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/awsgamelift" "github.com/aws/constructs-go/constructs/v10" ) // The GameSessionQueue resource creates a placement queue that processes requests for new game sessions. // // A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server, then prompts the game server to start a new game session. // Queues can have destinations (GameLift fleets or gameSessionQueuees), which determine where the queue can place new game sessions. // A queue can have destinations with varied fleet type (Spot and On-Demand), instance type, and AWS Region. // // Example: // var fleet buildFleet // var alias alias // // // queue := gamelift.NewGameSessionQueue(this, jsii.String("GameSessionQueue"), &GameSessionQueueProps{ // GameSessionQueueName: jsii.String("my-queue-name"), // Destinations: []iGameSessionQueueDestination{ // fleet, // }, // }) // queue.AddDestination(alias) // // Experimental. type GameSessionQueue interface { GameSessionQueueBase // 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 gameSessionQueue. // Experimental. GameSessionQueueArn() *string // The Identifier of the gameSessionQueue. // Experimental. GameSessionQueueName() *string // 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 stack in which this resource is defined. // Experimental. Stack() awscdk.Stack // Adds a destination to fulfill requests for new game sessions. // Experimental. AddDestination(destination IGameSessionQueueDestination) // 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 // Return the given named metric for this fleet. // Experimental. Metric(metricName *string, props *awscloudwatch.MetricOptions) awscloudwatch.Metric // Average amount of time that game session placement requests in the queue with status PENDING have been waiting to be fulfilled. // Experimental. MetricAverageWaitTime(props *awscloudwatch.MetricOptions) awscloudwatch.Metric // Game session placement requests that were canceled before timing out since the last report. // Experimental. MetricPlacementsCanceled(props *awscloudwatch.MetricOptions) awscloudwatch.Metric // Game session placement requests that failed for any reason since the last report. // Experimental. MetricPlacementsFailed(props *awscloudwatch.MetricOptions) awscloudwatch.Metric // New game session placement requests that were added to the queue since the last report. // Experimental. MetricPlacementsStarted(props *awscloudwatch.MetricOptions) awscloudwatch.Metric // Game session placement requests that resulted in a new game session since the last report. // Experimental. MetricPlacementsSucceeded(props *awscloudwatch.MetricOptions) awscloudwatch.Metric // Game session placement requests that reached the queue's timeout limit without being fulfilled since the last report. // Experimental. MetricPlacementsTimedOut(props *awscloudwatch.MetricOptions) awscloudwatch.Metric // Experimental. ParseFilterConfiguration(props *GameSessionQueueProps) *awsgamelift.CfnGameSessionQueue_FilterConfigurationProperty // Experimental. ParsePlayerLatencyPolicies(props *GameSessionQueueProps) *[]*awsgamelift.CfnGameSessionQueue_PlayerLatencyPolicyProperty // Experimental. ParsePriorityConfiguration(props *GameSessionQueueProps) *awsgamelift.CfnGameSessionQueue_PriorityConfigurationProperty // Returns a string representation of this construct. // Experimental. ToString() *string } // The jsii proxy struct for GameSessionQueue type jsiiProxy_GameSessionQueue struct { jsiiProxy_GameSessionQueueBase } func (j *jsiiProxy_GameSessionQueue) Env() *awscdk.ResourceEnvironment { var returns *awscdk.ResourceEnvironment _jsii_.Get( j, "env", &returns, ) return returns } func (j *jsiiProxy_GameSessionQueue) GameSessionQueueArn() *string { var returns *string _jsii_.Get( j, "gameSessionQueueArn", &returns, ) return returns } func (j *jsiiProxy_GameSessionQueue) GameSessionQueueName() *string { var returns *string _jsii_.Get( j, "gameSessionQueueName", &returns, ) return returns } func (j *jsiiProxy_GameSessionQueue) Node() constructs.Node { var returns constructs.Node _jsii_.Get( j, "node", &returns, ) return returns } func (j *jsiiProxy_GameSessionQueue) PhysicalName() *string { var returns *string _jsii_.Get( j, "physicalName", &returns, ) return returns } func (j *jsiiProxy_GameSessionQueue) Stack() awscdk.Stack { var returns awscdk.Stack _jsii_.Get( j, "stack", &returns, ) return returns } // Experimental. func NewGameSessionQueue(scope constructs.Construct, id *string, props *GameSessionQueueProps) GameSessionQueue { _init_.Initialize() if err := validateNewGameSessionQueueParameters(scope, id, props); err != nil { panic(err) } j := jsiiProxy_GameSessionQueue{} _jsii_.Create( "@aws-cdk/aws-gamelift-alpha.GameSessionQueue", []interface{}{scope, id, props}, &j, ) return &j } // Experimental. func NewGameSessionQueue_Override(g GameSessionQueue, scope constructs.Construct, id *string, props *GameSessionQueueProps) { _init_.Initialize() _jsii_.Create( "@aws-cdk/aws-gamelift-alpha.GameSessionQueue", []interface{}{scope, id, props}, g, ) } // Import an existing gameSessionQueue from its ARN. // Experimental. func GameSessionQueue_FromGameSessionQueueArn(scope constructs.Construct, id *string, gameSessionQueueArn *string) IGameSessionQueue { _init_.Initialize() if err := validateGameSessionQueue_FromGameSessionQueueArnParameters(scope, id, gameSessionQueueArn); err != nil { panic(err) } var returns IGameSessionQueue _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameSessionQueue", "fromGameSessionQueueArn", []interface{}{scope, id, gameSessionQueueArn}, &returns, ) return returns } // Import an existing gameSessionQueue from its attributes. // Experimental. func GameSessionQueue_FromGameSessionQueueAttributes(scope constructs.Construct, id *string, attrs *GameSessionQueueAttributes) IGameSessionQueue { _init_.Initialize() if err := validateGameSessionQueue_FromGameSessionQueueAttributesParameters(scope, id, attrs); err != nil { panic(err) } var returns IGameSessionQueue _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameSessionQueue", "fromGameSessionQueueAttributes", []interface{}{scope, id, attrs}, &returns, ) return returns } // Import an existing gameSessionQueue from its name. // Experimental. func GameSessionQueue_FromGameSessionQueueName(scope constructs.Construct, id *string, gameSessionQueueName *string) IGameSessionQueue { _init_.Initialize() if err := validateGameSessionQueue_FromGameSessionQueueNameParameters(scope, id, gameSessionQueueName); err != nil { panic(err) } var returns IGameSessionQueue _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameSessionQueue", "fromGameSessionQueueName", []interface{}{scope, id, gameSessionQueueName}, &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 GameSessionQueue_IsConstruct(x interface{}) *bool { _init_.Initialize() if err := validateGameSessionQueue_IsConstructParameters(x); err != nil { panic(err) } var returns *bool _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameSessionQueue", "isConstruct", []interface{}{x}, &returns, ) return returns } // Returns true if the construct was created by CDK, and false otherwise. // Experimental. func GameSessionQueue_IsOwnedResource(construct constructs.IConstruct) *bool { _init_.Initialize() if err := validateGameSessionQueue_IsOwnedResourceParameters(construct); err != nil { panic(err) } var returns *bool _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameSessionQueue", "isOwnedResource", []interface{}{construct}, &returns, ) return returns } // Check whether the given construct is a Resource. // Experimental. func GameSessionQueue_IsResource(construct constructs.IConstruct) *bool { _init_.Initialize() if err := validateGameSessionQueue_IsResourceParameters(construct); err != nil { panic(err) } var returns *bool _jsii_.StaticInvoke( "@aws-cdk/aws-gamelift-alpha.GameSessionQueue", "isResource", []interface{}{construct}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) AddDestination(destination IGameSessionQueueDestination) { if err := g.validateAddDestinationParameters(destination); err != nil { panic(err) } _jsii_.InvokeVoid( g, "addDestination", []interface{}{destination}, ) } func (g *jsiiProxy_GameSessionQueue) ApplyRemovalPolicy(policy awscdk.RemovalPolicy) { if err := g.validateApplyRemovalPolicyParameters(policy); err != nil { panic(err) } _jsii_.InvokeVoid( g, "applyRemovalPolicy", []interface{}{policy}, ) } func (g *jsiiProxy_GameSessionQueue) GeneratePhysicalName() *string { var returns *string _jsii_.Invoke( g, "generatePhysicalName", nil, // no parameters &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) 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_GameSessionQueue) 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_GameSessionQueue) 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_GameSessionQueue) MetricAverageWaitTime(props *awscloudwatch.MetricOptions) awscloudwatch.Metric { if err := g.validateMetricAverageWaitTimeParameters(props); err != nil { panic(err) } var returns awscloudwatch.Metric _jsii_.Invoke( g, "metricAverageWaitTime", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) MetricPlacementsCanceled(props *awscloudwatch.MetricOptions) awscloudwatch.Metric { if err := g.validateMetricPlacementsCanceledParameters(props); err != nil { panic(err) } var returns awscloudwatch.Metric _jsii_.Invoke( g, "metricPlacementsCanceled", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) MetricPlacementsFailed(props *awscloudwatch.MetricOptions) awscloudwatch.Metric { if err := g.validateMetricPlacementsFailedParameters(props); err != nil { panic(err) } var returns awscloudwatch.Metric _jsii_.Invoke( g, "metricPlacementsFailed", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) MetricPlacementsStarted(props *awscloudwatch.MetricOptions) awscloudwatch.Metric { if err := g.validateMetricPlacementsStartedParameters(props); err != nil { panic(err) } var returns awscloudwatch.Metric _jsii_.Invoke( g, "metricPlacementsStarted", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) MetricPlacementsSucceeded(props *awscloudwatch.MetricOptions) awscloudwatch.Metric { if err := g.validateMetricPlacementsSucceededParameters(props); err != nil { panic(err) } var returns awscloudwatch.Metric _jsii_.Invoke( g, "metricPlacementsSucceeded", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) MetricPlacementsTimedOut(props *awscloudwatch.MetricOptions) awscloudwatch.Metric { if err := g.validateMetricPlacementsTimedOutParameters(props); err != nil { panic(err) } var returns awscloudwatch.Metric _jsii_.Invoke( g, "metricPlacementsTimedOut", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) ParseFilterConfiguration(props *GameSessionQueueProps) *awsgamelift.CfnGameSessionQueue_FilterConfigurationProperty { if err := g.validateParseFilterConfigurationParameters(props); err != nil { panic(err) } var returns *awsgamelift.CfnGameSessionQueue_FilterConfigurationProperty _jsii_.Invoke( g, "parseFilterConfiguration", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) ParsePlayerLatencyPolicies(props *GameSessionQueueProps) *[]*awsgamelift.CfnGameSessionQueue_PlayerLatencyPolicyProperty { if err := g.validateParsePlayerLatencyPoliciesParameters(props); err != nil { panic(err) } var returns *[]*awsgamelift.CfnGameSessionQueue_PlayerLatencyPolicyProperty _jsii_.Invoke( g, "parsePlayerLatencyPolicies", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) ParsePriorityConfiguration(props *GameSessionQueueProps) *awsgamelift.CfnGameSessionQueue_PriorityConfigurationProperty { if err := g.validateParsePriorityConfigurationParameters(props); err != nil { panic(err) } var returns *awsgamelift.CfnGameSessionQueue_PriorityConfigurationProperty _jsii_.Invoke( g, "parsePriorityConfiguration", []interface{}{props}, &returns, ) return returns } func (g *jsiiProxy_GameSessionQueue) ToString() *string { var returns *string _jsii_.Invoke( g, "toString", nil, // no parameters &returns, ) return returns }