CfnGameSessionQueue
- class aws_cdk.aws_gamelift.CfnGameSessionQueue(scope, id, *, name, custom_event_data=None, destinations=None, filter_configuration=None, notification_target=None, player_latency_policies=None, priority_configuration=None, tags=None, timeout_in_seconds=None)
- Bases: - CfnResource- The - AWS::GameLift::GameSessionQueueresource 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 . - See:
- CloudformationResource:
- AWS::GameLift::GameSessionQueue 
- ExampleMetadata:
- fixture=_generated 
 - Example: - # The code below shows an example of how to instantiate this type. # The values are placeholders you should change. from aws_cdk import aws_gamelift as gamelift cfn_game_session_queue = gamelift.CfnGameSessionQueue(self, "MyCfnGameSessionQueue", name="name", # the properties below are optional custom_event_data="customEventData", destinations=[gamelift.CfnGameSessionQueue.DestinationProperty( destination_arn="destinationArn" )], filter_configuration=gamelift.CfnGameSessionQueue.FilterConfigurationProperty( allowed_locations=["allowedLocations"] ), notification_target="notificationTarget", player_latency_policies=[gamelift.CfnGameSessionQueue.PlayerLatencyPolicyProperty( maximum_individual_player_latency_milliseconds=123, policy_duration_seconds=123 )], priority_configuration=gamelift.CfnGameSessionQueue.PriorityConfigurationProperty( location_order=["locationOrder"], priority_order=["priorityOrder"] ), tags=[CfnTag( key="key", value="value" )], timeout_in_seconds=123 ) - Parameters:
- scope ( - Construct) – Scope in which this resource is defined.
- id ( - str) – Construct identifier for this resource (unique in its scope).
- name ( - str) – A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
- custom_event_data ( - Optional[- str]) – Information to be added to all events that are related to this game session queue.
- destinations ( - Union[- IResolvable,- Sequence[- Union[- IResolvable,- DestinationProperty,- Dict[- str,- Any]]],- None]) – 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.
- filter_configuration ( - Union[- IResolvable,- FilterConfigurationProperty,- Dict[- str,- Any],- None]) – 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.
- notification_target ( - Optional[- str]) – An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement .
- player_latency_policies ( - Union[- IResolvable,- Sequence[- Union[- IResolvable,- PlayerLatencyPolicyProperty,- Dict[- str,- Any]]],- None]) – 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.
- priority_configuration ( - Union[- IResolvable,- PriorityConfigurationProperty,- Dict[- str,- Any],- None]) – 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 ( - Optional[- Sequence[- Union[- CfnTag,- Dict[- str,- Any]]]]) – 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 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.
- timeout_in_seconds ( - Union[- int,- float,- None]) – 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_OUTstatus. If you don’t specify a request timeout, the queue uses a default value.
 
 - Methods - add_deletion_override(path)
- Syntactic sugar for - addOverride(path, undefined).- Parameters:
- path ( - str) – The path of the value to delete.
- Return type:
- None
 
 - add_dependency(target)
- 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. - Parameters:
- target ( - CfnResource)
- Return type:
- None
 
 - add_depends_on(target)
- (deprecated) Indicates that this resource depends on another resource and cannot be provisioned unless the other resource has been successfully provisioned. - Parameters:
- target ( - CfnResource)
- Deprecated:
- use addDependency 
- Stability:
- deprecated 
- Return type:
- None
 
 - add_metadata(key, value)
- Add a value to the CloudFormation Resource Metadata. - Parameters:
- key ( - str)
- value ( - Any)
 
- See:
- Return type:
- None
 - Note that this is a different set of metadata from CDK node metadata; this metadata ends up in the stack template under the resource, whereas CDK node metadata ends up in the Cloud Assembly. 
 - add_override(path, value)
- Adds an override to the synthesized CloudFormation resource. - To add a property override, either use - addPropertyOverrideor prefix- pathwith “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: - cfn_resource.add_override("Properties.GlobalSecondaryIndexes.0.Projection.NonKeyAttributes", ["myattribute"]) cfn_resource.add_override("Properties.GlobalSecondaryIndexes.1.ProjectionType", "INCLUDE") - would add the overrides Example: - "Properties": { "GlobalSecondaryIndexes": [ { "Projection": { "NonKeyAttributes": [ "myattribute" ] ... } ... }, { "ProjectionType": "INCLUDE" ... }, ] ... } - The - valueargument to- addOverridewill 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 ( - str) –- The path of the property, you can use dot notation to override values in complex types. Any intermediate keys will be created as needed. 
 
- value ( - Any) –- The value. Could be primitive or complex. 
 
 
- Return type:
- None
 
 - add_property_deletion_override(property_path)
- Adds an override that deletes the value of a property from the resource definition. - Parameters:
- property_path ( - str) – The path to the property.
- Return type:
- None
 
 - add_property_override(property_path, value)
- Adds an override to a resource property. - Syntactic sugar for - addOverride("Properties.<...>", value).- Parameters:
- property_path ( - str) – The path of the property.
- value ( - Any) – The value.
 
- Return type:
- None
 
 - apply_removal_policy(policy=None, *, apply_to_update_replace_policy=None, default=None)
- 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:- Parameters:
- policy ( - Optional[- RemovalPolicy])
- apply_to_update_replace_policy ( - Optional[- bool]) – Apply the same deletion policy to the resource’s “UpdateReplacePolicy”. Default: true
- default ( - Optional[- RemovalPolicy]) – The default policy to apply in case the removal policy is not defined. Default: - Default value is resource specific. To determine the default value for a resource, please consult that specific resource’s documentation.
 
- See:
- Return type:
- None
 
 - get_att(attribute_name, type_hint=None)
- 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:
- attribute_name ( - str) – The name of the attribute.
- type_hint ( - Optional[- ResolutionTypeHint])
 
- Return type:
 
 - get_metadata(key)
- Retrieve a value value from the CloudFormation Resource Metadata. - Parameters:
- key ( - str)
- See:
- Return type:
- Any
 - Note that this is a different set of metadata from CDK node metadata; this metadata ends up in the stack template under the resource, whereas CDK node metadata ends up in the Cloud Assembly. 
 - inspect(inspector)
- Examines the CloudFormation resource and discloses attributes. - Parameters:
- inspector ( - TreeInspector) – tree inspector to collect and process attributes.
- Return type:
- None
 
 - obtain_dependencies()
- Retrieves an array of resources this resource depends on. - This assembles dependencies on resources across stacks (including nested stacks) automatically. - Return type:
- List[- Union[- Stack,- CfnResource]]
 
 - obtain_resource_dependencies()
- Get a shallow copy of dependencies between this resource and other resources in the same stack. - Return type:
- List[- CfnResource]
 
 - override_logical_id(new_logical_id)
- Overrides the auto-generated logical ID with a specific ID. - Parameters:
- new_logical_id ( - str) – The new logical ID to use for this stack element.
- Return type:
- None
 
 - remove_dependency(target)
- 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. - Parameters:
- target ( - CfnResource)
- Return type:
- None
 
 - replace_dependency(target, new_target)
- Replaces one dependency with another. - Parameters:
- target ( - CfnResource) – The dependency to replace.
- new_target ( - CfnResource) – The new dependency to add.
 
- Return type:
- None
 
 - to_string()
- Returns a string representation of this construct. - Return type:
- str
- Returns:
- a string representation of this resource 
 
 - Attributes - CFN_RESOURCE_TYPE_NAME = 'AWS::GameLift::GameSessionQueue'
 - attr_arn
- The unique Amazon Resource Name (ARN) for the - GameSessionQueue.- CloudformationAttribute:
- Arn 
 
 - attr_name
- A descriptive label that is associated with a game session queue. - Names are unique within each Region. - CloudformationAttribute:
- Name 
 
 - cfn_options
- Options for this resource, such as condition, update policy etc. 
 - cfn_resource_type
- AWS resource type. 
 - creation_stack
- return: - the stack trace of the point where this Resource was created from, sourced from the +metadata+ entry typed +aws:cdk:logicalId+, and with the bottom-most node +internal+ entries filtered. 
 - custom_event_data
- Information to be added to all events that are related to this game session queue. 
 - destinations
- A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. 
 - filter_configuration
- A list of locations where a queue is allowed to place new game sessions. 
 - game_session_queue_ref
- A reference to a GameSessionQueue resource. 
 - logical_id
- 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).- Returns:
 - the logical ID as a stringified token. This value will only get resolved during synthesis. 
 - name
- A descriptive label that is associated with game session queue. 
 - node
- The tree node. 
 - notification_target
- An SNS topic ARN that is set up to receive game session placement notifications. 
 - player_latency_policies
- A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests. 
 - priority_configuration
- Custom settings to use when prioritizing destinations and locations for game session placements. 
 - ref
- 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
- The stack in which this element is defined. - CfnElements must be defined within a stack scope (directly or indirectly). 
 - tags
- Tag Manager which manages the tags for this resource. 
 - tags_raw
- A list of labels to assign to the new game session queue resource. 
 - timeout_in_seconds
- The maximum time, in seconds, that a new game session placement request remains in the queue. 
 - Static Methods - classmethod from_game_session_queue_arn(scope, id, arn)
- Creates a new IGameSessionQueueRef from an ARN. - Parameters:
- scope ( - Construct)
- id ( - str)
- arn ( - str)
 
- Return type:
 
 - classmethod from_game_session_queue_name(scope, id, game_session_queue_name)
- Creates a new IGameSessionQueueRef from a gameSessionQueueName. - Parameters:
- scope ( - Construct)
- id ( - str)
- game_session_queue_name ( - str)
 
- Return type:
 
 - classmethod is_cfn_element(x)
- Returns - trueif a construct is a stack element (i.e. part of the synthesized cloudformation template).- Uses duck-typing instead of - instanceofto allow stack elements from different versions of this library to be included in the same stack.- Parameters:
- x ( - Any)
- Return type:
- bool
- Returns:
- The construct as a stack element or undefined if it is not a stack element. 
 
 - classmethod is_cfn_resource(x)
- Check whether the given object is a CfnResource. - Parameters:
- x ( - Any)
- Return type:
- bool
 
 - classmethod is_construct(x)
- Checks if - xis a construct.- Use this method instead of - instanceofto properly detect- Constructinstances, even when the construct library is symlinked.- Explanation: in JavaScript, multiple copies of the - constructslibrary on disk are seen as independent, completely different libraries. As a consequence, the class- Constructin each copy of the- constructslibrary is seen as a different class, and an instance of one class will not test as- instanceofthe other class.- npm installwill 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- constructslibrary can be accidentally installed, and- instanceofwill behave unpredictably. It is safest to avoid using- instanceof, and using this type-testing method instead.- Parameters:
- x ( - Any) – Any object.
- Return type:
- bool
- Returns:
- true if - xis an object created from a class which extends- Construct.
 
 
DestinationProperty
- class CfnGameSessionQueue.DestinationProperty(*, destination_arn=None)
- Bases: - object- Parameters:
- destination_arn ( - Optional[- str])
- See:
- ExampleMetadata:
- fixture=_generated 
 - Example: - # The code below shows an example of how to instantiate this type. # The values are placeholders you should change. from aws_cdk import aws_gamelift as gamelift destination_property = gamelift.CfnGameSessionQueue.DestinationProperty( destination_arn="destinationArn" ) - Attributes 
FilterConfigurationProperty
- class CfnGameSessionQueue.FilterConfigurationProperty(*, allowed_locations=None)
- Bases: - object- A list of fleet locations where a game session queue can place new game sessions. - You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations. - Parameters:
- allowed_locations ( - Optional[- Sequence[- str]]) – A list of locations to allow game session placement in, in the form of AWS Region codes such as- us-west-2.
- See:
- ExampleMetadata:
- fixture=_generated 
 - Example: - # The code below shows an example of how to instantiate this type. # The values are placeholders you should change. from aws_cdk import aws_gamelift as gamelift filter_configuration_property = gamelift.CfnGameSessionQueue.FilterConfigurationProperty( allowed_locations=["allowedLocations"] ) - Attributes - allowed_locations
- A list of locations to allow game session placement in, in the form of AWS Region codes such as - us-west-2.
 
GameSessionQueueDestinationProperty
- class CfnGameSessionQueue.GameSessionQueueDestinationProperty(*, destination_arn=None)
- Bases: - object- A fleet or alias designated in a game session queue. - Queues fulfill requests for new game sessions by placing a new game session on any of the queue’s destinations. - Parameters:
- destination_arn ( - Optional[- str]) – The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
- See:
- ExampleMetadata:
- fixture=_generated 
 - Example: - # The code below shows an example of how to instantiate this type. # The values are placeholders you should change. from aws_cdk import aws_gamelift as gamelift game_session_queue_destination_property = gamelift.CfnGameSessionQueue.GameSessionQueueDestinationProperty( destination_arn="destinationArn" ) - Attributes - destination_arn
- The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. - ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions. 
 
PlayerLatencyPolicyProperty
- class CfnGameSessionQueue.PlayerLatencyPolicyProperty(*, maximum_individual_player_latency_milliseconds=None, policy_duration_seconds=None)
- Bases: - object- The queue setting that determines the highest latency allowed for individual players when placing a game session. - When a latency policy is in force, a game session cannot be placed with any fleet in a Region where a player reports latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information. - Parameters:
- maximum_individual_player_latency_milliseconds ( - Union[- int,- float,- None]) – The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
- policy_duration_seconds ( - Union[- int,- float,- None]) – The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.
 
- See:
- ExampleMetadata:
- fixture=_generated 
 - Example: - # The code below shows an example of how to instantiate this type. # The values are placeholders you should change. from aws_cdk import aws_gamelift as gamelift player_latency_policy_property = gamelift.CfnGameSessionQueue.PlayerLatencyPolicyProperty( maximum_individual_player_latency_milliseconds=123, policy_duration_seconds=123 ) - Attributes - maximum_individual_player_latency_milliseconds
- The maximum latency value that is allowed for any player, in milliseconds. - All policies must have a value set for this property. 
 - policy_duration_seconds
- The length of time, in seconds, that the policy is enforced while placing a new game session. - A null value for this property means that the policy is enforced until the queue times out. 
 
PriorityConfigurationProperty
- class CfnGameSessionQueue.PriorityConfigurationProperty(*, location_order=None, priority_order=None)
- Bases: - object- Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. - When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows: - If player latency data is included in a game session request, destinations and locations are prioritized first based on lowest average latency (1), then on lowest hosting cost (2), then on destination list order (3), and finally on location (alphabetical) (4). This approach ensures that the queue’s top priority is to place game sessions where average player latency is lowest, and–if latency is the same–where the hosting cost is less, etc. 
- If player latency data is not included, destinations and locations are prioritized first on destination list order (1), and then on location (alphabetical) (2). This approach ensures that the queue’s top priority is to place game sessions on the first destination fleet listed. If that fleet has multiple locations, the game session is placed on the first location (when listed alphabetically). 
 - Changing the priority order will affect how game sessions are placed. - Parameters:
- location_order ( - Optional[- Sequence[- str]]) – The prioritization order to use for fleet locations, when the- PriorityOrderproperty includes- LOCATION. Locations can include AWS Region codes (such as- us-west-2), local zones, and custom locations (for Anywhere fleets). Each location must be listed only once. For details, see Amazon GameLift Servers service locations.
- priority_order ( - Optional[- Sequence[- str]]) – A custom sequence to use when prioritizing where to place new game sessions. Each priority type is listed once. -- LATENCY– Amazon GameLift Servers prioritizes locations where the average player latency is lowest. Player latency data is provided in each game session placement request. -- COST– Amazon GameLift Servers prioritizes queue destinations with the lowest current hosting costs. Cost is evaluated based on the destination’s location, instance type, and fleet type (Spot or On-Demand). -- DESTINATION– Amazon GameLift Servers prioritizes based on the list order of destinations in the queue configuration. -- LOCATION– Amazon GameLift Servers prioritizes based on the provided order of locations, as defined in- LocationOrder.
 
- See:
- ExampleMetadata:
- fixture=_generated 
 - Example: - # The code below shows an example of how to instantiate this type. # The values are placeholders you should change. from aws_cdk import aws_gamelift as gamelift priority_configuration_property = gamelift.CfnGameSessionQueue.PriorityConfigurationProperty( location_order=["locationOrder"], priority_order=["priorityOrder"] ) - Attributes - location_order
- The prioritization order to use for fleet locations, when the - PriorityOrderproperty includes- LOCATION.- Locations can include AWS Region codes (such as - us-west-2), local zones, and custom locations (for Anywhere fleets). Each location must be listed only once. For details, see Amazon GameLift Servers service locations.
 - priority_order
- A custom sequence to use when prioritizing where to place new game sessions. Each priority type is listed once. - LATENCY– Amazon GameLift Servers prioritizes locations where the average player latency is lowest. Player latency data is provided in each game session placement request.
- COST– Amazon GameLift Servers prioritizes queue destinations with the lowest current hosting costs. Cost is evaluated based on the destination’s location, instance type, and fleet type (Spot or On-Demand).
- DESTINATION– Amazon GameLift Servers prioritizes based on the list order of destinations in the queue configuration.
- LOCATION– Amazon GameLift Servers prioritizes based on the provided order of locations, as defined in- LocationOrder.