimental. GameServerGroupArn() *string // The name of the game server group. // Experimental. GameServerGroupName() *string // The principal this GameLift game server group is using. // Experimental. GrantPrincipal() awsiam.IPrincipal // The tree node. // Experimental. Node() constructs.Node // Returns a string-encoded token that resolves to the physical name that should be passed to the CloudFormation resource. // // This value will resolve to one of the following: // - a concrete value (e.g. `"my-awesome-bucket"`) // - `undefined`, when a name should be generated by CloudFormation // - a concrete name generated automatically during synthesis, in // cross-environment scenarios. // Experimental. PhysicalName() *string // The IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. // Experimental. Role() awsiam.IRole // The stack in which this resource is defined. // Experimental. Stack() awscdk.Stack // The VPC network to place the game server group in. // Experimental. Vpc() awsec2.IVpc // The game server group's subnets. // Experimental. VpcSubnets() *awsec2.SubnetSelection // Apply the given removal policy to this resource. // // The Removal Policy controls what happens to this resource when it stops // being managed by CloudFormation, either because you've removed it from the // CDK application or because you've made a change that requires the resource // to be replaced. // // The resource can be deleted (`RemovalPolicy.DESTROY`), or left in your AWS // account for data recovery and cleanup later (`RemovalPolicy.RETAIN`). // Experimental. ApplyRemovalPolicy(policy awscdk.RemovalPolicy) // Experimental. GeneratePhysicalName() *string // Returns an environment-sensitive token that should be used for the resource's "ARN" attribute (e.g. `bucket.bucketArn`). // // Normally, this token will resolve to `arnAttr`, but if the resource is // referenced across environments, `arnComponents` will be used to synthesize // a concrete ARN with the resource's physical name. Make sure to reference // `this.physicalName` in `arnComponents`. // Experimental. GetResourceArnAttribute(arnAttr *string, arnComponents *awscdk.ArnComponents) *string // Returns an environment-sensitive token that should be used for the resource's "name" attribute (e.g. `bucket.bucketName`). // // Normally, this token will resolve to `nameAttr`, but if the resource is // referenced across environments, it will be resolved to `this.physicalName`, // which will be a concrete name. // Experimental. GetResourceNameAttribute(nameAttr *string) *string // Grant the `grantee` identity permissions to perform `actions`. // Experimental. Grant(grantee awsiam.IGrantable, actions ...*string) awsiam.Grant // Return the given named metric for this fleet. // Experimental. Metric(metricName *string, props *awscloudwatch.MetricOptions) awscloudwatch.Metric // Experimental. ParseAutoScalingPolicy(props *GameServerGroupProps) *awsgamelift.CfnGameServerGroup_AutoScalingPolicyProperty // Experimental. ParseInstanceDefinitions(props *GameServerGroupProps) *[]*awsgamelift.CfnGameServerGroup_InstanceDefinitionProperty // Experimental. ParseLaunchTemplate(props *GameServerGroupProps) *awsgamelift.CfnGameServerGroup_LaunchTemplateProperty // Returns a string representation of this construct. // Experimental. ToString() *string } // The jsii proxy struct for GameServerGroup type jsiiProxy_GameServerGroup struct { jsiiProxy_GameServerGroupBase } func (j *jsiiProxy_GameServerGroup) AutoScalingGroupArn() *string { var returns *string _jsii_.Get( j, "autoScalingGroupArn", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) Env() *awscdk.ResourceEnvironment { var returns *awscdk.ResourceEnvironment _jsii_.Get( j, "env", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) GameServerGroupArn() *string { var returns *string _jsii_.Get( j, "gameServerGroupArn", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) GameServerGroupName() *string { var returns *string _jsii_.Get( j, "gameServerGroupName", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) GrantPrincipal() awsiam.IPrincipal { var returns awsiam.IPrincipal _jsii_.Get( j, "grantPrincipal", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) Node() constructs.Node { var returns constructs.Node _jsii_.Get( j, "node", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) PhysicalName() *string { var returns *string _jsii_.Get( j, "physicalName", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) Role() awsiam.IRole { var returns awsiam.IRole _jsii_.Get( j, "role", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) Stack() awscdk.Stack { var returns awscdk.Stack _jsii_.Get( j, "stack", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) Vpc() awsec2.IVpc { var returns awsec2.IVpc _jsii_.Get( j, "vpc", &returns, ) return returns } func (j *jsiiProxy_GameServerGroup) VpcSubnets() *awsec2.SubnetSelection { var returns *awsec2.SubnetSelection _jsii_.Get( j, "vpcSubnets", &returns, ) return returns } // Experimental. func NewGameServerGroup(scope constructs.Construct, id *string, props *GameServerGroupProps) GameServerGroup { _init_.Initialize() if err := validateNewGameServerGroupParameters(scope, id, props); err != nil { panic(err) } j := jsiiProxy_GameServerGroup{} _jsii_.Create( "@aws-cdk/aws-gamelift-alpha.GameServerGroup", []interface{}{scope, id, props}, &j, ) return &j } // Experimental. func NewGameServerGroup_Override(g GameServerGroup, scope constructs.Construct, id *string, props *GameServerGroupProps) { _init_.Initialize() _jsii_.Create( "@aws-cdk/aws-gamelift-alpha.GameServerGroup", []interface{}{scope, id, props}, g, ) } // Import an existing game server group from its attributes. // Experimental. func GameServerGroup_FromGameServerGroupAttributes(scope constructs.Construct, id *string, attrs *GameServerGroupAttributes) IGameServerGroup { _init_.Initialize() if err := validateGameServerGroup_FromGameServerGroupAttributesParameters(scope, id, attrs); err != nil { panic(err) } var returns IGameServerGroup _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameServerGroup", "fromGameServerGroupAttributes", []interface{}{scope, id, attrs}, &returns, ) return returns } // Checks if `x` is a construct. // // Use this method instead of `instanceof` to properly detect `Construct` // instances, even when the construct library is symlinked. // // Explanation: in JavaScript, multiple copies of the `constructs` library on // disk are seen as independent, completely different libraries. As a // consequence, the class `Construct` in each copy of the `constructs` library // is seen as a different class, and an instance of one class will not test as // `instanceof` the other class. `npm install` will not create installations // like this, but users may manually symlink construct libraries together or // use a monorepo tool: in those cases, multiple copies of the `constructs` // library can be accidentally installed, and `instanceof` will behave // unpredictably. It is safest to avoid using `instanceof`, and using // this type-testing method instead. // // Returns: true if `x` is an object created from a class which extends `Construct`. // Experimental. func GameServerGroup_IsConstruct(x interface{}) *bool { _init_.Initialize() if err := validateGameServerGroup_IsConstructParameters(x); err != nil { panic(err) } var returns *bool _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameServerGroup", "isConstruct", []interface{}{x}, &returns, ) return returns } // Returns true if the construct was created by CDK, and false otherwise. // Experimental. func GameServerGroup_IsOwnedResource(construct constructs.IConstruct) *bool { _init_.Initialize() if err := validateGameServerGroup_IsOwnedResourceParameters(construct); err != nil { panic(err) } var returns *bool _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameServerGroup", "isOwnedResource", []interface{}{construct}, &returns, ) return returns } // Check whether the given construct is a Resource. // Experimental. func GameServerGroup_IsResource(construct constructs.IConstruct) *bool { _init_.Initialize() if err := validateGameServerGroup_IsResourceParameters(construct); err != nil { panic(err) } var returns *bool _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameServerGroup", "isResource", []interface{}{construct}, &returns, ) return returns } func (g *jsiiProxy_GameServerGroup) ApplyRemovalPolicy(policy awscdk.RemovalPolicy) { if err := g.validateApplyRemovalPolicyParameters(policy); err != nil { panic(err) } _jsii_.InvokeVoid( g, "applyRemovalPolicy", []interface{}{policy}, ) } func (g *jsiiProxy_GameServerGroup) GeneratePhysicalName() *string { var returns *string _jsii_.Invoke( g, "generatePhysicalName", nil, // no parameters &returns, ) return returns } func (g *jsiiProxy_GameServerGroup) GetResourceArnAttribute(arnAttr *string, arnComponents *awscdk.ArnComponents) *string { if err := g.validateGetResourceArnAttributeParameters(arnAttr, arnComponents); err != nil { panic(err) } var returns *string _jsii_.Invoke( g, "getResourceArnAttribute", []interface{}{arnAttr, arnComponents}, &returns, ) return returns } func (g *jsiiProxy_GameServerGroup) GetResourceNameAttribute(nameAttr *string) *string { if err := g.validateGetResourceNameAttributeParameters(nameAttr); err != nil { panic(err) } var returns *string _jsii_.Invoke( g, "getResourceNameAttribute", []interface{}{nameAttr}, &returns, ) return returns } func (g *jsiiProxy_GameServerGroup) Grant(grantee awsiam.IGrantable, actions ...*string) awsiam.Grant { if err := g.validateGrantParameters(grantee); err != nil { panic(err) } args := []interface{}{grantee} for _, a := range actions { args = append(args, a) } var returns awsiam.Grant _jsii_.Invoke( g, "grant", args, &returns, ) return returns } func (g *jsiiProxy_GameServerGroup) Metric(metricName *string, props *awscloudwatch.MetricOptions) awscloudwatch.Metric { if err := g.validateMetricParameters(metricName, props); err != nil { panic(err) } var returns awscloudwatch.Metric _jsii_.Invoke( g, "metric", []interface{}{metricName, props}, &returns, ) return returns } func (g *jsiiProxy_GameServerGroup) ParseAutoScalingPolicy(props *GameServerGroupProps) *awsgamelift.CfnGameServerGroup_AutoScalingPolicyProperty { if err := g.validateParseAutoScalingPolicyParameters(props); err != nil { panic(err) } var returns *awsgamelift.CfnGameServerGroup_AutoScalingPolicyProperty _jsii_.Invoke( g, "parseAutoScalingPolicy", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameServerGroup) ParseInstanceDefinitions(props *GameServerGroupProps) *[]*awsgamelift.CfnGameServerGroup_InstanceDefinitionProperty { if err := g.validateParseInstanceDefinitionsParameters(props); err != nil { panic(err) } var returns *[]*awsgamelift.CfnGameServerGroup_InstanceDefinitionProperty _jsii_.Invoke( g, "parseInstanceDefinitions", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameServerGroup) ParseLaunchTemplate(props *GameServerGroupProps) *awsgamelift.CfnGameServerGroup_LaunchTemplateProperty { if err := g.validateParseLaunchTemplateParameters(props); err != nil { panic(err) } var returns *awsgamelift.CfnGameServerGroup_LaunchTemplateProperty _jsii_.Invoke( g, "parseLaunchTemplate", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameServerGroup) ToString() *string { var returns *string _jsii_.Invoke( g, "toString", nil, // no parameters &returns, ) return returns }