package awscdkgameliftalpha // Priority to condider when placing new game sessions. // // Example: // var fleet buildFleet // var topic topic // // // gamelift.NewGameSessionQueue(this, jsii.String("MyGameSessionQueue"), &GameSessionQueueProps{ // GameSessionQueueName: jsii.String("test-gameSessionQueue"), // CustomEventData: jsii.String("test-event-data"), // AllowedLocations: []*string{ // jsii.String("eu-west-1"), // jsii.String("eu-west-2"), // }, // Destinations: []iGameSessionQueueDestination{ // fleet, // }, // NotificationTarget: topic, // PlayerLatencyPolicies: []playerLatencyPolicy{ // &playerLatencyPolicy{ // MaximumIndividualPlayerLatency: awscdk.Duration_Millis(jsii.Number(100)), // PolicyDuration: awscdk.Duration_Seconds(jsii.Number(300)), // }, // }, // PriorityConfiguration: &PriorityConfiguration{ // LocationOrder: []*string{ // jsii.String("eu-west-1"), // jsii.String("eu-west-2"), // }, // PriorityOrder: []priorityType{ // gamelift.*priorityType_LATENCY, // gamelift.*priorityType_COST, // gamelift.*priorityType_DESTINATION, // gamelift.*priorityType_LOCATION, // }, // }, // Timeout: awscdk.Duration_*Seconds(jsii.Number(300)), // }) // // Experimental. type PriorityType string const ( // FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest. // Experimental. PriorityType_LATENCY PriorityType = "LATENCY" // FleetIQ prioritizes destinations with the lowest current hosting costs. // // Cost is evaluated based on the location, instance type, and fleet type (Spot or On-Demand) for each destination in the queue. // Experimental. PriorityType_COST PriorityType = "COST" // FleetIQ prioritizes based on the order that destinations are listed in the queue configuration. // Experimental. PriorityType_DESTINATION PriorityType = "DESTINATION" // FleetIQ prioritizes based on the provided order of locations, as defined in `LocationOrder`. // Experimental. PriorityType_LOCATION PriorityType = "LOCATION" )