Namespace Amazon.CDK.AWS.GameLift.Alpha
Amazon GameLift Construct Library
---The APIs of higher level constructs in this module are experimental and under active development.
They are subject to non-backward compatible changes or removal in any future version. These are
not subject to the <a href="https://semver.org/">Semantic Versioning</a> model and breaking changes will be
announced in the release notes. This means that while you may use them, you may need to update
your source code when upgrading to a newer version of this package.
Amazon GameLift is a service used to deploy, operate, and scale dedicated, low-cost servers in the cloud for session-based multiplayer games. Built on AWS global computing infrastructure, GameLift helps deliver high-performance, high-reliability game servers while dynamically scaling your resource usage to meet worldwide player demand.
GameLift is composed of three main components:
This module is part of the AWS Cloud Development Kit project. It allows you to define components for your matchmaking configuration or game server fleet management system.
GameLift FlexMatch
Defining a Matchmaking configuration
FlexMatch is available both as a GameLift game hosting solution (including Realtime Servers) and as a standalone matchmaking service. To set up a FlexMatch matchmaker to process matchmaking requests, you have to create a matchmaking configuration based on a RuleSet.
More details about matchmaking ruleSet are covered below.
There is two types of Matchmaking configuration:
Through a game session queue system to let FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.
GameSessionQueue queue;
MatchmakingRuleSet ruleSet;
new QueuedMatchmakingConfiguration(this, "QueuedMatchmakingConfiguration", new QueuedMatchmakingConfigurationProps {
MatchmakingConfigurationName = "test-queued-config-name",
GameSessionQueues = new [] { queue },
RuleSet = ruleSet
});
Or through a standalone version to let FlexMatch forms matches and returns match information in an event.
MatchmakingRuleSet ruleSet;
new StandaloneMatchmakingConfiguration(this, "StandaloneMatchmaking", new StandaloneMatchmakingConfigurationProps {
MatchmakingConfigurationName = "test-standalone-config-name",
RuleSet = ruleSet
});
More details about Game session queue are covered below.
Matchmaking RuleSet
Every FlexMatch matchmaker must have a rule set. The rule set determines the two key elements of a match: your game's team structure and size, and how to group players together for the best possible match.
For example, a rule set might describe a match like this: Create a match with two teams of four to eight players each, one team is the cowboy and the other team the aliens. A team can have novice and experienced players, but the average skill of the two teams must be within 10 points of each other. If no match is made after 30 seconds, gradually relax the skill requirements.
new MatchmakingRuleSet(this, "RuleSet", new MatchmakingRuleSetProps {
MatchmakingRuleSetName = "my-test-ruleset",
Content = RuleSetContent.FromJsonFile(Join(__dirname, "my-ruleset", "ruleset.json"))
});
FlexMatch Monitoring
You can monitor GameLift FlexMatch activity for matchmaking configurations and matchmaking rules using Amazon CloudWatch. These statistics are used to provide a historical perspective on how your Gamelift FlexMatch solution is performing.
FlexMatch Metrics
GameLift FlexMatch sends metrics to CloudWatch so that you can collect and analyze the activity of your matchmaking solution, including match acceptance workflow, ticket consumtion.
You can then use CloudWatch alarms to alert you, for example, when matches has been rejected (potential matches that were rejected by at least one player since the last report) exceed a certain thresold which could means that you may have an issue in your matchmaking rules.
CDK provides methods for accessing GameLift FlexMatch metrics with default configuration,
such as metricRuleEvaluationsPassed
, or metricRuleEvaluationsFailed
(see
IMatchmakingRuleSet
for a full list). CDK also provides a generic metric
method that can be used
to produce metric configurations for any metric provided by GameLift FlexMatch;
the configurations are pre-populated with the correct dimensions for the
matchmaking configuration.
MatchmakingRuleSet matchmakingRuleSet;
// Alarm that triggers when the per-second average of not placed matches exceed 10%
var ruleEvaluationRatio = new MathExpression(new MathExpressionProps {
Expression = "1 - (ruleEvaluationsPassed / ruleEvaluationsFailed)",
UsingMetrics = new Dictionary<string, IMetric> {
{ "ruleEvaluationsPassed", matchmakingRuleSet.MetricRuleEvaluationsPassed(new MetricOptions { Statistic = Statistic.SUM }) },
{ "ruleEvaluationsFailed", matchmakingRuleSet.Metric("ruleEvaluationsFailed") }
}
});
new Alarm(this, "Alarm", new AlarmProps {
Metric = ruleEvaluationRatio,
Threshold = 0.1,
EvaluationPeriods = 3
});
See: Monitoring Using CloudWatch Metrics in the Amazon GameLift Developer Guide.
GameLift Hosting
Uploading builds and scripts to GameLift
Before deploying your GameLift-enabled multiplayer game servers for hosting with the GameLift service, you need to upload your game server files. This section provides guidance on preparing and uploading custom game server build files or Realtime Servers server script files. When you upload files, you create a GameLift build or script resource, which you then deploy on fleets of hosting resources.
To troubleshoot fleet activation problems related to the server script, see Debug GameLift fleet issues.
Upload a custom server build to GameLift
Before uploading your configured game server to GameLift for hosting, package the game build files into a build directory. This directory must include all components required to run your game servers and host game sessions, including the following:
You can set up any application in your build, including your install script, to access your resources securely on other AWS services.
Bucket bucket;
var build = new Build(this, "Build", new BuildProps {
Content = Content.FromBucket(bucket, "sample-asset-key")
});
new CfnOutput(this, "BuildArn", new CfnOutputProps { Value = build.BuildArn });
new CfnOutput(this, "BuildId", new CfnOutputProps { Value = build.BuildId });
To specify a server SDK version you used when integrating your game server build with Amazon GameLift use the serverSdkVersion
parameter:
See <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html">Integrate games with custom game servers</a> for more details.
Bucket bucket;
var build = new Build(this, "Build", new BuildProps {
Content = Content.FromBucket(bucket, "sample-asset-key"),
ServerSdkVersion = "5.0.0"
});
Upload a realtime server Script
Your server script can include one or more files combined into a single .zip file for uploading. The .zip file must contain all files that your script needs to run.
You can store your zipped script files in either a local file directory or in an Amazon Simple Storage Service (Amazon S3) bucket or defines a directory asset which is archived as a .zip file and uploaded to S3 during deployment.
After you create the script resource, GameLift deploys the script with a new Realtime Servers fleet. GameLift installs your
server script onto each instance in the fleet, placing the script files in /local/game
.
Bucket bucket;
new Script(this, "Script", new ScriptProps {
Content = Content.FromBucket(bucket, "sample-asset-key")
});
Defining a GameLift Fleet
Creating a custom game server fleet
Your uploaded game servers are hosted on GameLift virtual computing resources, called instances. You set up your hosting resources by creating a fleet of instances and deploying them to run your game servers. You can design a fleet to fit your game's needs.
new BuildFleet(this, "Game server fleet", new BuildFleetProps {
FleetName = "test-fleet",
Content = Build.FromAsset(this, "Build", Join(__dirname, "CustomerGameServer")),
InstanceType = InstanceType.Of(InstanceClass.C4, InstanceSize.LARGE),
RuntimeConfiguration = new RuntimeConfiguration {
ServerProcesses = new [] { new ServerProcess {
LaunchPath = "test-launch-path"
} }
}
});
Managing game servers launch configuration
GameLift uses a fleet's runtime configuration to determine the type and number of processes to run on each instance in the fleet. At a minimum, a runtime configuration contains one server process configuration that represents one game server executable. You can also define additional server process configurations to run other types of processes related to your game. Each server process configuration contains the following information:
A GameLift instance is limited to 50 processes running concurrently.
Build build;
// Server processes can be delcared in a declarative way through the constructor
var fleet = new BuildFleet(this, "Game server fleet", new BuildFleetProps {
FleetName = "test-fleet",
Content = build,
InstanceType = InstanceType.Of(InstanceClass.C4, InstanceSize.LARGE),
RuntimeConfiguration = new RuntimeConfiguration {
ServerProcesses = new [] { new ServerProcess {
LaunchPath = "/local/game/GameLiftExampleServer.x86_64",
Parameters = "-logFile /local/game/logs/myserver1935.log -port 1935",
ConcurrentExecutions = 100
} }
}
});
See Managing how game servers are launched for hosting in the Amazon GameLift Developer Guide.
Defining an instance type
GameLift uses Amazon Elastic Compute Cloud (Amazon EC2) resources, called instances, to deploy your game servers and host game sessions for your players. When setting up a new fleet, you decide what type of instances your game needs and how to run game server processes on them (using a runtime configuration). All instances in a fleet use the same type of resources and the same runtime configuration. You can edit a fleet's runtime configuration and other fleet properties, but the type of resources cannot be changed.
Build build;
new BuildFleet(this, "Game server fleet", new BuildFleetProps {
FleetName = "test-fleet",
Content = build,
InstanceType = InstanceType.Of(InstanceClass.C5, InstanceSize.LARGE),
RuntimeConfiguration = new RuntimeConfiguration {
ServerProcesses = new [] { new ServerProcess {
LaunchPath = "/local/game/GameLiftExampleServer.x86_64"
} }
}
});
Using Spot instances
When setting up your hosting resources, you have the option of using Spot Instances, On-Demand Instances, or a combination.
By default, fleet are using on demand capacity.
Build build;
new BuildFleet(this, "Game server fleet", new BuildFleetProps {
FleetName = "test-fleet",
Content = build,
InstanceType = InstanceType.Of(InstanceClass.C4, InstanceSize.LARGE),
RuntimeConfiguration = new RuntimeConfiguration {
ServerProcesses = new [] { new ServerProcess {
LaunchPath = "/local/game/GameLiftExampleServer.x86_64"
} }
},
UseSpot = true
});
Allowing Ingress traffic
The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet.
New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.
Build build;
var fleet = new BuildFleet(this, "Game server fleet", new BuildFleetProps {
FleetName = "test-fleet",
Content = build,
InstanceType = InstanceType.Of(InstanceClass.C4, InstanceSize.LARGE),
RuntimeConfiguration = new RuntimeConfiguration {
ServerProcesses = new [] { new ServerProcess {
LaunchPath = "/local/game/GameLiftExampleServer.x86_64"
} }
},
IngressRules = new [] { new IngressRule {
Source = Peer.AnyIpv4(),
Port = Port.TcpRange(100, 200)
} }
});
// Allowing a specific CIDR for port 1111 on UDP Protocol
fleet.AddIngressRule(Peer.Ipv4("1.2.3.4/32"), Port.Udp(1111));
Managing locations
A single Amazon GameLift fleet has a home Region by default (the Region you deploy it to), but it can deploy resources to any number of GameLift supported Regions. Select Regions based on where your players are located and your latency needs.
By default, home region is used as default location but we can add new locations if needed and define desired capacity
Build build;
// Locations can be added directly through constructor
var fleet = new BuildFleet(this, "Game server fleet", new BuildFleetProps {
FleetName = "test-fleet",
Content = build,
InstanceType = InstanceType.Of(InstanceClass.C4, InstanceSize.LARGE),
RuntimeConfiguration = new RuntimeConfiguration {
ServerProcesses = new [] { new ServerProcess {
LaunchPath = "/local/game/GameLiftExampleServer.x86_64"
} }
},
Locations = new [] { new Location {
Region = "eu-west-1",
Capacity = new LocationCapacity {
DesiredCapacity = 5,
MinSize = 2,
MaxSize = 10
}
}, new Location {
Region = "us-east-1",
Capacity = new LocationCapacity {
DesiredCapacity = 5,
MinSize = 2,
MaxSize = 10
}
} }
});
// Or through dedicated methods
fleet.AddLocation("ap-southeast-1", 5, 2, 10);
Specifying an IAM role for a Fleet
Some GameLift features require you to extend limited access to your AWS resources. This is done by creating an AWS IAM role. The GameLift Fleet class automatically created an IAM role with all the minimum necessary permissions for GameLift to access your resources. If you wish, you may specify your own IAM role.
Build build;
var role = new Role(this, "Role", new RoleProps {
AssumedBy = new CompositePrincipal(new ServicePrincipal("gamelift.amazonaws.com"))
});
role.AddManagedPolicy(ManagedPolicy.FromAwsManagedPolicyName("CloudWatchAgentServerPolicy"));
var fleet = new BuildFleet(this, "Game server fleet", new BuildFleetProps {
FleetName = "test-fleet",
Content = build,
InstanceType = InstanceType.Of(InstanceClass.C5, InstanceSize.LARGE),
RuntimeConfiguration = new RuntimeConfiguration {
ServerProcesses = new [] { new ServerProcess {
LaunchPath = "/local/game/GameLiftExampleServer.x86_64"
} }
},
Role = role
});
// Actions can also be grantted through dedicated method
fleet.Grant(role, "gamelift:ListFleets");
Alias
A GameLift alias is used to abstract a fleet designation. Fleet designations tell Amazon GameLift where to search for available resources when creating new game sessions for players. By using aliases instead of specific fleet IDs, you can more easily and seamlessly switch player traffic from one fleet to another by changing the alias's target location.
BuildFleet fleet;
// Add an alias to an existing fleet using a dedicated fleet method
var liveAlias = fleet.AddAlias("live");
// You can also create a standalone alias
// You can also create a standalone alias
new Alias(this, "TerminalAlias", new AliasProps {
AliasName = "terminal-alias",
TerminalMessage = "A terminal message"
});
See Add an alias to a GameLift fleet in the Amazon GameLift Developer Guide.
Monitoring your Fleet
GameLift is integrated with CloudWatch, so you can monitor the performance of your game servers via logs and metrics.
Fleet Metrics
GameLift Fleet sends metrics to CloudWatch so that you can collect and analyze the activity of your Fleet, including game and player sessions and server processes.
You can then use CloudWatch alarms to alert you, for example, when matches has been rejected (potential matches that were rejected by at least one player since the last report) exceed a certain threshold which could means that you may have an issue in your matchmaking rules.
CDK provides methods for accessing GameLift Fleet metrics with default configuration,
such as metricActiveInstances
, or metricIdleInstances
(see IFleet
for a full list). CDK also provides a generic metric
method that can be used
to produce metric configurations for any metric provided by GameLift Fleet,
Game sessions or server processes; the configurations are pre-populated with
the correct dimensions for the matchmaking configuration.
BuildFleet fleet;
// Alarm that triggers when the per-second average of not used instances exceed 10%
var instancesUsedRatio = new MathExpression(new MathExpressionProps {
Expression = "1 - (activeInstances / idleInstances)",
UsingMetrics = new Dictionary<string, IMetric> {
{ "activeInstances", fleet.Metric("ActiveInstances", new MetricOptions { Statistic = Statistic.SUM }) },
{ "idleInstances", fleet.MetricIdleInstances() }
}
});
new Alarm(this, "Alarm", new AlarmProps {
Metric = instancesUsedRatio,
Threshold = 0.1,
EvaluationPeriods = 3
});
See: Monitoring Using CloudWatch Metrics in the Amazon GameLift Developer Guide.
Game session queue
The game session queue is the primary mechanism for processing new game session requests and locating available game servers to host them. Although it is possible to request a new game session be hosted on specific fleet or location.
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 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.
BuildFleet fleet;
Alias alias;
var queue = new GameSessionQueue(this, "GameSessionQueue", new GameSessionQueueProps {
GameSessionQueueName = "my-queue-name",
Destinations = new [] { fleet }
});
queue.AddDestination(alias);
A more complex configuration can also be definied to override how FleetIQ algorithms prioritize game session placement in order to favour a destination based on Cost
, Latency
, Destination order
or Location
.
BuildFleet fleet;
Topic topic;
new GameSessionQueue(this, "MyGameSessionQueue", new GameSessionQueueProps {
GameSessionQueueName = "test-gameSessionQueue",
CustomEventData = "test-event-data",
AllowedLocations = new [] { "eu-west-1", "eu-west-2" },
Destinations = new [] { fleet },
NotificationTarget = topic,
PlayerLatencyPolicies = new [] { new PlayerLatencyPolicy {
MaximumIndividualPlayerLatency = Duration.Millis(100),
PolicyDuration = Duration.Seconds(300)
} },
PriorityConfiguration = new PriorityConfiguration {
LocationOrder = new [] { "eu-west-1", "eu-west-2" },
PriorityOrder = new [] { PriorityType.LATENCY, PriorityType.COST, PriorityType.DESTINATION, PriorityType.LOCATION }
},
Timeout = Duration.Seconds(300)
});
See Setting up GameLift queues for game session placement in the Amazon GameLift Developer Guide.
GameLift FleetIQ
The GameLift FleetIQ solution is a game hosting layer that supplements the full set of computing resource management tools that you get with Amazon EC2 and Auto Scaling. This solution lets you directly manage your Amazon EC2 and Auto Scaling resources and integrate as needed with other AWS services.
Defining a Game Server Group
When using GameLift FleetIQ, you prepare to launch Amazon EC2 instances as usual: make an Amazon Machine Image (AMI) with your game server software, create an Amazon EC2 launch template, and define configuration settings for an Auto Scaling group. However, instead of creating an Auto Scaling group directly, you create a GameLift FleetIQ game server group with your Amazon EC2 and Auto Scaling resources and configuration. All game server groups must have at least two instance types defined for it.
Once a game server group and Auto Scaling group are up and running with instances deployed, when updating a Game Server Group instance, only certain properties in the Auto Scaling group may be overwrite. For all other Auto Scaling group properties, such as MinSize, MaxSize, and LaunchTemplate, you can modify these directly on the Auto Scaling group using the AWS Console or dedicated Api.
ILaunchTemplate launchTemplate;
IVpc vpc;
new GameServerGroup(this, "Game server group", new GameServerGroupProps {
GameServerGroupName = "sample-gameservergroup-name",
InstanceDefinitions = new [] { new InstanceDefinition {
InstanceType = InstanceType.Of(InstanceClass.C5, InstanceSize.LARGE)
}, new InstanceDefinition {
InstanceType = InstanceType.Of(InstanceClass.C4, InstanceSize.LARGE)
} },
LaunchTemplate = launchTemplate,
Vpc = vpc
});
See Manage game server groups in the Amazon GameLift FleetIQ Developer Guide.
Scaling Policy
The scaling policy uses the metric PercentUtilizedGameServers
to maintain a
buffer of idle game servers that can immediately accommodate new games and
players.
ILaunchTemplate launchTemplate;
IVpc vpc;
new GameServerGroup(this, "Game server group", new GameServerGroupProps {
GameServerGroupName = "sample-gameservergroup-name",
InstanceDefinitions = new [] { new InstanceDefinition {
InstanceType = InstanceType.Of(InstanceClass.C5, InstanceSize.LARGE)
}, new InstanceDefinition {
InstanceType = InstanceType.Of(InstanceClass.C4, InstanceSize.LARGE)
} },
LaunchTemplate = launchTemplate,
Vpc = vpc,
AutoScalingPolicy = new AutoScalingPolicy {
EstimatedInstanceWarmup = Duration.Minutes(5),
TargetTrackingConfiguration = 5
}
});
See Manage game server groups in the Amazon GameLift FleetIQ Developer Guide.
Specifying an IAM role for GameLift
The GameLift FleetIQ class automatically creates an IAM role with all the minimum necessary permissions for GameLift to access your Amazon EC2 Auto Scaling groups. If you wish, you may specify your own IAM role. It must have the correct permissions, or FleetIQ creation or resource usage may fail.
ILaunchTemplate launchTemplate;
IVpc vpc;
var role = new Role(this, "Role", new RoleProps {
AssumedBy = new CompositePrincipal(new ServicePrincipal("gamelift.amazonaws.com"),
new ServicePrincipal("autoscaling.amazonaws.com"))
});
role.AddManagedPolicy(ManagedPolicy.FromAwsManagedPolicyName("GameLiftGameServerGroupPolicy"));
new GameServerGroup(this, "Game server group", new GameServerGroupProps {
GameServerGroupName = "sample-gameservergroup-name",
InstanceDefinitions = new [] { new InstanceDefinition {
InstanceType = InstanceType.Of(InstanceClass.C5, InstanceSize.LARGE)
}, new InstanceDefinition {
InstanceType = InstanceType.Of(InstanceClass.C4, InstanceSize.LARGE)
} },
LaunchTemplate = launchTemplate,
Vpc = vpc,
Role = role
});
See Controlling Access in the Amazon GameLift FleetIQ Developer Guide.
Specifying VPC Subnets
GameLift FleetIQ use by default, all supported GameLift FleetIQ Availability Zones in your chosen region. You can override this parameter to specify VPCs subnets that you've set up.
This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.
ILaunchTemplate launchTemplate;
IVpc vpc;
new GameServerGroup(this, "GameServerGroup", new GameServerGroupProps {
GameServerGroupName = "sample-gameservergroup-name",
InstanceDefinitions = new [] { new InstanceDefinition {
InstanceType = InstanceType.Of(InstanceClass.C5, InstanceSize.LARGE)
}, new InstanceDefinition {
InstanceType = InstanceType.Of(InstanceClass.C4, InstanceSize.LARGE)
} },
LaunchTemplate = launchTemplate,
Vpc = vpc,
VpcSubnets = new SubnetSelection { SubnetType = SubnetType.PUBLIC }
});
FleetIQ Monitoring
GameLift FleetIQ sends metrics to CloudWatch so that you can collect and analyze the activity of your Game server fleet, including the number of utilized game servers, and the number of game server interruption due to limited Spot availability.
You can then use CloudWatch alarms to alert you, for example, when the portion of game servers that are currently supporting game executions exceed a certain threshold which could means that your autoscaling policy need to be adjust to add more instances to match with player demand.
CDK provides a generic metric
method that can be used
to produce metric configurations for any metric provided by GameLift FleetIQ;
the configurations are pre-populated with the correct dimensions for the
matchmaking configuration.
IGameServerGroup gameServerGroup;
// Alarm that triggers when the percent of utilized game servers exceed 90%
// Alarm that triggers when the percent of utilized game servers exceed 90%
new Alarm(this, "Alarm", new AlarmProps {
Metric = gameServerGroup.Metric("UtilizedGameServers"),
Threshold = 0.9,
EvaluationPeriods = 2
});
See: Monitoring with CloudWatch in the Amazon GameLift FleetIQ Developer Guide.
Classes
Alias | (experimental) A Amazon GameLift alias is used to abstract a fleet designation. |
AliasAttributes | (experimental) A full specification of an alias that can be used to import it fluently into the CDK application. |
AliasBase | (experimental) Base class for new and imported GameLift Alias. |
AliasOptions | (experimental) Options for |
AliasProps | (experimental) Properties for a new Fleet alias. |
AssetContent | (experimental) Game content from a local directory. |
AutoScalingPolicy | (experimental) Configuration settings for intelligent automatic scaling that uses target tracking. |
BalancingStrategy | (experimental) Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. |
Build | (experimental) A GameLift build, that is installed and runs on instances in an Amazon GameLift fleet. |
BuildAttributes | (experimental) Represents a Build content defined outside of this stack. |
BuildBase | (experimental) Base class for new and imported GameLift server build. |
BuildFleet | (experimental) A fleet contains Amazon Elastic Compute Cloud (Amazon EC2) instances that GameLift hosts. |
BuildFleetProps | (experimental) Properties for a new Gamelift build fleet. |
BuildProps | (experimental) Properties for a new build. |
Content | (experimental) Before deploying your GameLift-enabled multiplayer game servers for hosting with the GameLift service, you need to upload your game server files. |
ContentConfig | (experimental) Result of binding |
DeleteOption | (experimental) The type of delete to perform. |
FleetAttributes | (experimental) A full specification of a fleet that can be used to import it fluently into the CDK application. |
FleetBase | (experimental) Base class for new and imported GameLift fleet. |
FleetProps | (experimental) Properties for a new Gamelift fleet. |
GameProperty | (experimental) A set of custom properties for a game session, formatted as key-value pairs. |
GameServerGroup | (experimental) Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. |
GameServerGroupAttributes | (experimental) Represents a GameServerGroup content defined outside of this stack. |
GameServerGroupBase | (experimental) Base class for new and imported GameLift FleetIQ game server group. |
GameServerGroupProps | (experimental) Properties for a new Gamelift FleetIQ Game server group. |
GameSessionQueue | (experimental) The GameSessionQueue resource creates a placement queue that processes requests for new game sessions. |
GameSessionQueueAttributes | (experimental) A full specification of an gameSessionQueue that can be used to import it fluently into the CDK application. |
GameSessionQueueBase | (experimental) Base class for new and imported GameLift GameSessionQueue. |
GameSessionQueueProps | (experimental) Properties for a new Fleet gameSessionQueue. |
IngressRule | (experimental) A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. |
InstanceDefinition | (experimental) An allowed instance type for a game server group. |
Location | (experimental) A remote location where a multi-location fleet can deploy EC2 instances for game hosting. |
LocationCapacity | (experimental) Current resource capacity settings in a specified fleet or location. |
MatchmakingConfigurationAttributes | (experimental) A full specification of a matchmaking configuration that can be used to import it fluently into the CDK application. |
MatchmakingConfigurationBase | (experimental) Base class for new and imported GameLift Matchmaking configuration. |
MatchmakingConfigurationProps | (experimental) Properties for a new Gamelift matchmaking configuration. |
MatchmakingRuleSet | (experimental) Creates a new rule set for FlexMatch matchmaking. |
MatchmakingRuleSetAttributes | (experimental) A full specification of a matchmaking ruleSet that can be used to import it fluently into the CDK application. |
MatchmakingRuleSetBase | (experimental) Base class for new and imported GameLift matchmaking ruleSet. |
MatchmakingRuleSetProps | (experimental) Properties for a new matchmaking ruleSet. |
OperatingSystem | (experimental) The operating system that the game server binaries are built to run on. |
Peer | (experimental) Peer object factories. |
PlayerLatencyPolicy | (experimental) The queue setting that determines the highest latency allowed for individual players when placing a game session. |
Port | (experimental) Interface for classes that provide the connection-specification parts of a security group rule. |
PortProps | (experimental) Properties to create a port range. |
PriorityConfiguration | (experimental) Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. |
PriorityType | (experimental) Priority to condider when placing new game sessions. |
Protocol | (experimental) Protocol for use in Connection Rules. |
QueuedMatchmakingConfiguration | (experimental) A FlexMatch matchmaker process does the work of building a game match. |
QueuedMatchmakingConfigurationProps | (experimental) Properties for a new queued matchmaking configuration. |
ResourceCreationLimitPolicy | (experimental) A policy that limits the number of game sessions a player can create on the same fleet. |
RuleSetBodyConfig | (experimental) Interface to represent output result of a RuleSetContent binding. |
RuleSetContent | (experimental) The rule set determines the two key elements of a match: your game's team structure and size, and how to group players together for the best possible match. |
RuleSetContentProps | (experimental) Properties for a new matchmaking ruleSet content. |
RuntimeConfiguration | (experimental) A collection of server process configurations that describe the set of processes to run on each instance in a fleet. |
S3Content | (experimental) Game content from an S3 archive. |
Script | (experimental) A GameLift script, that is installed and runs on instances in an Amazon GameLift fleet. |
ScriptAttributes | (experimental) Represents a Script content defined outside of this stack. |
ScriptBase | (experimental) Base class for new and imported GameLift realtime server script. |
ScriptProps | (experimental) Properties for a new realtime server script. |
ServerProcess | (experimental) Configuration of a fleet server process. |
StandaloneMatchmakingConfiguration | (experimental) A FlexMatch matchmaker process does the work of building a game match. |
StandaloneMatchmakingConfigurationProps | (experimental) Properties for a new standalone matchmaking configuration. |
Interfaces
IAlias | (experimental) Represents a Gamelift Alias for a Gamelift fleet destination. |
IAliasAttributes | (experimental) A full specification of an alias that can be used to import it fluently into the CDK application. |
IAliasOptions | (experimental) Options for |
IAliasProps | (experimental) Properties for a new Fleet alias. |
IAutoScalingPolicy | (experimental) Configuration settings for intelligent automatic scaling that uses target tracking. |
IBuild | (experimental) Your custom-built game server software that runs on GameLift and hosts game sessions for your players. |
IBuildAttributes | (experimental) Represents a Build content defined outside of this stack. |
IBuildFleet | (experimental) Represents a GameLift Fleet used to run a custom game build. |
IBuildFleetProps | (experimental) Properties for a new Gamelift build fleet. |
IBuildProps | (experimental) Properties for a new build. |
IContentConfig | (experimental) Result of binding |
IFleet | (experimental) Represents a Gamelift fleet. |
IFleetAttributes | (experimental) A full specification of a fleet that can be used to import it fluently into the CDK application. |
IFleetProps | (experimental) Properties for a new Gamelift fleet. |
IGameProperty | (experimental) A set of custom properties for a game session, formatted as key-value pairs. |
IGameServerGroup | (experimental) Represent a GameLift FleetIQ game server group. |
IGameServerGroupAttributes | (experimental) Represents a GameServerGroup content defined outside of this stack. |
IGameServerGroupProps | (experimental) Properties for a new Gamelift FleetIQ Game server group. |
IGameSessionQueue | (experimental) Represents a Gamelift GameSessionQueue for a Gamelift fleet destination. |
IGameSessionQueueAttributes | (experimental) A full specification of an gameSessionQueue that can be used to import it fluently into the CDK application. |
IGameSessionQueueDestination | (experimental) Represents a game session queue destination. |
IGameSessionQueueProps | (experimental) Properties for a new Fleet gameSessionQueue. |
IIngressRule | (experimental) A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. |
IInstanceDefinition | (experimental) An allowed instance type for a game server group. |
ILocation | (experimental) A remote location where a multi-location fleet can deploy EC2 instances for game hosting. |
ILocationCapacity | (experimental) Current resource capacity settings in a specified fleet or location. |
IMatchmakingConfiguration | (experimental) Represents a Gamelift matchmaking configuration. |
IMatchmakingConfigurationAttributes | (experimental) A full specification of a matchmaking configuration that can be used to import it fluently into the CDK application. |
IMatchmakingConfigurationProps | (experimental) Properties for a new Gamelift matchmaking configuration. |
IMatchmakingRuleSet | (experimental) Represents a Gamelift matchmaking ruleset. |
IMatchmakingRuleSetAttributes | (experimental) A full specification of a matchmaking ruleSet that can be used to import it fluently into the CDK application. |
IMatchmakingRuleSetProps | (experimental) Properties for a new matchmaking ruleSet. |
IPeer | (experimental) Interface for classes that provide the peer-specification parts of an inbound permission. |
IPlayerLatencyPolicy | (experimental) The queue setting that determines the highest latency allowed for individual players when placing a game session. |
IPortProps | (experimental) Properties to create a port range. |
IPriorityConfiguration | (experimental) Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. |
IQueuedMatchmakingConfigurationProps | (experimental) Properties for a new queued matchmaking configuration. |
IResourceCreationLimitPolicy | (experimental) A policy that limits the number of game sessions a player can create on the same fleet. |
IRuleSetBody | (experimental) Interface to represent Matchmaking RuleSet schema. |
IRuleSetBodyConfig | (experimental) Interface to represent output result of a RuleSetContent binding. |
IRuleSetContent | (experimental) Interface to represent a Matchmaking RuleSet content. |
IRuleSetContentProps | (experimental) Properties for a new matchmaking ruleSet content. |
IRuntimeConfiguration | (experimental) A collection of server process configurations that describe the set of processes to run on each instance in a fleet. |
IScript | (experimental) Your configuration and custom game logic for use with Realtime Servers. |
IScriptAttributes | (experimental) Represents a Script content defined outside of this stack. |
IScriptProps | (experimental) Properties for a new realtime server script. |
IServerProcess | (experimental) Configuration of a fleet server process. |
IStandaloneMatchmakingConfigurationProps | (experimental) Properties for a new standalone matchmaking configuration. |