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:
aws_cdk.core.CfnResource
A CloudFormation
AWS::GameLift::GameSessionQueue
.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 .- CloudformationResource
AWS::GameLift::GameSessionQueue
- Link
- ExampleMetadata
fixture=_generated
Example:
# The code below shows an example of how to instantiate this type. # The values are placeholders you should change. import aws_cdk.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 )
Create a new
AWS::GameLift::GameSessionQueue
.- Parameters
scope (
Construct
) –scope in which this resource is defined.
id (
str
) –scoped id of the resource.
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
]],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
,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 asus-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
]],None
]) – A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.priority_configuration (
Union
[IResolvable
,PriorityConfigurationProperty
,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
[CfnTag
]]) – 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 aTIMED_OUT
status.
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_depends_on
(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_metadata
(key, value)¶ Add a value to the CloudFormation Resource Metadata.
- Parameters
key (
str
) –value (
Any
) –
- See
https://docs.aws.amazon.com/AWSCloudFormation/latest/UserGuide/metadata-section-structure.html
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.
- Return type
None
-
add_override
(path, value)¶ Adds an override to the synthesized CloudFormation resource.
To add a property override, either use
addPropertyOverride
or prefixpath
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:
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
value
argument toaddOverride
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 (
str
) –The path of the property, you can use dot notation to override values in complex types. Any intermdediate 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
).- Parameters
policy (
Optional
[RemovalPolicy
]) –apply_to_update_replace_policy (
Optional
[bool
]) – Apply the same deletion policy to the resource’s “UpdateReplacePolicy”. Default: truedefault (
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 resoure, please consult that specific resource’s documentation.
- Return type
None
-
get_att
(attribute_name)¶ 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.- Return type
-
get_metadata
(key)¶ Retrieve a value value from the CloudFormation Resource Metadata.
- Parameters
key (
str
) –- See
https://docs.aws.amazon.com/AWSCloudFormation/latest/UserGuide/metadata-section-structure.html
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.
- Return type
Any
-
inspect
(inspector)¶ Examines the CloudFormation resource and discloses attributes.
- Parameters
inspector (
TreeInspector
) –tree inspector to collect and process attributes.
- Return type
None
-
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
-
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
- Return type
str
-
attr_name
¶ A descriptive label that is associated with a game session queue.
Names are unique within each Region.
- CloudformationAttribute
Name
- Return type
str
-
cfn_options
¶ Options for this resource, such as condition, update policy etc.
- Return type
-
cfn_resource_type
¶ AWS resource type.
- Return type
str
-
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.
- Return type
List
[str
]
-
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.
Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
- Link
- Return type
Union
[IResolvable
,List
[Union
[IResolvable
,DestinationProperty
]],None
]
-
filter_configuration
¶ 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.
-
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)
.- Return type
str
- 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.
Queue names must be unique within each Region.
-
node
¶ The construct tree node associated with this construct.
- Return type
-
notification_target
¶ An SNS topic ARN that is set up to receive game session placement notifications.
-
player_latency_policies
¶ A set of policies that act as a sliding cap on player latency.
FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
-
priority_configuration
¶ 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.
-
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 })
.- Return type
str
-
stack
¶ The stack in which this element is defined.
CfnElements must be defined within a stack scope (directly or indirectly).
- Return type
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
¶ 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.- Link
- Return type
Union
[int
,float
,None
]
Static Methods
-
classmethod
is_cfn_element
(x)¶ 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.- 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
(construct)¶ Check whether the given construct is a CfnResource.
- Parameters
construct (
IConstruct
) –- Return type
bool
-
classmethod
is_construct
(x)¶ Return whether the given object is a Construct.
- Parameters
x (
Any
) –- Return type
bool
DestinationProperty¶
-
class
CfnGameSessionQueue.
DestinationProperty
(*, 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.- Link
- ExampleMetadata
fixture=_generated
Example:
# The code below shows an example of how to instantiate this type. # The values are placeholders you should change. import aws_cdk.aws_gamelift as gamelift destination_property = gamelift.CfnGameSessionQueue.DestinationProperty( 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.
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 asus-west-2
.- Link
- ExampleMetadata
fixture=_generated
Example:
# The code below shows an example of how to instantiate this type. # The values are placeholders you should change. import aws_cdk.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
.
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.
- Link
- ExampleMetadata
fixture=_generated
Example:
# The code below shows an example of how to instantiate this type. # The values are placeholders you should change. import aws_cdk.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 thePriorityOrder
property includesLOCATION
. Locations are identified by AWS Region codes such asus-west-2
. Each location can only be listed once.priority_order (
Optional
[Sequence
[str
]]) – The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once. -LATENCY
– FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest. -COST
– 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. -DESTINATION
– FleetIQ prioritizes based on the order that destinations are listed in the queue configuration. -LOCATION
– FleetIQ prioritizes based on the provided order of locations, as defined inLocationOrder
.
- Link
- ExampleMetadata
fixture=_generated
Example:
# The code below shows an example of how to instantiate this type. # The values are placeholders you should change. import aws_cdk.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
PriorityOrder
property includesLOCATION
.Locations are identified by AWS Region codes such as
us-west-2
. Each location can only be listed once.
-
priority_order
¶ The recommended sequence to use when prioritizing where to place new game sessions.
Each type can only be listed once.
LATENCY
– FleetIQ prioritizes locations where the average player latency (provided in each game session request) is lowest.COST
– 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.DESTINATION
– FleetIQ prioritizes based on the order that destinations are listed in the queue configuration.LOCATION
– FleetIQ prioritizes based on the provided order of locations, as defined inLocationOrder
.