# CfnGameSessionQueue

The `AWS::GameLift::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 aliases), 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 .

Extends: Construct › CfnElement › CfnRefElement › CfnResource › CfnGameSessionQueue
Implements: IInspectable, ITaggable, IEnvironmentAware, IGameSessionQueueRef, IConstruct, IDependable

- CloudFormation: [`AWS::GameLift::GameSessionQueue`](https://docs.aws.amazon.com/AWSCloudFormation/latest/TemplateReference/aws-resource-gamelift-gamesessionqueue.html)
- Source: Generated code
- Type last changed: v2.252.0 · 30 Apr 2026

## Example

```ts
// The code below shows an example of how to instantiate this type.
// The values are placeholders you should change.
import { aws_gamelift as gamelift } from 'aws-cdk-lib';
const cfnGameSessionQueue = new gamelift.CfnGameSessionQueue(this, 'MyCfnGameSessionQueue', {
  name: 'name',

  // the properties below are optional
  customEventData: 'customEventData',
  destinations: [{
    destinationArn: 'destinationArn',
  }],
  filterConfiguration: {
    allowedLocations: ['allowedLocations'],
  },
  notificationTarget: 'notificationTarget',
  playerLatencyPolicies: [{
    maximumIndividualPlayerLatencyMilliseconds: 123,
    policyDurationSeconds: 123,
  }],
  priorityConfiguration: {
    locationOrder: ['locationOrder'],
    priorityOrder: ['priorityOrder'],
  },
  tags: [{
    key: 'key',
    value: 'value',
  }],
  timeoutInSeconds: 123,
});
```

## Initializer

```ts
new CfnGameSessionQueue(scope: Construct, id: string, props: CfnGameSessionQueueProps)
```

## Construct Props

- `customEventData`: string — Information to be added to all events that are related to this game session queue.

- `destinations`: [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [CfnGameSessionQueue.DestinationProperty](/cdk/api/v2/docs/aws-cdk-lib.aws_gamelift.CfnGameSessionQueue.DestinationProperty.html)[] — A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.

  Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

- `filterConfiguration`: [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [CfnGameSessionQueue.FilterConfigurationProperty](/cdk/api/v2/docs/aws-cdk-lib.aws_gamelift.CfnGameSessionQueue.FilterConfigurationProperty.html) — A list of locations where a queue is allowed to place new game sessions.

  Locations are specified in the form of AWS Region codes, such as `us-west-2` . If this parameter is not set, game sessions can be placed in any queue location.

- `name`: string (required) — A descriptive label that is associated with game session queue.

  Queue names must be unique within each Region.

- `notificationTarget`: string — An SNS topic ARN that is set up to receive game session placement notifications.

  See [Setting up notifications for game session placement](https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html) .

- `playerLatencyPolicies`: [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [CfnGameSessionQueue.PlayerLatencyPolicyProperty](/cdk/api/v2/docs/aws-cdk-lib.aws_gamelift.CfnGameSessionQueue.PlayerLatencyPolicyProperty.html)[] — A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests.

  Use multiple policies to gradually relax the cap over time if Amazon GameLift Servers can't make a placement. Policies are evaluated in order starting with the lowest maximum latency value.

- `priorityConfiguration`: [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [CfnGameSessionQueue.PriorityConfigurationProperty](/cdk/api/v2/docs/aws-cdk-lib.aws_gamelift.CfnGameSessionQueue.PriorityConfigurationProperty.html) — Custom settings to use when prioritizing destinations and locations for game session placements.

  This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

- `tags`: [CfnTag](/cdk/api/v2/docs/aws-cdk-lib.CfnTag.html)[] — A list of labels to assign to the new game session queue resource.

  Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see [Tagging AWS Resources](https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the *AWS General Reference* . Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

- `timeoutInSeconds`: number — The maximum time, in seconds, that a new game session placement request remains in the queue.

  When a request exceeds this time, the game session placement changes to a `TIMED_OUT` status. If you don't specify a request timeout, the queue uses a default value.

## Properties

- `attrArn`: string — The unique Amazon Resource Name (ARN) for the `GameSessionQueue` .

- `attrName`: string — A descriptive label that is associated with a game session queue.

  Names are unique within each Region.

- `CFN_RESOURCE_TYPE_NAME`: string (static) — The CloudFormation resource type name for this resource class.

- `cfnOptions`: [ICfnResourceOptions](/cdk/api/v2/docs/aws-cdk-lib.ICfnResourceOptions.html) — Options for this resource, such as condition, update policy etc.

- `cfnResourceType`: string — AWS resource type.

- `creationStack`: string[]

- `customEventData`: string — Information to be added to all events that are related to this game session queue.

- `destinations`: [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [CfnGameSessionQueue.DestinationProperty](/cdk/api/v2/docs/aws-cdk-lib.aws_gamelift.CfnGameSessionQueue.DestinationProperty.html)[] — A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.

- `env`: [ResourceEnvironment](/cdk/api/v2/docs/aws-cdk-lib.interfaces.ResourceEnvironment.html)

- `filterConfiguration`: [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [CfnGameSessionQueue.FilterConfigurationProperty](/cdk/api/v2/docs/aws-cdk-lib.aws_gamelift.CfnGameSessionQueue.FilterConfigurationProperty.html) — A list of locations where a queue is allowed to place new game sessions.

- `gameSessionQueueRef`: [GameSessionQueueReference](/cdk/api/v2/docs/aws-cdk-lib.interfaces.aws_gamelift.GameSessionQueueReference.html) — A reference to a GameSessionQueue resource.

- `logicalId`: string — The logical ID for this CloudFormation stack element.

  The logical ID of the element
  is calculated from the path of the resource node in the construct tree.

  To override this value, use `overrideLogicalId(newLogicalId)`.

- `name`: string — A descriptive label that is associated with game session queue.

- `node`: [Node](/cdk/api/v2/docs/constructs.Node.html) — The tree node.

- `notificationTarget`: string — An SNS topic ARN that is set up to receive game session placement notifications.

- `playerLatencyPolicies`: [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [CfnGameSessionQueue.PlayerLatencyPolicyProperty](/cdk/api/v2/docs/aws-cdk-lib.aws_gamelift.CfnGameSessionQueue.PlayerLatencyPolicyProperty.html)[] — A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests.

- `priorityConfiguration`: [IResolvable](/cdk/api/v2/docs/aws-cdk-lib.IResolvable.html) | [CfnGameSessionQueue.PriorityConfigurationProperty](/cdk/api/v2/docs/aws-cdk-lib.aws_gamelift.CfnGameSessionQueue.PriorityConfigurationProperty.html) — Custom settings to use when prioritizing destinations and locations for game session placements.

- `ref`: string — Return a string that will be resolved to a CloudFormation `{ Ref }` for this element.

  If, by any chance, the intrinsic reference of a resource is not a string, you could
  coerce it to an IResolvable through `Lazy.any({ produce: resource.ref })`.

- `stack`: [Stack](/cdk/api/v2/docs/aws-cdk-lib.Stack.html) — The stack in which this element is defined.

  CfnElements must be defined within a stack scope (directly or indirectly).

- `tags`: [TagManager](/cdk/api/v2/docs/aws-cdk-lib.TagManager.html) — Tag Manager which manages the tags for this resource.

- `tagsRaw`: [CfnTag](/cdk/api/v2/docs/aws-cdk-lib.CfnTag.html)[] — A list of labels to assign to the new game session queue resource.

- `timeoutInSeconds`: number — The maximum time, in seconds, that a new game session placement request remains in the queue.

## Methods

- `addDeletionOverride(path: string): void` — Syntactic sugar for `addOverride(path, undefined)`.

  **Parameters**

  - `path` — The path of the value to delete.

- `addDependency(target: CfnResource): void` — Use `addResourceDependency` instead.

  This method has been renamed to `addResourceDependency` to more clearly
  set it apart from `construct.node.addDependency`. See the documentation
  of that function for more details.

- `addDependsOn(target: CfnResource): void` — Use `addResourceDependency` instead.

  This can be used for resources across stacks (or nested stack) boundaries
  and the dependency will automatically be transferred to the relevant scope.

  This method has been renamed to `addResourceDependency`, which makes it
  more clear that this method operates at a different level from the
  construct-level `construct.node.addDependency()` mechanism.

- `addMetadata(key: string, value: any): void` — Add a value to the CloudFormation Resource Metadata.

- `addOverride(path: string, value: any): void` — Adds an override to the synthesized CloudFormation resource.

  To add a
  property override, either use `addPropertyOverride` or prefix `path` with
  "Properties." (i.e. `Properties.TopicName`).

  If the override is nested, separate each nested level using a dot (.) in the path parameter.
  If there is an array as part of the nesting, specify the index in the path.

  To include a literal `.` in the property name, prefix with a `\`. In most
  programming languages you will need to write this as `"\\."` because the
  `\` itself will need to be escaped.

  For example,
  ```typescript
  cfnResource.addOverride('Properties.GlobalSecondaryIndexes.0.Projection.NonKeyAttributes', ['myattribute']);
  cfnResource.addOverride('Properties.GlobalSecondaryIndexes.1.ProjectionType', 'INCLUDE');
  ```
  would add the overrides
  ```json
  "Properties": {
    "GlobalSecondaryIndexes": [
      {
        "Projection": {
          "NonKeyAttributes": [ "myattribute" ]
          ...
        }
        ...
      },
      {
        "ProjectionType": "INCLUDE"
        ...
      },
    ]
    ...
  }
  ```

  The `value` argument to `addOverride` will not be processed or translated
  in any way. Pass raw JSON values in here with the correct capitalization
  for CloudFormation. If you pass CDK classes or structs, they will be
  rendered with lowercased key names, and CloudFormation will reject the
  template.

  **Parameters**

  - `path` — - The path of the property, you can use dot notation to override values in complex types.
  - `value` — - The value.

- `addPropertyDeletionOverride(propertyPath: string): void` — Adds an override that deletes the value of a property from the resource definition.

  **Parameters**

  - `propertyPath` — The path to the property.

- `addPropertyOverride(propertyPath: string, value: any): void` — Adds an override to a resource property.

  Syntactic sugar for `addOverride("Properties.<...>", value)`.

  **Parameters**

  - `propertyPath` — The path of the property.
  - `value` — The value.

- `addResourceDependency(target: CfnResource, reason?: string): void` — Indicates that this resource depends on another resource and cannot be provisioned unless the other resource has been successfully provisioned.

  This can be used for resources across stacks (or nested stack) boundaries
  and the dependency will automatically be transferred to the relevant scope.

  This method only adds dependencies between L1 resources. If you are
  looking for a generic construct-to-construct dependency mechanism that works
  for all constructs including L2s, use `construct.node.addDependency` instead.

- `applyCrossStackReferenceStrength(strength: ReferenceStrength): void` — Sets the cross-stack reference strength for this resource.

  When set, any cross-stack reference to this resource will use the specified
  strength instead of the global default from the consuming stack's context.

  **Parameters**

  - `strength` — - The reference strength to use for this resource.

- `applyRemovalPolicy(policy?: RemovalPolicy, options?: RemovalPolicyOptions): void` — Sets the deletion policy of the resource based on the removal policy specified.

  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`). In some
  cases, a snapshot can be taken of the resource prior to deletion
  (`RemovalPolicy.SNAPSHOT`). A list of resources that support this policy
  can be found in the following link:

- `arnForGameSessionQueue(resource: IGameSessionQueueRef): string` (static)

- `cfnPropertyName(cdkPropertyName: string): string`

- `fromGameSessionQueueArn(scope: Construct, id: string, arn: string): IGameSessionQueueRef` (static) — Creates a new IGameSessionQueueRef from an ARN.

- `fromGameSessionQueueName(scope: Construct, id: string, gameSessionQueueName: string): IGameSessionQueueRef` (static) — Creates a new IGameSessionQueueRef from a gameSessionQueueName.

- `getAtt(attributeName: string, typeHint?: ResolutionTypeHint): Reference` — Returns a token for an runtime attribute of this resource.

  Ideally, use generated attribute accessors (e.g. `resource.arn`), but this can be used for future compatibility
  in case there is no generated attribute.

  **Parameters**

  - `attributeName` — The name of the attribute.

- `getMetadata(key: string): any` — Retrieve a value value from the CloudFormation Resource Metadata.

- `inspect(inspector: TreeInspector): void` — Examines the CloudFormation resource and discloses attributes.

  **Parameters**

  - `inspector` — tree inspector to collect and process attributes.

- `isCfnElement(x: any): boolean` (static) — Returns `true` if a construct is a stack element (i.e. part of the synthesized cloudformation template).

  Uses duck-typing instead of `instanceof` to allow stack elements from different
  versions of this library to be included in the same stack.

  **Returns:** The construct as a stack element or undefined if it is not a stack element.

- `isCfnGameSessionQueue(x: any): boolean` (static) — Checks whether the given object is a CfnGameSessionQueue.

- `isCfnResource(x: any): boolean` (static) — Check whether the given object is a CfnResource.

- `isConstruct(x: any): boolean` (static) — 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.

  **Parameters**

  - `x` — Any object.

  **Returns:** true if `x` is an object created from a class which extends `Construct`.

- `obtainDependencies(): Stack | CfnResource[]` — Retrieves an array of resources and stacks this resource depends on.

  For resources depended on directly, returns the `CfnResource` object. For
  dependencies on other stacks, returns the `Stack` object. The order of the
  array is not guaranteed.

- `overrideLogicalId(newLogicalId: string): void` — Overrides the auto-generated logical ID with a specific ID.

  **Parameters**

  - `newLogicalId` — The new logical ID to use for this stack element.

- `removeDependency(target: CfnResource): void` — Use `removeResourceDependency` instead

  This can be used for resources across stacks (including nested stacks)
  and the dependency will automatically be removed from the relevant scope.

- `removeResourceDependency(target: CfnResource): void` — Indicates that this resource no longer depends on another resource.

  This can be used for resources across stacks (including nested stacks)
  and the dependency will automatically be removed from the relevant scope.

- `replaceDependency(target: CfnResource, newTarget: CfnResource): void` — Replaces one dependency with another.

  **Parameters**

  - `target` — The dependency to replace.
  - `newTarget` — The new dependency to add.

- `toString(): string` — Returns a string representation of this construct.

  **Returns:** a string representation of this resource

- `with(...mixins: IMixin[]): IConstruct` — Applies one or more mixins to this construct.

  Mixins are applied in order. The list of constructs is captured at the
  start of the call, so constructs added by a mixin will not be visited.
  Use multiple `with()` calls if subsequent mixins should apply to added
  constructs.
