@aws-cdk/aws-gamelift-alpha 2.105.0-alpha.0 → 2.106.1-alpha.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.jsii +66 -29
- package/.jsii.tabl.json.gz +0 -0
- package/.warnings.jsii.js +13 -0
- package/README.md +12 -0
- package/awslint.json +8 -4
- package/lib/alias.js +2 -2
- package/lib/build-fleet.js +1 -1
- package/lib/build.d.ts +31 -1
- package/lib/build.js +36 -3
- package/lib/content.js +3 -3
- package/lib/fleet-base.js +1 -1
- package/lib/game-server-group.js +2 -2
- package/lib/game-session-queue.js +2 -2
- package/lib/ingress-rule.js +2 -2
- package/lib/matchmaking-configuration.js +1 -1
- package/lib/matchmaking-ruleset-body.js +1 -1
- package/lib/matchmaking-ruleset.js +2 -2
- package/lib/queued-matchmaking-configuration.js +1 -1
- package/lib/script.js +2 -2
- package/lib/standalone-matchmaking-configuration.js +1 -1
- package/package.json +8 -8
package/.jsii
CHANGED
|
@@ -8,7 +8,7 @@
|
|
|
8
8
|
"url": "https://aws.amazon.com"
|
|
9
9
|
},
|
|
10
10
|
"dependencies": {
|
|
11
|
-
"aws-cdk-lib": "^2.
|
|
11
|
+
"aws-cdk-lib": "^2.106.1",
|
|
12
12
|
"constructs": "^10.0.0"
|
|
13
13
|
},
|
|
14
14
|
"dependencyClosure": {
|
|
@@ -3557,7 +3557,7 @@
|
|
|
3557
3557
|
"stability": "experimental"
|
|
3558
3558
|
},
|
|
3559
3559
|
"homepage": "https://github.com/aws/aws-cdk",
|
|
3560
|
-
"jsiiVersion": "5.2.
|
|
3560
|
+
"jsiiVersion": "5.2.26 (build ba8b169)",
|
|
3561
3561
|
"keywords": [
|
|
3562
3562
|
"aws",
|
|
3563
3563
|
"cdk",
|
|
@@ -3578,7 +3578,7 @@
|
|
|
3578
3578
|
},
|
|
3579
3579
|
"name": "@aws-cdk/aws-gamelift-alpha",
|
|
3580
3580
|
"readme": {
|
|
3581
|
-
"markdown": "# Amazon GameLift Construct Library\n<!--BEGIN STABILITY BANNER-->\n\n---\n\n\n\n> The APIs of higher level constructs in this module are experimental and under active development.\n> They are subject to non-backward compatible changes or removal in any future version. These are\n> not subject to the [Semantic Versioning](https://semver.org/) model and breaking changes will be\n> announced in the release notes. This means that while you may use them, you may need to update\n> your source code when upgrading to a newer version of this package.\n\n---\n\n<!--END STABILITY BANNER-->\n\n[Amazon GameLift](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-intro.html) is a service used\nto deploy, operate, and scale dedicated, low-cost servers in the cloud for session-based multiplayer games. Built\non AWS global computing infrastructure, GameLift helps deliver high-performance, high-reliability game servers\nwhile dynamically scaling your resource usage to meet worldwide player demand.\n\nGameLift is composed of three main components:\n\n* GameLift FlexMatch which is a customizable matchmaking service for\nmultiplayer games. With FlexMatch, you can\nbuild a custom set of rules that defines what a multiplayer match looks like\nfor your game, and determines how to\nevaluate and select compatible players for each match. You can also customize\nkey aspects of the matchmaking\nprocess to fit your game, including fine-tuning the matching algorithm.\n\n* GameLift hosting for custom or realtime servers which helps you deploy,\noperate, and scale dedicated game servers. It regulates the resources needed to\nhost games, finds available game servers to host new game sessions, and puts\nplayers into games.\n\n* GameLift FleetIQ to optimize the use of low-cost Amazon Elastic Compute Cloud\n(Amazon EC2) Spot Instances for cloud-based game hosting. With GameLift\nFleetIQ, you can work directly with your hosting resources in Amazon EC2 and\nAmazon EC2 Auto Scaling while taking advantage of GameLift optimizations to\ndeliver inexpensive, resilient game hosting for your players\n\nThis module is part of the [AWS Cloud Development Kit](https://github.com/aws/aws-cdk) project. It allows you to define components for your matchmaking\nconfiguration or game server fleet management system.\n\n## GameLift FlexMatch\n\n### Defining a Matchmaking configuration\n\nFlexMatch is available both as a GameLift game hosting solution (including\nRealtime Servers) and as a standalone matchmaking service. To set up a\nFlexMatch matchmaker to process matchmaking requests, you have to create a\nmatchmaking configuration based on a RuleSet.\n\nMore details about matchmaking ruleSet are covered [below](#matchmaking-ruleset).\n\nThere is two types of Matchmaking configuration:\n\nThrough a game session queue system to let FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.\n\n```ts\ndeclare const queue: gamelift.GameSessionQueue;\ndeclare const ruleSet: gamelift.MatchmakingRuleSet;\n\nnew gamelift.QueuedMatchmakingConfiguration(this, 'QueuedMatchmakingConfiguration', {\n matchmakingConfigurationName: 'test-queued-config-name',\n gameSessionQueues: [queue],\n ruleSet: ruleSet,\n});\n```\n\nOr through a standalone version to let FlexMatch forms matches and returns match information in an event.\n\n```ts\ndeclare const ruleSet: gamelift.MatchmakingRuleSet;\n\nnew gamelift.StandaloneMatchmakingConfiguration(this, 'StandaloneMatchmaking', {\n matchmakingConfigurationName: 'test-standalone-config-name',\n ruleSet: ruleSet,\n});\n```\n\n\nMore details about Game session queue are covered [below](#game-session-queue).\n\n### Matchmaking RuleSet\n\nEvery FlexMatch matchmaker must have a rule set. The rule set determines the\ntwo key elements of a match: your game's team structure and size, and how to\ngroup players together for the best possible match.\n\nFor example, a rule set might describe a match like this: Create a match with\ntwo teams of four to eight players each, one team is the cowboy and the other\nteam the aliens. A team can have novice and experienced players, but the\naverage skill of the two teams must be within 10 points of each other. If no\nmatch is made after 30 seconds, gradually relax the skill requirements.\n\n```ts\nnew gamelift.MatchmakingRuleSet(this, 'RuleSet', {\n matchmakingRuleSetName: 'my-test-ruleset',\n content: gamelift.RuleSetContent.fromJsonFile(path.join(__dirname, 'my-ruleset/ruleset.json')),\n});\n```\n\n### FlexMatch Monitoring\n\nYou can monitor GameLift FlexMatch activity for matchmaking configurations and\nmatchmaking rules using Amazon CloudWatch. These statistics are used to provide\na historical perspective on how your Gamelift FlexMatch solution is performing.\n\n#### FlexMatch Metrics\n\nGameLift FlexMatch sends metrics to CloudWatch so that you can collect and\nanalyze the activity of your matchmaking solution, including match acceptance\nworkflow, ticket consumtion.\n\nYou can then use CloudWatch alarms to alert you, for example, when matches has\nbeen rejected (potential matches that were rejected by at least one player\nsince the last report) exceed a certain thresold which could means that you may\nhave an issue in your matchmaking rules.\n\nCDK provides methods for accessing GameLift FlexMatch metrics with default configuration,\nsuch as `metricRuleEvaluationsPassed`, or `metricRuleEvaluationsFailed` (see\n[`IMatchmakingRuleSet`](https://docs.aws.amazon.com/cdk/api/latest/docs/@aws-cdk_aws-gamelift.IMatchmakingRuleSet.html)\nfor a full list). CDK also provides a generic `metric` method that can be used\nto produce metric configurations for any metric provided by GameLift FlexMatch;\nthe configurations are pre-populated with the correct dimensions for the\nmatchmaking configuration.\n\n```ts\ndeclare const matchmakingRuleSet: gamelift.MatchmakingRuleSet;\n// Alarm that triggers when the per-second average of not placed matches exceed 10%\nconst ruleEvaluationRatio = new cloudwatch.MathExpression({\n expression: '1 - (ruleEvaluationsPassed / ruleEvaluationsFailed)',\n usingMetrics: {\n ruleEvaluationsPassed: matchmakingRuleSet.metricRuleEvaluationsPassed({ statistic: cloudwatch.Statistic.SUM }),\n ruleEvaluationsFailed: matchmakingRuleSet.metric('ruleEvaluationsFailed'),\n },\n});\nnew cloudwatch.Alarm(this, 'Alarm', {\n metric: ruleEvaluationRatio,\n threshold: 0.1,\n evaluationPeriods: 3,\n});\n```\n\nSee: [Monitoring Using CloudWatch Metrics](https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html)\nin the *Amazon GameLift Developer Guide*.\n\n\n## GameLift Hosting\n\n### Uploading builds and scripts to GameLift\n\nBefore deploying your GameLift-enabled multiplayer game servers for hosting with the GameLift service, you need to upload\nyour game server files. This section provides guidance on preparing and uploading custom game server build\nfiles or Realtime Servers server script files. When you upload files, you create a GameLift build or script resource, which\nyou then deploy on fleets of hosting resources.\n\nTo troubleshoot fleet activation problems related to the server script, see [Debug GameLift fleet issues](https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html).\n\n#### Upload a custom server build to GameLift\n\nBefore uploading your configured game server to GameLift for hosting, package the game build files into a build directory.\nThis directory must include all components required to run your game servers and host game sessions, including the following:\n\n* Game server binaries – The binary files required to run the game server. A build can include binaries for multiple game\nservers built to run on the same platform. For a list of supported platforms, see [Download Amazon GameLift SDKs](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-supported.html).\n\n* Dependencies – Any dependent files that your game server executables require to run. Examples include assets, configuration\nfiles, and dependent libraries.\n\n* Install script – A script file to handle tasks that are required to fully install your game build on GameLift hosting\nservers. Place this file at the root of the build directory. GameLift runs the install script as part of fleet creation.\n\nYou can set up any application in your build, including your install script, to access your resources securely on other AWS\nservices.\n\n```ts\ndeclare const bucket: s3.Bucket;\nconst build = new gamelift.Build(this, 'Build', {\n content: gamelift.Content.fromBucket(bucket, \"sample-asset-key\")\n});\n\nnew CfnOutput(this, 'BuildArn', { value: build.buildArn });\nnew CfnOutput(this, 'BuildId', { value: build.buildId });\n```\n\n#### Upload a realtime server Script\n\nYour server script can include one or more files combined into a single .zip file for uploading. The .zip file must contain\nall files that your script needs to run.\n\nYou can store your zipped script files in either a local file directory or in an Amazon Simple Storage Service (Amazon S3)\nbucket or defines a directory asset which is archived as a .zip file and uploaded to S3 during deployment.\n\nAfter you create the script resource, GameLift deploys the script with a new Realtime Servers fleet. GameLift installs your\nserver script onto each instance in the fleet, placing the script files in `/local/game`.\n\n```ts\ndeclare const bucket: s3.Bucket;\nnew gamelift.Script(this, 'Script', {\n content: gamelift.Content.fromBucket(bucket, \"sample-asset-key\")\n});\n```\n\n### Defining a GameLift Fleet\n\n#### Creating a custom game server fleet\n\nYour uploaded game servers are hosted on GameLift virtual computing resources,\ncalled instances. You set up your hosting resources by creating a fleet of\ninstances and deploying them to run your game servers. You can design a fleet\nto fit your game's needs.\n\n```ts\nnew gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: gamelift.Build.fromAsset(this, 'Build', path.join(__dirname, 'CustomerGameServer')),\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: 'test-launch-path',\n }],\n },\n});\n```\n\n### Managing game servers launch configuration\n\nGameLift uses a fleet's runtime configuration to determine the type and number\nof processes to run on each instance in the fleet. At a minimum, a runtime\nconfiguration contains one server process configuration that represents one\ngame server executable. You can also define additional server process\nconfigurations to run other types of processes related to your game. Each\nserver process configuration contains the following information:\n\n* The file name and path of an executable in your game build.\n\n* Optionally Parameters to pass to the process on launch.\n\n* The number of processes to run concurrently.\n\nA GameLift instance is limited to 50 processes running concurrently.\n\n```ts\ndeclare const build: gamelift.Build;\n// Server processes can be delcared in a declarative way through the constructor\nconst fleet = new gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n parameters: '-logFile /local/game/logs/myserver1935.log -port 1935',\n concurrentExecutions: 100,\n }]\n }\n});\n```\n\nSee [Managing how game servers are launched for hosting](https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html)\nin the *Amazon GameLift Developer Guide*.\n\n### Defining an instance type\n\nGameLift uses Amazon Elastic Compute Cloud (Amazon EC2) resources, called\ninstances, to deploy your game servers and host game sessions for your players.\nWhen setting up a new fleet, you decide what type of instances your game needs\nand 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\nconfiguration. You can edit a fleet's runtime configuration and other fleet\nproperties, but the type of resources cannot be changed.\n\n```ts\ndeclare const build: gamelift.Build;\nnew gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n }\n});\n```\n\n### Using Spot instances\n\nWhen setting up your hosting resources, you have the option of using Spot\nInstances, On-Demand Instances, or a combination.\n\nBy default, fleet are using on demand capacity.\n\n```ts\ndeclare const build: gamelift.Build;\nnew gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n },\n useSpot: true\n});\n```\n\n### Allowing Ingress traffic\n\nThe allowed IP address ranges and port settings that allow inbound traffic to\naccess game sessions on this fleet.\n\nNew game sessions are assigned an IP address/port number combination, which\nmust fall into the fleet's allowed ranges. Fleets with custom game builds must\nhave permissions explicitly set. For Realtime Servers fleets, GameLift\nautomatically opens two port ranges, one for TCP messaging and one for UDP.\n\n```ts\ndeclare const build: gamelift.Build;\n\nconst fleet = new gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n },\n ingressRules: [{\n source: gamelift.Peer.anyIpv4(),\n port: gamelift.Port.tcpRange(100, 200),\n }]\n});\n// Allowing a specific CIDR for port 1111 on UDP Protocol\nfleet.addIngressRule(gamelift.Peer.ipv4('1.2.3.4/32'), gamelift.Port.udp(1111));\n```\n\n### Managing locations\n\nA single Amazon GameLift fleet has a home Region by default (the Region you\ndeploy it to), but it can deploy resources to any number of GameLift supported\nRegions. Select Regions based on where your players are located and your\nlatency needs.\n\nBy default, home region is used as default location but we can add new locations if needed and define desired capacity\n\n```ts\ndeclare const build: gamelift.Build;\n\n// Locations can be added directly through constructor\nconst fleet = new gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n },\n locations: [ {\n region: 'eu-west-1',\n capacity: {\n desiredCapacity: 5,\n minSize: 2,\n maxSize: 10\n }\n }, {\n region: 'us-east-1',\n capacity: {\n desiredCapacity: 5,\n minSize: 2,\n maxSize: 10\n }\n }]\n});\n\n// Or through dedicated methods\nfleet.addLocation('ap-southeast-1', 5, 2, 10);\n```\n\n### Specifying an IAM role for a Fleet\n\nSome GameLift features require you to extend limited access to your AWS\nresources. This is done by creating an AWS IAM role. The GameLift Fleet class\nautomatically created an IAM role with all the minimum necessary permissions\nfor GameLift to access your resources. If you wish, you may\nspecify your own IAM role.\n\n```ts\ndeclare const build: gamelift.Build;\nconst role = new iam.Role(this, 'Role', {\n assumedBy: new iam.CompositePrincipal(new iam.ServicePrincipal('gamelift.amazonaws.com'))\n});\nrole.addManagedPolicy(iam.ManagedPolicy.fromAwsManagedPolicyName('CloudWatchAgentServerPolicy'));\n\nconst fleet = new gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n },\n role: role\n});\n\n// Actions can also be grantted through dedicated method\nfleet.grant(role, 'gamelift:ListFleets');\n```\n\n### Alias\n\nA GameLift alias is used to abstract a fleet designation. Fleet designations\ntell Amazon GameLift where to search for available resources when creating new\ngame sessions for players. By using aliases instead of specific fleet IDs, you\ncan more easily and seamlessly switch player traffic from one fleet to another\nby changing the alias's target location.\n\n```ts\ndeclare const fleet: gamelift.BuildFleet;\n\n// Add an alias to an existing fleet using a dedicated fleet method\nconst liveAlias = fleet.addAlias('live');\n\n// You can also create a standalone alias\nnew gamelift.Alias(this, 'TerminalAlias', {\n aliasName: 'terminal-alias',\n terminalMessage: 'A terminal message',\n});\n```\n\nSee [Add an alias to a GameLift fleet](https://docs.aws.amazon.com/gamelift/latest/developerguide/aliases-creating.html)\nin the *Amazon GameLift Developer Guide*.\n\n### Monitoring your Fleet\n\nGameLift is integrated with CloudWatch, so you can monitor the performance of\nyour game servers via logs and metrics.\n\n#### Fleet Metrics\n\nGameLift Fleet sends metrics to CloudWatch so that you can collect and analyze\nthe activity of your Fleet, including game and player sessions and server\nprocesses.\n\nYou can then use CloudWatch alarms to alert you, for example, when matches has\nbeen rejected (potential matches that were rejected by at least one player\nsince the last report) exceed a certain threshold which could means that you may\nhave an issue in your matchmaking rules.\n\nCDK provides methods for accessing GameLift Fleet metrics with default configuration,\nsuch as `metricActiveInstances`, or `metricIdleInstances` (see [`IFleet`](https://docs.aws.amazon.com/cdk/api/latest/docs/@aws-cdk_aws-gamelift.IFleet.html)\nfor a full list). CDK also provides a generic `metric` method that can be used\nto produce metric configurations for any metric provided by GameLift Fleet,\nGame sessions or server processes; the configurations are pre-populated with\nthe correct dimensions for the matchmaking configuration.\n\n```ts\ndeclare const fleet: gamelift.BuildFleet;\n// Alarm that triggers when the per-second average of not used instances exceed 10%\nconst instancesUsedRatio = new cloudwatch.MathExpression({\n expression: '1 - (activeInstances / idleInstances)',\n usingMetrics: {\n activeInstances: fleet.metric('ActiveInstances', { statistic: cloudwatch.Statistic.SUM }),\n idleInstances: fleet.metricIdleInstances(),\n },\n});\nnew cloudwatch.Alarm(this, 'Alarm', {\n metric: instancesUsedRatio,\n threshold: 0.1,\n evaluationPeriods: 3,\n});\n```\n\nSee: [Monitoring Using CloudWatch Metrics](https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html)\nin the *Amazon GameLift Developer Guide*.\n\n## Game session queue\n\nThe game session queue is the primary mechanism for processing new game session\nrequests and locating available game servers to host them. Although it is\npossible to request a new game session be hosted on specific fleet or location.\n\nThe `GameSessionQueue` resource creates a placement queue that processes requests for\nnew game sessions. A queue uses FleetIQ algorithms to determine the best placement\nlocations and find an available game server, then prompts the game server to start a\nnew game session. Queues can have destinations (GameLift fleets or aliases), which\ndetermine where the queue can place new game sessions. A queue can have destinations\nwith varied fleet type (Spot and On-Demand), instance type, and AWS Region.\n\n```ts\ndeclare const fleet: gamelift.BuildFleet;\ndeclare const alias: gamelift.Alias;\n\nconst queue = new gamelift.GameSessionQueue(this, 'GameSessionQueue', {\n gameSessionQueueName: 'my-queue-name',\n destinations: [fleet]\n});\nqueue.addDestination(alias);\n```\n\nA 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`.\n\n```ts\ndeclare const fleet: gamelift.BuildFleet;\ndeclare const topic: sns.Topic;\n\nnew gamelift.GameSessionQueue(this, 'MyGameSessionQueue', {\n gameSessionQueueName: 'test-gameSessionQueue',\n customEventData: 'test-event-data',\n allowedLocations: ['eu-west-1', 'eu-west-2'],\n destinations: [fleet],\n notificationTarget: topic,\n playerLatencyPolicies: [{\n maximumIndividualPlayerLatency: Duration.millis(100),\n policyDuration: Duration.seconds(300),\n }],\n priorityConfiguration: {\n locationOrder: [\n 'eu-west-1',\n 'eu-west-2',\n ],\n priorityOrder: [\n gamelift.PriorityType.LATENCY,\n gamelift.PriorityType.COST,\n gamelift.PriorityType.DESTINATION,\n gamelift.PriorityType.LOCATION,\n ],\n },\n timeout: Duration.seconds(300),\n });\n```\n\nSee [Setting up GameLift queues for game session placement](https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-script-uploading.html)\nin the *Amazon GameLift Developer Guide*.\n\n## GameLift FleetIQ\n\nThe GameLift FleetIQ solution is a game hosting layer that supplements the full\nset of computing resource management tools that you get with Amazon EC2 and\nAuto Scaling. This solution lets you directly manage your Amazon EC2 and Auto\nScaling resources and integrate as needed with other AWS services.\n\n### Defining a Game Server Group\n\nWhen using GameLift FleetIQ, you prepare to launch Amazon EC2 instances as\nusual: make an Amazon Machine Image (AMI) with your game server software,\ncreate an Amazon EC2 launch template, and define configuration settings for an\nAuto Scaling group. However, instead of creating an Auto Scaling group\ndirectly, you create a GameLift FleetIQ game server group with your Amazon EC2\nand Auto Scaling resources and configuration. All game server groups must have\nat least two instance types defined for it.\n\nOnce a game server group and Auto Scaling group are up and running with\ninstances deployed, when updating a Game Server Group instance, only certain\nproperties in the Auto Scaling group may be overwrite. For all other Auto\nScaling group properties, such as MinSize, MaxSize, and LaunchTemplate, you can\nmodify these directly on the Auto Scaling group using the AWS Console or\ndedicated Api.\n\n```ts\ndeclare const launchTemplate: ec2.ILaunchTemplate;\ndeclare const vpc: ec2.IVpc;\n\nnew gamelift.GameServerGroup(this, 'Game server group', {\n gameServerGroupName: 'sample-gameservergroup-name',\n instanceDefinitions: [{\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n },\n {\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n }],\n launchTemplate: launchTemplate,\n vpc: vpc\n});\n```\n\nSee [Manage game server groups](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-integrate-gameservergroup.html)\nin the *Amazon GameLift FleetIQ Developer Guide*.\n\n### Scaling Policy\n\nThe scaling policy uses the metric `PercentUtilizedGameServers` to maintain a\nbuffer of idle game servers that can immediately accommodate new games and\nplayers.\n\n```ts\ndeclare const launchTemplate: ec2.ILaunchTemplate;\ndeclare const vpc: ec2.IVpc;\n\nnew gamelift.GameServerGroup(this, 'Game server group', {\n gameServerGroupName: 'sample-gameservergroup-name',\n instanceDefinitions: [{\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n },\n {\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n }],\n launchTemplate: launchTemplate,\n vpc: vpc,\n autoScalingPolicy: {\n estimatedInstanceWarmup: Duration.minutes(5),\n targetTrackingConfiguration: 5\n }\n});\n```\n\nSee [Manage game server groups](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-integrate-gameservergroup.html)\nin the *Amazon GameLift FleetIQ Developer Guide*.\n\n### Specifying an IAM role for GameLift\n\nThe GameLift FleetIQ class automatically creates an IAM role with all the minimum necessary\npermissions for GameLift to access your Amazon EC2 Auto Scaling groups. If you wish, you may\nspecify your own IAM role. It must have the correct permissions, or FleetIQ creation or resource usage may fail.\n\n```ts\ndeclare const launchTemplate: ec2.ILaunchTemplate;\ndeclare const vpc: ec2.IVpc;\n\nconst role = new iam.Role(this, 'Role', {\n assumedBy: new iam.CompositePrincipal(new iam.ServicePrincipal('gamelift.amazonaws.com'),\n new iam.ServicePrincipal('autoscaling.amazonaws.com'))\n});\nrole.addManagedPolicy(iam.ManagedPolicy.fromAwsManagedPolicyName('GameLiftGameServerGroupPolicy'));\n\nnew gamelift.GameServerGroup(this, 'Game server group', {\n gameServerGroupName: 'sample-gameservergroup-name',\n instanceDefinitions: [{\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n },\n {\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n }],\n launchTemplate: launchTemplate,\n vpc: vpc,\n role: role\n});\n```\n\nSee [Controlling Access](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html)\nin the *Amazon GameLift FleetIQ Developer Guide*.\n\n### Specifying VPC Subnets\n\nGameLift FleetIQ use by default, all supported GameLift FleetIQ Availability\nZones in your chosen region. You can override this parameter to specify VPCs\nsubnets that you've set up.\n\nThis property cannot be updated after the game server group is created, and the\ncorresponding Auto Scaling group will always use the property value that is set\nwith this request, even if the Auto Scaling group is updated directly.\n\n```ts\ndeclare const launchTemplate: ec2.ILaunchTemplate;\ndeclare const vpc: ec2.IVpc;\n\nnew gamelift.GameServerGroup(this, 'GameServerGroup', {\n gameServerGroupName: 'sample-gameservergroup-name',\n instanceDefinitions: [{\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n },\n {\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n }],\n launchTemplate: launchTemplate,\n vpc: vpc,\n vpcSubnets: { subnetType: ec2.SubnetType.PUBLIC }\n});\n```\n\n### FleetIQ Monitoring\n\nGameLift FleetIQ sends metrics to CloudWatch so that you can collect and\nanalyze the activity of your Game server fleet, including the number of\nutilized game servers, and the number of game server interruption due to\nlimited Spot availability.\n\nYou can then use CloudWatch alarms to alert you, for example, when the portion\nof game servers that are currently supporting game executions exceed a certain\nthreshold which could means that your autoscaling policy need to be adjust to\nadd more instances to match with player demand.\n\nCDK provides a generic `metric` method that can be used\nto produce metric configurations for any metric provided by GameLift FleetIQ;\nthe configurations are pre-populated with the correct dimensions for the\nmatchmaking configuration.\n\n```ts\ndeclare const gameServerGroup: gamelift.IGameServerGroup;\n// Alarm that triggers when the percent of utilized game servers exceed 90%\nnew cloudwatch.Alarm(this, 'Alarm', {\n metric: gameServerGroup.metric('UtilizedGameServers'),\n threshold: 0.9,\n evaluationPeriods: 2,\n});\n```\n\nSee: [Monitoring with CloudWatch](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-metrics.html)\nin the *Amazon GameLift FleetIQ Developer Guide*.\n"
|
|
3581
|
+
"markdown": "# Amazon GameLift Construct Library\n<!--BEGIN STABILITY BANNER-->\n\n---\n\n\n\n> The APIs of higher level constructs in this module are experimental and under active development.\n> They are subject to non-backward compatible changes or removal in any future version. These are\n> not subject to the [Semantic Versioning](https://semver.org/) model and breaking changes will be\n> announced in the release notes. This means that while you may use them, you may need to update\n> your source code when upgrading to a newer version of this package.\n\n---\n\n<!--END STABILITY BANNER-->\n\n[Amazon GameLift](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-intro.html) is a service used\nto deploy, operate, and scale dedicated, low-cost servers in the cloud for session-based multiplayer games. Built\non AWS global computing infrastructure, GameLift helps deliver high-performance, high-reliability game servers\nwhile dynamically scaling your resource usage to meet worldwide player demand.\n\nGameLift is composed of three main components:\n\n* GameLift FlexMatch which is a customizable matchmaking service for\nmultiplayer games. With FlexMatch, you can\nbuild a custom set of rules that defines what a multiplayer match looks like\nfor your game, and determines how to\nevaluate and select compatible players for each match. You can also customize\nkey aspects of the matchmaking\nprocess to fit your game, including fine-tuning the matching algorithm.\n\n* GameLift hosting for custom or realtime servers which helps you deploy,\noperate, and scale dedicated game servers. It regulates the resources needed to\nhost games, finds available game servers to host new game sessions, and puts\nplayers into games.\n\n* GameLift FleetIQ to optimize the use of low-cost Amazon Elastic Compute Cloud\n(Amazon EC2) Spot Instances for cloud-based game hosting. With GameLift\nFleetIQ, you can work directly with your hosting resources in Amazon EC2 and\nAmazon EC2 Auto Scaling while taking advantage of GameLift optimizations to\ndeliver inexpensive, resilient game hosting for your players\n\nThis module is part of the [AWS Cloud Development Kit](https://github.com/aws/aws-cdk) project. It allows you to define components for your matchmaking\nconfiguration or game server fleet management system.\n\n## GameLift FlexMatch\n\n### Defining a Matchmaking configuration\n\nFlexMatch is available both as a GameLift game hosting solution (including\nRealtime Servers) and as a standalone matchmaking service. To set up a\nFlexMatch matchmaker to process matchmaking requests, you have to create a\nmatchmaking configuration based on a RuleSet.\n\nMore details about matchmaking ruleSet are covered [below](#matchmaking-ruleset).\n\nThere is two types of Matchmaking configuration:\n\nThrough a game session queue system to let FlexMatch forms matches and uses the specified GameLift queue to start a game session for the match.\n\n```ts\ndeclare const queue: gamelift.GameSessionQueue;\ndeclare const ruleSet: gamelift.MatchmakingRuleSet;\n\nnew gamelift.QueuedMatchmakingConfiguration(this, 'QueuedMatchmakingConfiguration', {\n matchmakingConfigurationName: 'test-queued-config-name',\n gameSessionQueues: [queue],\n ruleSet: ruleSet,\n});\n```\n\nOr through a standalone version to let FlexMatch forms matches and returns match information in an event.\n\n```ts\ndeclare const ruleSet: gamelift.MatchmakingRuleSet;\n\nnew gamelift.StandaloneMatchmakingConfiguration(this, 'StandaloneMatchmaking', {\n matchmakingConfigurationName: 'test-standalone-config-name',\n ruleSet: ruleSet,\n});\n```\n\n\nMore details about Game session queue are covered [below](#game-session-queue).\n\n### Matchmaking RuleSet\n\nEvery FlexMatch matchmaker must have a rule set. The rule set determines the\ntwo key elements of a match: your game's team structure and size, and how to\ngroup players together for the best possible match.\n\nFor example, a rule set might describe a match like this: Create a match with\ntwo teams of four to eight players each, one team is the cowboy and the other\nteam the aliens. A team can have novice and experienced players, but the\naverage skill of the two teams must be within 10 points of each other. If no\nmatch is made after 30 seconds, gradually relax the skill requirements.\n\n```ts\nnew gamelift.MatchmakingRuleSet(this, 'RuleSet', {\n matchmakingRuleSetName: 'my-test-ruleset',\n content: gamelift.RuleSetContent.fromJsonFile(path.join(__dirname, 'my-ruleset/ruleset.json')),\n});\n```\n\n### FlexMatch Monitoring\n\nYou can monitor GameLift FlexMatch activity for matchmaking configurations and\nmatchmaking rules using Amazon CloudWatch. These statistics are used to provide\na historical perspective on how your Gamelift FlexMatch solution is performing.\n\n#### FlexMatch Metrics\n\nGameLift FlexMatch sends metrics to CloudWatch so that you can collect and\nanalyze the activity of your matchmaking solution, including match acceptance\nworkflow, ticket consumtion.\n\nYou can then use CloudWatch alarms to alert you, for example, when matches has\nbeen rejected (potential matches that were rejected by at least one player\nsince the last report) exceed a certain thresold which could means that you may\nhave an issue in your matchmaking rules.\n\nCDK provides methods for accessing GameLift FlexMatch metrics with default configuration,\nsuch as `metricRuleEvaluationsPassed`, or `metricRuleEvaluationsFailed` (see\n[`IMatchmakingRuleSet`](https://docs.aws.amazon.com/cdk/api/latest/docs/@aws-cdk_aws-gamelift.IMatchmakingRuleSet.html)\nfor a full list). CDK also provides a generic `metric` method that can be used\nto produce metric configurations for any metric provided by GameLift FlexMatch;\nthe configurations are pre-populated with the correct dimensions for the\nmatchmaking configuration.\n\n```ts\ndeclare const matchmakingRuleSet: gamelift.MatchmakingRuleSet;\n// Alarm that triggers when the per-second average of not placed matches exceed 10%\nconst ruleEvaluationRatio = new cloudwatch.MathExpression({\n expression: '1 - (ruleEvaluationsPassed / ruleEvaluationsFailed)',\n usingMetrics: {\n ruleEvaluationsPassed: matchmakingRuleSet.metricRuleEvaluationsPassed({ statistic: cloudwatch.Statistic.SUM }),\n ruleEvaluationsFailed: matchmakingRuleSet.metric('ruleEvaluationsFailed'),\n },\n});\nnew cloudwatch.Alarm(this, 'Alarm', {\n metric: ruleEvaluationRatio,\n threshold: 0.1,\n evaluationPeriods: 3,\n});\n```\n\nSee: [Monitoring Using CloudWatch Metrics](https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html)\nin the *Amazon GameLift Developer Guide*.\n\n\n## GameLift Hosting\n\n### Uploading builds and scripts to GameLift\n\nBefore deploying your GameLift-enabled multiplayer game servers for hosting with the GameLift service, you need to upload\nyour game server files. This section provides guidance on preparing and uploading custom game server build\nfiles or Realtime Servers server script files. When you upload files, you create a GameLift build or script resource, which\nyou then deploy on fleets of hosting resources.\n\nTo troubleshoot fleet activation problems related to the server script, see [Debug GameLift fleet issues](https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html).\n\n#### Upload a custom server build to GameLift\n\nBefore uploading your configured game server to GameLift for hosting, package the game build files into a build directory.\nThis directory must include all components required to run your game servers and host game sessions, including the following:\n\n* Game server binaries – The binary files required to run the game server. A build can include binaries for multiple game\nservers built to run on the same platform. For a list of supported platforms, see [Download Amazon GameLift SDKs](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-supported.html).\n\n* Dependencies – Any dependent files that your game server executables require to run. Examples include assets, configuration\nfiles, and dependent libraries.\n\n* Install script – A script file to handle tasks that are required to fully install your game build on GameLift hosting\nservers. Place this file at the root of the build directory. GameLift runs the install script as part of fleet creation.\n\nYou can set up any application in your build, including your install script, to access your resources securely on other AWS\nservices.\n\n```ts\ndeclare const bucket: s3.Bucket;\nconst build = new gamelift.Build(this, 'Build', {\n content: gamelift.Content.fromBucket(bucket, \"sample-asset-key\")\n});\n\nnew CfnOutput(this, 'BuildArn', { value: build.buildArn });\nnew CfnOutput(this, 'BuildId', { value: build.buildId });\n```\n\nTo specify a server SDK version you used when integrating your game server build with Amazon GameLift use the `serverSdkVersion` parameter:\n\n> See [Integrate games with custom game servers](https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html) for more details.\n\n```ts\ndeclare const bucket: s3.Bucket;\nconst build = new gamelift.Build(this, 'Build', {\n content: gamelift.Content.fromBucket(bucket, \"sample-asset-key\"),\n serverSdkVersion: '5.0.0',\n});\n```\n\n#### Upload a realtime server Script\n\nYour server script can include one or more files combined into a single .zip file for uploading. The .zip file must contain\nall files that your script needs to run.\n\nYou can store your zipped script files in either a local file directory or in an Amazon Simple Storage Service (Amazon S3)\nbucket or defines a directory asset which is archived as a .zip file and uploaded to S3 during deployment.\n\nAfter you create the script resource, GameLift deploys the script with a new Realtime Servers fleet. GameLift installs your\nserver script onto each instance in the fleet, placing the script files in `/local/game`.\n\n```ts\ndeclare const bucket: s3.Bucket;\nnew gamelift.Script(this, 'Script', {\n content: gamelift.Content.fromBucket(bucket, \"sample-asset-key\")\n});\n```\n\n### Defining a GameLift Fleet\n\n#### Creating a custom game server fleet\n\nYour uploaded game servers are hosted on GameLift virtual computing resources,\ncalled instances. You set up your hosting resources by creating a fleet of\ninstances and deploying them to run your game servers. You can design a fleet\nto fit your game's needs.\n\n```ts\nnew gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: gamelift.Build.fromAsset(this, 'Build', path.join(__dirname, 'CustomerGameServer')),\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: 'test-launch-path',\n }],\n },\n});\n```\n\n### Managing game servers launch configuration\n\nGameLift uses a fleet's runtime configuration to determine the type and number\nof processes to run on each instance in the fleet. At a minimum, a runtime\nconfiguration contains one server process configuration that represents one\ngame server executable. You can also define additional server process\nconfigurations to run other types of processes related to your game. Each\nserver process configuration contains the following information:\n\n* The file name and path of an executable in your game build.\n\n* Optionally Parameters to pass to the process on launch.\n\n* The number of processes to run concurrently.\n\nA GameLift instance is limited to 50 processes running concurrently.\n\n```ts\ndeclare const build: gamelift.Build;\n// Server processes can be delcared in a declarative way through the constructor\nconst fleet = new gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n parameters: '-logFile /local/game/logs/myserver1935.log -port 1935',\n concurrentExecutions: 100,\n }]\n }\n});\n```\n\nSee [Managing how game servers are launched for hosting](https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html)\nin the *Amazon GameLift Developer Guide*.\n\n### Defining an instance type\n\nGameLift uses Amazon Elastic Compute Cloud (Amazon EC2) resources, called\ninstances, to deploy your game servers and host game sessions for your players.\nWhen setting up a new fleet, you decide what type of instances your game needs\nand 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\nconfiguration. You can edit a fleet's runtime configuration and other fleet\nproperties, but the type of resources cannot be changed.\n\n```ts\ndeclare const build: gamelift.Build;\nnew gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n }\n});\n```\n\n### Using Spot instances\n\nWhen setting up your hosting resources, you have the option of using Spot\nInstances, On-Demand Instances, or a combination.\n\nBy default, fleet are using on demand capacity.\n\n```ts\ndeclare const build: gamelift.Build;\nnew gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n },\n useSpot: true\n});\n```\n\n### Allowing Ingress traffic\n\nThe allowed IP address ranges and port settings that allow inbound traffic to\naccess game sessions on this fleet.\n\nNew game sessions are assigned an IP address/port number combination, which\nmust fall into the fleet's allowed ranges. Fleets with custom game builds must\nhave permissions explicitly set. For Realtime Servers fleets, GameLift\nautomatically opens two port ranges, one for TCP messaging and one for UDP.\n\n```ts\ndeclare const build: gamelift.Build;\n\nconst fleet = new gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n },\n ingressRules: [{\n source: gamelift.Peer.anyIpv4(),\n port: gamelift.Port.tcpRange(100, 200),\n }]\n});\n// Allowing a specific CIDR for port 1111 on UDP Protocol\nfleet.addIngressRule(gamelift.Peer.ipv4('1.2.3.4/32'), gamelift.Port.udp(1111));\n```\n\n### Managing locations\n\nA single Amazon GameLift fleet has a home Region by default (the Region you\ndeploy it to), but it can deploy resources to any number of GameLift supported\nRegions. Select Regions based on where your players are located and your\nlatency needs.\n\nBy default, home region is used as default location but we can add new locations if needed and define desired capacity\n\n```ts\ndeclare const build: gamelift.Build;\n\n// Locations can be added directly through constructor\nconst fleet = new gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n },\n locations: [ {\n region: 'eu-west-1',\n capacity: {\n desiredCapacity: 5,\n minSize: 2,\n maxSize: 10\n }\n }, {\n region: 'us-east-1',\n capacity: {\n desiredCapacity: 5,\n minSize: 2,\n maxSize: 10\n }\n }]\n});\n\n// Or through dedicated methods\nfleet.addLocation('ap-southeast-1', 5, 2, 10);\n```\n\n### Specifying an IAM role for a Fleet\n\nSome GameLift features require you to extend limited access to your AWS\nresources. This is done by creating an AWS IAM role. The GameLift Fleet class\nautomatically created an IAM role with all the minimum necessary permissions\nfor GameLift to access your resources. If you wish, you may\nspecify your own IAM role.\n\n```ts\ndeclare const build: gamelift.Build;\nconst role = new iam.Role(this, 'Role', {\n assumedBy: new iam.CompositePrincipal(new iam.ServicePrincipal('gamelift.amazonaws.com'))\n});\nrole.addManagedPolicy(iam.ManagedPolicy.fromAwsManagedPolicyName('CloudWatchAgentServerPolicy'));\n\nconst fleet = new gamelift.BuildFleet(this, 'Game server fleet', {\n fleetName: 'test-fleet',\n content: build,\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n runtimeConfiguration: {\n serverProcesses: [{\n launchPath: '/local/game/GameLiftExampleServer.x86_64',\n }]\n },\n role: role\n});\n\n// Actions can also be grantted through dedicated method\nfleet.grant(role, 'gamelift:ListFleets');\n```\n\n### Alias\n\nA GameLift alias is used to abstract a fleet designation. Fleet designations\ntell Amazon GameLift where to search for available resources when creating new\ngame sessions for players. By using aliases instead of specific fleet IDs, you\ncan more easily and seamlessly switch player traffic from one fleet to another\nby changing the alias's target location.\n\n```ts\ndeclare const fleet: gamelift.BuildFleet;\n\n// Add an alias to an existing fleet using a dedicated fleet method\nconst liveAlias = fleet.addAlias('live');\n\n// You can also create a standalone alias\nnew gamelift.Alias(this, 'TerminalAlias', {\n aliasName: 'terminal-alias',\n terminalMessage: 'A terminal message',\n});\n```\n\nSee [Add an alias to a GameLift fleet](https://docs.aws.amazon.com/gamelift/latest/developerguide/aliases-creating.html)\nin the *Amazon GameLift Developer Guide*.\n\n### Monitoring your Fleet\n\nGameLift is integrated with CloudWatch, so you can monitor the performance of\nyour game servers via logs and metrics.\n\n#### Fleet Metrics\n\nGameLift Fleet sends metrics to CloudWatch so that you can collect and analyze\nthe activity of your Fleet, including game and player sessions and server\nprocesses.\n\nYou can then use CloudWatch alarms to alert you, for example, when matches has\nbeen rejected (potential matches that were rejected by at least one player\nsince the last report) exceed a certain threshold which could means that you may\nhave an issue in your matchmaking rules.\n\nCDK provides methods for accessing GameLift Fleet metrics with default configuration,\nsuch as `metricActiveInstances`, or `metricIdleInstances` (see [`IFleet`](https://docs.aws.amazon.com/cdk/api/latest/docs/@aws-cdk_aws-gamelift.IFleet.html)\nfor a full list). CDK also provides a generic `metric` method that can be used\nto produce metric configurations for any metric provided by GameLift Fleet,\nGame sessions or server processes; the configurations are pre-populated with\nthe correct dimensions for the matchmaking configuration.\n\n```ts\ndeclare const fleet: gamelift.BuildFleet;\n// Alarm that triggers when the per-second average of not used instances exceed 10%\nconst instancesUsedRatio = new cloudwatch.MathExpression({\n expression: '1 - (activeInstances / idleInstances)',\n usingMetrics: {\n activeInstances: fleet.metric('ActiveInstances', { statistic: cloudwatch.Statistic.SUM }),\n idleInstances: fleet.metricIdleInstances(),\n },\n});\nnew cloudwatch.Alarm(this, 'Alarm', {\n metric: instancesUsedRatio,\n threshold: 0.1,\n evaluationPeriods: 3,\n});\n```\n\nSee: [Monitoring Using CloudWatch Metrics](https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html)\nin the *Amazon GameLift Developer Guide*.\n\n## Game session queue\n\nThe game session queue is the primary mechanism for processing new game session\nrequests and locating available game servers to host them. Although it is\npossible to request a new game session be hosted on specific fleet or location.\n\nThe `GameSessionQueue` resource creates a placement queue that processes requests for\nnew game sessions. A queue uses FleetIQ algorithms to determine the best placement\nlocations and find an available game server, then prompts the game server to start a\nnew game session. Queues can have destinations (GameLift fleets or aliases), which\ndetermine where the queue can place new game sessions. A queue can have destinations\nwith varied fleet type (Spot and On-Demand), instance type, and AWS Region.\n\n```ts\ndeclare const fleet: gamelift.BuildFleet;\ndeclare const alias: gamelift.Alias;\n\nconst queue = new gamelift.GameSessionQueue(this, 'GameSessionQueue', {\n gameSessionQueueName: 'my-queue-name',\n destinations: [fleet]\n});\nqueue.addDestination(alias);\n```\n\nA 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`.\n\n```ts\ndeclare const fleet: gamelift.BuildFleet;\ndeclare const topic: sns.Topic;\n\nnew gamelift.GameSessionQueue(this, 'MyGameSessionQueue', {\n gameSessionQueueName: 'test-gameSessionQueue',\n customEventData: 'test-event-data',\n allowedLocations: ['eu-west-1', 'eu-west-2'],\n destinations: [fleet],\n notificationTarget: topic,\n playerLatencyPolicies: [{\n maximumIndividualPlayerLatency: Duration.millis(100),\n policyDuration: Duration.seconds(300),\n }],\n priorityConfiguration: {\n locationOrder: [\n 'eu-west-1',\n 'eu-west-2',\n ],\n priorityOrder: [\n gamelift.PriorityType.LATENCY,\n gamelift.PriorityType.COST,\n gamelift.PriorityType.DESTINATION,\n gamelift.PriorityType.LOCATION,\n ],\n },\n timeout: Duration.seconds(300),\n });\n```\n\nSee [Setting up GameLift queues for game session placement](https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-script-uploading.html)\nin the *Amazon GameLift Developer Guide*.\n\n## GameLift FleetIQ\n\nThe GameLift FleetIQ solution is a game hosting layer that supplements the full\nset of computing resource management tools that you get with Amazon EC2 and\nAuto Scaling. This solution lets you directly manage your Amazon EC2 and Auto\nScaling resources and integrate as needed with other AWS services.\n\n### Defining a Game Server Group\n\nWhen using GameLift FleetIQ, you prepare to launch Amazon EC2 instances as\nusual: make an Amazon Machine Image (AMI) with your game server software,\ncreate an Amazon EC2 launch template, and define configuration settings for an\nAuto Scaling group. However, instead of creating an Auto Scaling group\ndirectly, you create a GameLift FleetIQ game server group with your Amazon EC2\nand Auto Scaling resources and configuration. All game server groups must have\nat least two instance types defined for it.\n\nOnce a game server group and Auto Scaling group are up and running with\ninstances deployed, when updating a Game Server Group instance, only certain\nproperties in the Auto Scaling group may be overwrite. For all other Auto\nScaling group properties, such as MinSize, MaxSize, and LaunchTemplate, you can\nmodify these directly on the Auto Scaling group using the AWS Console or\ndedicated Api.\n\n```ts\ndeclare const launchTemplate: ec2.ILaunchTemplate;\ndeclare const vpc: ec2.IVpc;\n\nnew gamelift.GameServerGroup(this, 'Game server group', {\n gameServerGroupName: 'sample-gameservergroup-name',\n instanceDefinitions: [{\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n },\n {\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n }],\n launchTemplate: launchTemplate,\n vpc: vpc\n});\n```\n\nSee [Manage game server groups](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-integrate-gameservergroup.html)\nin the *Amazon GameLift FleetIQ Developer Guide*.\n\n### Scaling Policy\n\nThe scaling policy uses the metric `PercentUtilizedGameServers` to maintain a\nbuffer of idle game servers that can immediately accommodate new games and\nplayers.\n\n```ts\ndeclare const launchTemplate: ec2.ILaunchTemplate;\ndeclare const vpc: ec2.IVpc;\n\nnew gamelift.GameServerGroup(this, 'Game server group', {\n gameServerGroupName: 'sample-gameservergroup-name',\n instanceDefinitions: [{\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n },\n {\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n }],\n launchTemplate: launchTemplate,\n vpc: vpc,\n autoScalingPolicy: {\n estimatedInstanceWarmup: Duration.minutes(5),\n targetTrackingConfiguration: 5\n }\n});\n```\n\nSee [Manage game server groups](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-integrate-gameservergroup.html)\nin the *Amazon GameLift FleetIQ Developer Guide*.\n\n### Specifying an IAM role for GameLift\n\nThe GameLift FleetIQ class automatically creates an IAM role with all the minimum necessary\npermissions for GameLift to access your Amazon EC2 Auto Scaling groups. If you wish, you may\nspecify your own IAM role. It must have the correct permissions, or FleetIQ creation or resource usage may fail.\n\n```ts\ndeclare const launchTemplate: ec2.ILaunchTemplate;\ndeclare const vpc: ec2.IVpc;\n\nconst role = new iam.Role(this, 'Role', {\n assumedBy: new iam.CompositePrincipal(new iam.ServicePrincipal('gamelift.amazonaws.com'),\n new iam.ServicePrincipal('autoscaling.amazonaws.com'))\n});\nrole.addManagedPolicy(iam.ManagedPolicy.fromAwsManagedPolicyName('GameLiftGameServerGroupPolicy'));\n\nnew gamelift.GameServerGroup(this, 'Game server group', {\n gameServerGroupName: 'sample-gameservergroup-name',\n instanceDefinitions: [{\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n },\n {\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n }],\n launchTemplate: launchTemplate,\n vpc: vpc,\n role: role\n});\n```\n\nSee [Controlling Access](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html)\nin the *Amazon GameLift FleetIQ Developer Guide*.\n\n### Specifying VPC Subnets\n\nGameLift FleetIQ use by default, all supported GameLift FleetIQ Availability\nZones in your chosen region. You can override this parameter to specify VPCs\nsubnets that you've set up.\n\nThis property cannot be updated after the game server group is created, and the\ncorresponding Auto Scaling group will always use the property value that is set\nwith this request, even if the Auto Scaling group is updated directly.\n\n```ts\ndeclare const launchTemplate: ec2.ILaunchTemplate;\ndeclare const vpc: ec2.IVpc;\n\nnew gamelift.GameServerGroup(this, 'GameServerGroup', {\n gameServerGroupName: 'sample-gameservergroup-name',\n instanceDefinitions: [{\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C5, ec2.InstanceSize.LARGE),\n },\n {\n instanceType: ec2.InstanceType.of(ec2.InstanceClass.C4, ec2.InstanceSize.LARGE),\n }],\n launchTemplate: launchTemplate,\n vpc: vpc,\n vpcSubnets: { subnetType: ec2.SubnetType.PUBLIC }\n});\n```\n\n### FleetIQ Monitoring\n\nGameLift FleetIQ sends metrics to CloudWatch so that you can collect and\nanalyze the activity of your Game server fleet, including the number of\nutilized game servers, and the number of game server interruption due to\nlimited Spot availability.\n\nYou can then use CloudWatch alarms to alert you, for example, when the portion\nof game servers that are currently supporting game executions exceed a certain\nthreshold which could means that your autoscaling policy need to be adjust to\nadd more instances to match with player demand.\n\nCDK provides a generic `metric` method that can be used\nto produce metric configurations for any metric provided by GameLift FleetIQ;\nthe configurations are pre-populated with the correct dimensions for the\nmatchmaking configuration.\n\n```ts\ndeclare const gameServerGroup: gamelift.IGameServerGroup;\n// Alarm that triggers when the percent of utilized game servers exceed 90%\nnew cloudwatch.Alarm(this, 'Alarm', {\n metric: gameServerGroup.metric('UtilizedGameServers'),\n threshold: 0.9,\n evaluationPeriods: 2,\n});\n```\n\nSee: [Monitoring with CloudWatch](https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-metrics.html)\nin the *Amazon GameLift FleetIQ Developer Guide*.\n"
|
|
3582
3582
|
},
|
|
3583
3583
|
"repository": {
|
|
3584
3584
|
"directory": "packages/@aws-cdk/aws-gamelift-alpha",
|
|
@@ -4345,7 +4345,7 @@
|
|
|
4345
4345
|
},
|
|
4346
4346
|
"locationInModule": {
|
|
4347
4347
|
"filename": "lib/build.ts",
|
|
4348
|
-
"line":
|
|
4348
|
+
"line": 273
|
|
4349
4349
|
},
|
|
4350
4350
|
"parameters": [
|
|
4351
4351
|
{
|
|
@@ -4371,7 +4371,7 @@
|
|
|
4371
4371
|
"kind": "class",
|
|
4372
4372
|
"locationInModule": {
|
|
4373
4373
|
"filename": "lib/build.ts",
|
|
4374
|
-
"line":
|
|
4374
|
+
"line": 184
|
|
4375
4375
|
},
|
|
4376
4376
|
"methods": [
|
|
4377
4377
|
{
|
|
@@ -4381,7 +4381,7 @@
|
|
|
4381
4381
|
},
|
|
4382
4382
|
"locationInModule": {
|
|
4383
4383
|
"filename": "lib/build.ts",
|
|
4384
|
-
"line":
|
|
4384
|
+
"line": 198
|
|
4385
4385
|
},
|
|
4386
4386
|
"name": "fromAsset",
|
|
4387
4387
|
"parameters": [
|
|
@@ -4425,7 +4425,7 @@
|
|
|
4425
4425
|
},
|
|
4426
4426
|
"locationInModule": {
|
|
4427
4427
|
"filename": "lib/build.ts",
|
|
4428
|
-
"line":
|
|
4428
|
+
"line": 189
|
|
4429
4429
|
},
|
|
4430
4430
|
"name": "fromBucket",
|
|
4431
4431
|
"parameters": [
|
|
@@ -4475,7 +4475,7 @@
|
|
|
4475
4475
|
},
|
|
4476
4476
|
"locationInModule": {
|
|
4477
4477
|
"filename": "lib/build.ts",
|
|
4478
|
-
"line":
|
|
4478
|
+
"line": 214
|
|
4479
4479
|
},
|
|
4480
4480
|
"name": "fromBuildArn",
|
|
4481
4481
|
"parameters": [
|
|
@@ -4512,7 +4512,7 @@
|
|
|
4512
4512
|
},
|
|
4513
4513
|
"locationInModule": {
|
|
4514
4514
|
"filename": "lib/build.ts",
|
|
4515
|
-
"line":
|
|
4515
|
+
"line": 221
|
|
4516
4516
|
},
|
|
4517
4517
|
"name": "fromBuildAttributes",
|
|
4518
4518
|
"parameters": [
|
|
@@ -4549,7 +4549,7 @@
|
|
|
4549
4549
|
},
|
|
4550
4550
|
"locationInModule": {
|
|
4551
4551
|
"filename": "lib/build.ts",
|
|
4552
|
-
"line":
|
|
4552
|
+
"line": 207
|
|
4553
4553
|
},
|
|
4554
4554
|
"name": "fromBuildId",
|
|
4555
4555
|
"parameters": [
|
|
@@ -4590,7 +4590,7 @@
|
|
|
4590
4590
|
"immutable": true,
|
|
4591
4591
|
"locationInModule": {
|
|
4592
4592
|
"filename": "lib/build.ts",
|
|
4593
|
-
"line":
|
|
4593
|
+
"line": 261
|
|
4594
4594
|
},
|
|
4595
4595
|
"name": "buildArn",
|
|
4596
4596
|
"overrides": "@aws-cdk/aws-gamelift-alpha.BuildBase",
|
|
@@ -4606,7 +4606,7 @@
|
|
|
4606
4606
|
"immutable": true,
|
|
4607
4607
|
"locationInModule": {
|
|
4608
4608
|
"filename": "lib/build.ts",
|
|
4609
|
-
"line":
|
|
4609
|
+
"line": 256
|
|
4610
4610
|
},
|
|
4611
4611
|
"name": "buildId",
|
|
4612
4612
|
"overrides": "@aws-cdk/aws-gamelift-alpha.BuildBase",
|
|
@@ -4622,7 +4622,7 @@
|
|
|
4622
4622
|
"immutable": true,
|
|
4623
4623
|
"locationInModule": {
|
|
4624
4624
|
"filename": "lib/build.ts",
|
|
4625
|
-
"line":
|
|
4625
|
+
"line": 271
|
|
4626
4626
|
},
|
|
4627
4627
|
"name": "grantPrincipal",
|
|
4628
4628
|
"overrides": "@aws-cdk/aws-gamelift-alpha.BuildBase",
|
|
@@ -4638,7 +4638,7 @@
|
|
|
4638
4638
|
"immutable": true,
|
|
4639
4639
|
"locationInModule": {
|
|
4640
4640
|
"filename": "lib/build.ts",
|
|
4641
|
-
"line":
|
|
4641
|
+
"line": 266
|
|
4642
4642
|
},
|
|
4643
4643
|
"name": "role",
|
|
4644
4644
|
"type": {
|
|
@@ -4663,7 +4663,7 @@
|
|
|
4663
4663
|
"kind": "interface",
|
|
4664
4664
|
"locationInModule": {
|
|
4665
4665
|
"filename": "lib/build.ts",
|
|
4666
|
-
"line":
|
|
4666
|
+
"line": 88
|
|
4667
4667
|
},
|
|
4668
4668
|
"name": "BuildAttributes",
|
|
4669
4669
|
"properties": [
|
|
@@ -4678,7 +4678,7 @@
|
|
|
4678
4678
|
"immutable": true,
|
|
4679
4679
|
"locationInModule": {
|
|
4680
4680
|
"filename": "lib/build.ts",
|
|
4681
|
-
"line":
|
|
4681
|
+
"line": 96
|
|
4682
4682
|
},
|
|
4683
4683
|
"name": "buildArn",
|
|
4684
4684
|
"optional": true,
|
|
@@ -4697,7 +4697,7 @@
|
|
|
4697
4697
|
"immutable": true,
|
|
4698
4698
|
"locationInModule": {
|
|
4699
4699
|
"filename": "lib/build.ts",
|
|
4700
|
-
"line":
|
|
4700
|
+
"line": 105
|
|
4701
4701
|
},
|
|
4702
4702
|
"name": "buildId",
|
|
4703
4703
|
"optional": true,
|
|
@@ -4715,7 +4715,7 @@
|
|
|
4715
4715
|
"immutable": true,
|
|
4716
4716
|
"locationInModule": {
|
|
4717
4717
|
"filename": "lib/build.ts",
|
|
4718
|
-
"line":
|
|
4718
|
+
"line": 110
|
|
4719
4719
|
},
|
|
4720
4720
|
"name": "role",
|
|
4721
4721
|
"optional": true,
|
|
@@ -5151,7 +5151,7 @@
|
|
|
5151
5151
|
"kind": "interface",
|
|
5152
5152
|
"locationInModule": {
|
|
5153
5153
|
"filename": "lib/build.ts",
|
|
5154
|
-
"line":
|
|
5154
|
+
"line": 116
|
|
5155
5155
|
},
|
|
5156
5156
|
"name": "BuildProps",
|
|
5157
5157
|
"properties": [
|
|
@@ -5164,7 +5164,7 @@
|
|
|
5164
5164
|
"immutable": true,
|
|
5165
5165
|
"locationInModule": {
|
|
5166
5166
|
"filename": "lib/build.ts",
|
|
5167
|
-
"line":
|
|
5167
|
+
"line": 141
|
|
5168
5168
|
},
|
|
5169
5169
|
"name": "content",
|
|
5170
5170
|
"type": {
|
|
@@ -5181,7 +5181,7 @@
|
|
|
5181
5181
|
"immutable": true,
|
|
5182
5182
|
"locationInModule": {
|
|
5183
5183
|
"filename": "lib/build.ts",
|
|
5184
|
-
"line":
|
|
5184
|
+
"line": 122
|
|
5185
5185
|
},
|
|
5186
5186
|
"name": "buildName",
|
|
5187
5187
|
"optional": true,
|
|
@@ -5199,7 +5199,7 @@
|
|
|
5199
5199
|
"immutable": true,
|
|
5200
5200
|
"locationInModule": {
|
|
5201
5201
|
"filename": "lib/build.ts",
|
|
5202
|
-
"line":
|
|
5202
|
+
"line": 129
|
|
5203
5203
|
},
|
|
5204
5204
|
"name": "buildVersion",
|
|
5205
5205
|
"optional": true,
|
|
@@ -5217,7 +5217,7 @@
|
|
|
5217
5217
|
"immutable": true,
|
|
5218
5218
|
"locationInModule": {
|
|
5219
5219
|
"filename": "lib/build.ts",
|
|
5220
|
-
"line":
|
|
5220
|
+
"line": 136
|
|
5221
5221
|
},
|
|
5222
5222
|
"name": "operatingSystem",
|
|
5223
5223
|
"optional": true,
|
|
@@ -5237,13 +5237,32 @@
|
|
|
5237
5237
|
"immutable": true,
|
|
5238
5238
|
"locationInModule": {
|
|
5239
5239
|
"filename": "lib/build.ts",
|
|
5240
|
-
"line":
|
|
5240
|
+
"line": 164
|
|
5241
5241
|
},
|
|
5242
5242
|
"name": "role",
|
|
5243
5243
|
"optional": true,
|
|
5244
5244
|
"type": {
|
|
5245
5245
|
"fqn": "aws-cdk-lib.aws_iam.IRole"
|
|
5246
5246
|
}
|
|
5247
|
+
},
|
|
5248
|
+
{
|
|
5249
|
+
"abstract": true,
|
|
5250
|
+
"docs": {
|
|
5251
|
+
"default": "- 4.0.2",
|
|
5252
|
+
"see": "https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html",
|
|
5253
|
+
"stability": "experimental",
|
|
5254
|
+
"summary": "A server SDK version you used when integrating your game server build with Amazon GameLift."
|
|
5255
|
+
},
|
|
5256
|
+
"immutable": true,
|
|
5257
|
+
"locationInModule": {
|
|
5258
|
+
"filename": "lib/build.ts",
|
|
5259
|
+
"line": 173
|
|
5260
|
+
},
|
|
5261
|
+
"name": "serverSdkVersion",
|
|
5262
|
+
"optional": true,
|
|
5263
|
+
"type": {
|
|
5264
|
+
"primitive": "string"
|
|
5265
|
+
}
|
|
5247
5266
|
}
|
|
5248
5267
|
],
|
|
5249
5268
|
"symbolId": "lib/build:BuildProps"
|
|
@@ -5255,7 +5274,7 @@
|
|
|
5255
5274
|
"remarks": "The class helps you on preparing and uploading custom game server build files or Realtime Servers server script files.",
|
|
5256
5275
|
"stability": "experimental",
|
|
5257
5276
|
"summary": "Before deploying your GameLift-enabled multiplayer game servers for hosting with the GameLift service, you need to upload your game server files.",
|
|
5258
|
-
"example": "declare const bucket: s3.Bucket;\nconst build = new gamelift.Build(this, 'Build', {\n content: gamelift.Content.fromBucket(bucket, \"sample-asset-key\")
|
|
5277
|
+
"example": "declare const bucket: s3.Bucket;\nconst build = new gamelift.Build(this, 'Build', {\n content: gamelift.Content.fromBucket(bucket, \"sample-asset-key\"),\n serverSdkVersion: '5.0.0',\n});",
|
|
5259
5278
|
"custom": {
|
|
5260
5279
|
"exampleMetadata": "infused"
|
|
5261
5280
|
}
|
|
@@ -11044,21 +11063,39 @@
|
|
|
11044
11063
|
"members": [
|
|
11045
11064
|
{
|
|
11046
11065
|
"docs": {
|
|
11047
|
-
"stability": "experimental"
|
|
11066
|
+
"stability": "experimental",
|
|
11067
|
+
"summary": "Amazon Linux operating system."
|
|
11048
11068
|
},
|
|
11049
11069
|
"name": "AMAZON_LINUX"
|
|
11050
11070
|
},
|
|
11051
11071
|
{
|
|
11052
11072
|
"docs": {
|
|
11053
|
-
"stability": "experimental"
|
|
11073
|
+
"stability": "experimental",
|
|
11074
|
+
"summary": "Amazon Linux 2 operating system."
|
|
11054
11075
|
},
|
|
11055
11076
|
"name": "AMAZON_LINUX_2"
|
|
11056
11077
|
},
|
|
11057
11078
|
{
|
|
11058
11079
|
"docs": {
|
|
11059
|
-
"stability": "experimental"
|
|
11080
|
+
"stability": "experimental",
|
|
11081
|
+
"summary": "Amazon Linux 2023 operating system."
|
|
11082
|
+
},
|
|
11083
|
+
"name": "AMAZON_LINUX_2023"
|
|
11084
|
+
},
|
|
11085
|
+
{
|
|
11086
|
+
"docs": {
|
|
11087
|
+
"deprecated": "If you have active fleets using the Windows Server 2012 operating system,\nyou can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support.\nAll others must use Windows Server 2016 when creating new Windows-based builds.",
|
|
11088
|
+
"stability": "deprecated",
|
|
11089
|
+
"summary": "Windows Server 2012 operating system."
|
|
11060
11090
|
},
|
|
11061
11091
|
"name": "WINDOWS_2012"
|
|
11092
|
+
},
|
|
11093
|
+
{
|
|
11094
|
+
"docs": {
|
|
11095
|
+
"stability": "experimental",
|
|
11096
|
+
"summary": "Windows Server 2016 operating system."
|
|
11097
|
+
},
|
|
11098
|
+
"name": "WINDOWS_2016"
|
|
11062
11099
|
}
|
|
11063
11100
|
],
|
|
11064
11101
|
"name": "OperatingSystem",
|
|
@@ -13216,6 +13253,6 @@
|
|
|
13216
13253
|
"symbolId": "lib/standalone-matchmaking-configuration:StandaloneMatchmakingConfigurationProps"
|
|
13217
13254
|
}
|
|
13218
13255
|
},
|
|
13219
|
-
"version": "2.
|
|
13256
|
+
"version": "2.106.1-alpha.0",
|
|
13220
13257
|
"fingerprint": "**********"
|
|
13221
13258
|
}
|
package/.jsii.tabl.json.gz
CHANGED
|
Binary file
|
package/.warnings.jsii.js
CHANGED
|
@@ -33,6 +33,19 @@ function _aws_cdk_aws_gamelift_alpha_IBuild(p) {
|
|
|
33
33
|
function _aws_cdk_aws_gamelift_alpha_BuildBase(p) {
|
|
34
34
|
}
|
|
35
35
|
function _aws_cdk_aws_gamelift_alpha_OperatingSystem(p) {
|
|
36
|
+
if (p == null)
|
|
37
|
+
return;
|
|
38
|
+
visitedObjects.add(p);
|
|
39
|
+
try {
|
|
40
|
+
const ns = require("./lib/build.js");
|
|
41
|
+
if (Object.values(ns.OperatingSystem).filter(x => x === p).length > 1)
|
|
42
|
+
return;
|
|
43
|
+
if (p === ns.OperatingSystem.WINDOWS_2012)
|
|
44
|
+
print("@aws-cdk/aws-gamelift-alpha.OperatingSystem#WINDOWS_2012", "If you have active fleets using the Windows Server 2012 operating system,\nyou can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support.\nAll others must use Windows Server 2016 when creating new Windows-based builds.");
|
|
45
|
+
}
|
|
46
|
+
finally {
|
|
47
|
+
visitedObjects.delete(p);
|
|
48
|
+
}
|
|
36
49
|
}
|
|
37
50
|
function _aws_cdk_aws_gamelift_alpha_BuildAttributes(p) {
|
|
38
51
|
}
|
package/README.md
CHANGED
|
@@ -187,6 +187,18 @@ new CfnOutput(this, 'BuildArn', { value: build.buildArn });
|
|
|
187
187
|
new CfnOutput(this, 'BuildId', { value: build.buildId });
|
|
188
188
|
```
|
|
189
189
|
|
|
190
|
+
To specify a server SDK version you used when integrating your game server build with Amazon GameLift use the `serverSdkVersion` parameter:
|
|
191
|
+
|
|
192
|
+
> See [Integrate games with custom game servers](https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html) for more details.
|
|
193
|
+
|
|
194
|
+
```ts
|
|
195
|
+
declare const bucket: s3.Bucket;
|
|
196
|
+
const build = new gamelift.Build(this, 'Build', {
|
|
197
|
+
content: gamelift.Content.fromBucket(bucket, "sample-asset-key"),
|
|
198
|
+
serverSdkVersion: '5.0.0',
|
|
199
|
+
});
|
|
200
|
+
```
|
|
201
|
+
|
|
190
202
|
#### Upload a realtime server Script
|
|
191
203
|
|
|
192
204
|
Your server script can include one or more files combined into a single .zip file for uploading. The .zip file must contain
|
package/awslint.json
CHANGED
|
@@ -1,5 +1,9 @@
|
|
|
1
1
|
{
|
|
2
|
-
|
|
3
|
-
|
|
4
|
-
|
|
5
|
-
|
|
2
|
+
"exclude": [
|
|
3
|
+
"docs-public-apis:@aws-cdk/aws-gamelift-alpha.OperatingSystem.AMAZON_LINUX",
|
|
4
|
+
"docs-public-apis:@aws-cdk/aws-gamelift-alpha.OperatingSystem.AMAZON_LINUX_2",
|
|
5
|
+
"docs-public-apis:@aws-cdk/aws-gamelift-alpha.OperatingSystem.WINDOWS_2012",
|
|
6
|
+
"docs-public-apis:@aws-cdk/aws-gamelift-alpha.Protocol.TCP",
|
|
7
|
+
"docs-public-apis:@aws-cdk/aws-gamelift-alpha.Protocol.UDP"
|
|
8
|
+
]
|
|
9
|
+
}
|
package/lib/alias.js
CHANGED
|
@@ -19,7 +19,7 @@ class AliasBase extends cdk.Resource {
|
|
|
19
19
|
}
|
|
20
20
|
exports.AliasBase = AliasBase;
|
|
21
21
|
_a = JSII_RTTI_SYMBOL_1;
|
|
22
|
-
AliasBase[_a] = { fqn: "@aws-cdk/aws-gamelift-alpha.AliasBase", version: "2.
|
|
22
|
+
AliasBase[_a] = { fqn: "@aws-cdk/aws-gamelift-alpha.AliasBase", version: "2.106.1-alpha.0" };
|
|
23
23
|
/**
|
|
24
24
|
* A Amazon GameLift alias is used to abstract a fleet designation.
|
|
25
25
|
* Fleet designations tell GameLift where to search for available resources when creating new game sessions for players.
|
|
@@ -144,5 +144,5 @@ class Alias extends AliasBase {
|
|
|
144
144
|
}
|
|
145
145
|
exports.Alias = Alias;
|
|
146
146
|
_b = JSII_RTTI_SYMBOL_1;
|
|
147
|
-
Alias[_b] = { fqn: "@aws-cdk/aws-gamelift-alpha.Alias", version: "2.
|
|
147
|
+
Alias[_b] = { fqn: "@aws-cdk/aws-gamelift-alpha.Alias", version: "2.106.1-alpha.0" };
|
|
148
148
|
//# sourceMappingURL=data:application/json;base64,{"version":3,"file":"alias.js","sourceRoot":"","sources":["alias.ts"],"names":[],"mappings":";;;;;;AAAA,wCAAwC;AAIxC,2DAAoD;AA6FpD;;GAEG;AACH,MAAsB,SAAU,SAAQ,GAAG,CAAC,QAAQ;IASlD;;OAEG;IACH,IAAW,yBAAyB;QAClC,OAAO,IAAI,CAAC,QAAQ,CAAC;KACtB;;AAdH,8BAeC;;;AAED;;;;;;;;;;;;;;;GAeG;AACH,MAAa,KAAM,SAAQ,SAAS;IAElC;;OAEG;IACH,MAAM,CAAC,WAAW,CAAC,KAAgB,EAAE,EAAU,EAAE,OAAe;QAC9D,OAAO,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,OAAO,EAAE,CAAC,CAAC;KAClE;IAED;;OAEG;IACH,MAAM,CAAC,YAAY,CAAC,KAAgB,EAAE,EAAU,EAAE,QAAgB;QAChE,OAAO,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,QAAQ,EAAE,QAAQ,EAAE,CAAC,CAAC;KACpE;IAED;;OAEG;IACH,MAAM,CAAC,mBAAmB,CAAC,KAAgB,EAAE,EAAU,EAAE,KAAsB;;;;;;;;;;QAC7E,IAAI,CAAC,KAAK,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE;YACrC,MAAM,IAAI,KAAK,CAAC,gEAAgE,CAAC,CAAC;SACnF;QACD,MAAM,OAAO,GAAG,KAAK,CAAC,OAAO;YAC3B,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,KAAK,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC,QAAS,EAAE,GAAG,CAAC,SAAS,CAAC,mBAAmB,CAAC,CAAC,YAAY,CAAC;QAEhG,IAAI,CAAC,OAAO,EAAE;YACZ,MAAM,IAAI,KAAK,CAAC,sCAAsC,KAAK,CAAC,QAAQ,GAAG,CAAC,CAAC;SAC1E;QAED,MAAM,QAAQ,GAAG,KAAK,CAAC,QAAQ,IAAI,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,KAAK,CAAC,CAAC,SAAS,CAAC;YAC/D,OAAO,EAAE,UAAU;YACnB,QAAQ,EAAE,OAAO;YACjB,YAAY,EAAE,KAAK,CAAC,OAAO;YAC3B,SAAS,EAAE,GAAG,CAAC,SAAS,CAAC,mBAAmB;SAC7C,CAAC,CAAC;QACH,MAAM,MAAO,SAAQ,SAAS;YAI5B,YAAY,CAAY,EAAE,CAAS;gBACjC,KAAK,CAAC,CAAC,EAAE,CAAC,EAAE;oBACV,kBAAkB,EAAE,QAAQ;iBAC7B,CAAC,CAAC;gBANW,YAAO,GAAG,OAAQ,CAAC;gBACnB,aAAQ,GAAG,QAAQ,CAAC;YAMpC,CAAC;SACF;QACD,OAAO,IAAI,MAAM,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;KAC9B;IAiBD,YAAY,KAAgB,EAAE,EAAU,EAAE,KAAiB;QACzD,KAAK,CAAC,KAAK,EAAE,EAAE,EAAE;YACf,YAAY,EAAE,KAAK,CAAC,SAAS;SAC9B,CAAC,CAAC;;;;;;+CAnEM,KAAK;;;;QAqEd,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,SAAS,CAAC,EAAE;YAC5C,IAAI,KAAK,CAAC,SAAS,CAAC,MAAM,GAAG,IAAI,EAAE;gBACjC,MAAM,IAAI,KAAK,CAAC,6DAA6D,KAAK,CAAC,SAAS,CAAC,MAAM,cAAc,CAAC,CAAC;aACpH;SACF;QAED,IAAI,KAAK,CAAC,WAAW,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,WAAW,CAAC,EAAE;YACnE,IAAI,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,IAAI,EAAE;gBACnC,MAAM,IAAI,KAAK,CAAC,oEAAoE,KAAK,CAAC,WAAW,CAAC,MAAM,cAAc,CAAC,CAAC;aAC7H;SACF;QAED,IAAI,CAAC,KAAK,CAAC,eAAe,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE;YAC1C,MAAM,IAAI,KAAK,CAAC,oEAAoE,CAAC,CAAC;SACvF;QAED,IAAI,KAAK,CAAC,eAAe,IAAI,KAAK,CAAC,KAAK,EAAE;YACxC,MAAM,IAAI,KAAK,CAAC,8EAA8E,CAAC,CAAC;SACjG;QAED,MAAM,QAAQ,GAAG,IAAI,uBAAQ,CAAC,IAAI,EAAE,UAAU,EAAE;YAC9C,IAAI,EAAE,KAAK,CAAC,SAAS;YACrB,WAAW,EAAE,KAAK,CAAC,WAAW;YAC9B,eAAe,EAAE,IAAI,CAAC,oBAAoB,CAAC,KAAK,CAAC;SAClD,CAAC,CAAC;QAEH,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,wBAAwB,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;QAC3D,IAAI,CAAC,QAAQ,GAAG,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,KAAK,CAAC,CAAC,SAAS,CAAC;YAC5C,OAAO,EAAE,UAAU;YACnB,QAAQ,EAAE,OAAO;YACjB,YAAY,EAAE,IAAI,CAAC,OAAO;YAC1B,SAAS,EAAE,GAAG,CAAC,SAAS,CAAC,mBAAmB;SAC7C,CAAC,CAAC;KACJ;IAEO,oBAAoB,CAAC,KAAiB;QAC5C,IAAI,KAAK,CAAC,KAAK,EAAG;YAChB,OAAO;gBACL,OAAO,EAAE,KAAK,CAAC,KAAK,CAAC,OAAO;gBAC5B,IAAI,EAAE,QAAQ;aACf,CAAC;SACH;QACD,OAAO;YACL,OAAO,EAAE,KAAK,CAAC,eAAe;YAC9B,IAAI,EAAE,UAAU;SACjB,CAAC;KACH;;AAnHH,sBAoHC","sourcesContent":["import * as cdk from 'aws-cdk-lib/core';\nimport { Construct } from 'constructs';\nimport { IFleet } from './fleet-base';\nimport { IGameSessionQueueDestination } from './game-session-queue';\nimport { CfnAlias } from 'aws-cdk-lib/aws-gamelift';\n\n/**\n * Represents a Gamelift Alias for a Gamelift fleet destination.\n */\nexport interface IAlias extends cdk.IResource, IGameSessionQueueDestination {\n\n  /**\n     * The Identifier of the alias.\n     *\n     * @attribute\n     */\n  readonly aliasId: string;\n\n  /**\n   * The ARN of the alias.\n   *\n   * @attribute\n   */\n  readonly aliasArn: string;\n}\n\n/**\n * Options for `gamelift.Alias`.\n */\nexport interface AliasOptions {\n  /**\n     * Description for the alias\n     *\n     * @default No description\n     */\n  readonly description?: string;\n}\n\n/**\n * A full specification of an alias that can be used to import it fluently into the CDK application.\n */\nexport interface AliasAttributes {\n  /**\n       * The ARN of the alias\n       *\n       * At least one of `aliasArn` and `aliasId` must be provided.\n       *\n       * @default derived from `aliasId`.\n       */\n  readonly aliasArn?: string;\n\n  /**\n     * The identifier of the alias\n     *\n     * At least one of `aliasId` and `aliasArn`  must be provided.\n     *\n     * @default derived from `aliasArn`.\n     */\n  readonly aliasId?: string;\n}\n\n/**\n * Properties for a new Fleet alias\n */\nexport interface AliasProps {\n  /**\n     * Name of this alias\n     */\n  readonly aliasName: string;\n\n  /**\n     * A human-readable description of the alias\n     *\n     * @default no description\n     */\n  readonly description?: string;\n\n  /**\n   * A fleet that the alias points to.\n   * If specified, the alias resolves to one specific fleet.\n   *\n   * At least one of `fleet` and `terminalMessage` must be provided.\n   *\n   * @default no fleet that the alias points to.\n   */\n  readonly fleet?: IFleet;\n\n  /**\n   * The message text to be used with a terminal routing strategy.\n   *\n   * At least one of `fleet` and `terminalMessage` must be provided.\n   *\n   * @default no terminal message\n   */\n  readonly terminalMessage?: string;\n}\n\n/**\n * Base class for new and imported GameLift Alias.\n */\nexport abstract class AliasBase extends cdk.Resource implements IAlias {\n  /**\n * The Identifier of the alias.\n */\n  public abstract readonly aliasId: string;\n  /**\n   * The ARN of the alias\n   */\n  public abstract readonly aliasArn: string;\n  /**\n   * The ARN to put into the destination field of a game session queue\n   */\n  public get resourceArnForDestination() {\n    return this.aliasArn;\n  }\n}\n\n/**\n * A Amazon GameLift alias is used to abstract a fleet designation.\n * Fleet designations tell GameLift where to search for available resources when creating new game sessions for players.\n * Use aliases instead of specific fleet IDs to seamlessly switch player traffic from one fleet to another by changing the alias's target location.\n *\n * Aliases are useful in games that don't use queues.\n * Switching fleets in a queue is a simple matter of creating a new fleet, adding it to the queue, and removing the old fleet, none of which is visible to players.\n * In contrast, game clients that don't use queues must specify which fleet to use when communicating with the GameLift service.\n * Without aliases, a fleet switch requires updates to your game code and possibly distribution of an updated game clients to players.\n *\n * When updating the fleet-id an alias points to, there is a transition period of up to 2 minutes where game sessions on the alias may end up on the old fleet.\n *\n * @see https://docs.aws.amazon.com/gamelift/latest/developerguide/aliases-creating.html\n *\n * @resource AWS::GameLift::Alias\n */\nexport class Alias extends AliasBase {\n\n  /**\n   * Import an existing alias from its identifier.\n   */\n  static fromAliasId(scope: Construct, id: string, aliasId: string): IAlias {\n    return this.fromAliasAttributes(scope, id, { aliasId: aliasId });\n  }\n\n  /**\n   * Import an existing alias from its ARN.\n   */\n  static fromAliasArn(scope: Construct, id: string, aliasArn: string): IAlias {\n    return this.fromAliasAttributes(scope, id, { aliasArn: aliasArn });\n  }\n\n  /**\n   * Import an existing alias from its attributes.\n   */\n  static fromAliasAttributes(scope: Construct, id: string, attrs: AliasAttributes): IAlias {\n    if (!attrs.aliasId && !attrs.aliasArn) {\n      throw new Error('Either aliasId or aliasArn must be provided in AliasAttributes');\n    }\n    const aliasId = attrs.aliasId ??\n      cdk.Stack.of(scope).splitArn(attrs.aliasArn!, cdk.ArnFormat.SLASH_RESOURCE_NAME).resourceName;\n\n    if (!aliasId) {\n      throw new Error(`No alias identifier found in ARN: '${attrs.aliasArn}'`);\n    }\n\n    const aliasArn = attrs.aliasArn ?? cdk.Stack.of(scope).formatArn({\n      service: 'gamelift',\n      resource: 'alias',\n      resourceName: attrs.aliasId,\n      arnFormat: cdk.ArnFormat.SLASH_RESOURCE_NAME,\n    });\n    class Import extends AliasBase {\n      public readonly aliasId = aliasId!;\n      public readonly aliasArn = aliasArn;\n\n      constructor(s: Construct, i: string) {\n        super(s, i, {\n          environmentFromArn: aliasArn,\n        });\n      }\n    }\n    return new Import(scope, id);\n  }\n\n  /**\n   * The Identifier of the alias.\n   */\n  public readonly aliasId: string;\n\n  /**\n    * The ARN of the alias.\n    */\n  public readonly aliasArn: string;\n\n  /**\n   * A fleet that the alias points to.\n   */\n  public readonly fleet?: IFleet;\n\n  constructor(scope: Construct, id: string, props: AliasProps) {\n    super(scope, id, {\n      physicalName: props.aliasName,\n    });\n\n    if (!cdk.Token.isUnresolved(props.aliasName)) {\n      if (props.aliasName.length > 1024) {\n        throw new Error(`Alias name can not be longer than 1024 characters but has ${props.aliasName.length} characters.`);\n      }\n    }\n\n    if (props.description && !cdk.Token.isUnresolved(props.description)) {\n      if (props.description.length > 1024) {\n        throw new Error(`Alias description can not be longer than 1024 characters but has ${props.description.length} characters.`);\n      }\n    }\n\n    if (!props.terminalMessage && !props.fleet) {\n      throw new Error('Either a terminal message or a fleet must be binded to this Alias.');\n    }\n\n    if (props.terminalMessage && props.fleet) {\n      throw new Error('Either a terminal message or a fleet must be binded to this Alias, not both.');\n    }\n\n    const resource = new CfnAlias(this, 'Resource', {\n      name: props.aliasName,\n      description: props.description,\n      routingStrategy: this.parseRoutingStrategy(props),\n    });\n\n    this.aliasId = this.getResourceNameAttribute(resource.ref);\n    this.aliasArn = cdk.Stack.of(scope).formatArn({\n      service: 'gamelift',\n      resource: 'alias',\n      resourceName: this.aliasId,\n      arnFormat: cdk.ArnFormat.SLASH_RESOURCE_NAME,\n    });\n  }\n\n  private parseRoutingStrategy(props: AliasProps): CfnAlias.RoutingStrategyProperty {\n    if (props.fleet ) {\n      return {\n        fleetId: props.fleet.fleetId,\n        type: 'SIMPLE',\n      };\n    }\n    return {\n      message: props.terminalMessage,\n      type: 'TERMINAL',\n    };\n  }\n}\n\n"]}
|
package/lib/build-fleet.js
CHANGED
|
@@ -151,5 +151,5 @@ class BuildFleet extends fleet_base_1.FleetBase {
|
|
|
151
151
|
}
|
|
152
152
|
exports.BuildFleet = BuildFleet;
|
|
153
153
|
_a = JSII_RTTI_SYMBOL_1;
|
|
154
|
-
BuildFleet[_a] = { fqn: "@aws-cdk/aws-gamelift-alpha.BuildFleet", version: "2.
|
|
154
|
+
BuildFleet[_a] = { fqn: "@aws-cdk/aws-gamelift-alpha.BuildFleet", version: "2.106.1-alpha.0" };
|
|
155
155
|
//# sourceMappingURL=data:application/json;base64,{"version":3,"file":"build-fleet.js","sourceRoot":"","sources":["build-fleet.ts"],"names":[],"mappings":";;;;;;AAAA,2CAA2C;AAC3C,wCAAwC;AAGxC,6CAA6D;AAC7D,2DAAoD;AA+BpD;;;;;;;;;GASG;AACH,MAAa,UAAW,SAAQ,sBAAS;IAEvC;;OAEG;IACH,MAAM,CAAC,gBAAgB,CAAC,KAAgB,EAAE,EAAU,EAAE,YAAoB;QACxE,OAAO,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC,CAAC;KACvE;IAED;;OAEG;IACH,MAAM,CAAC,iBAAiB,CAAC,KAAgB,EAAE,EAAU,EAAE,aAAqB;QAC1E,OAAO,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,EAAE,EAAE,EAAE,QAAQ,EAAE,aAAa,EAAE,CAAC,CAAC;KACzE;IA6BD,YAAY,KAAgB,EAAE,EAAU,EAAE,KAAsB;QAC9D,KAAK,CAAC,KAAK,EAAE,EAAE,EAAE;YACf,YAAY,EAAE,KAAK,CAAC,SAAS;SAC9B,CAAC,CAAC;QALY,iBAAY,GAAkB,EAAE,CAAC;;;;;;+CAzCvC,UAAU;;;;QAgDnB,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,SAAS,CAAC,EAAE;YAC5C,IAAI,KAAK,CAAC,SAAS,CAAC,MAAM,GAAG,IAAI,EAAE;gBACjC,MAAM,IAAI,KAAK,CAAC,6DAA6D,KAAK,CAAC,SAAS,CAAC,MAAM,cAAc,CAAC,CAAC;aACpH;SACF;QAED,IAAI,KAAK,CAAC,WAAW,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,YAAY,CAAC,KAAK,CAAC,WAAW,CAAC,EAAE;YACnE,IAAI,KAAK,CAAC,WAAW,CAAC,MAAM,GAAG,IAAI,EAAE;gBACnC,MAAM,IAAI,KAAK,CAAC,oEAAoE,KAAK,CAAC,WAAW,CAAC,MAAM,cAAc,CAAC,CAAC;aAC7H;SACF;QAED,IAAI,KAAK,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO,GAAG,CAAC,EAAE;YACtC,MAAM,IAAI,KAAK,CAAC,sFAAsF,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC;SACxH;QAED,IAAI,KAAK,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO,GAAG,CAAC,EAAE;YACtC,MAAM,IAAI,KAAK,CAAC,sFAAsF,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC;SACxH;QAED,IAAI,KAAK,CAAC,OAAO,EAAE;YACjB,IAAI,CAAC,4BAA4B,CAAC,IAAI,CAAC,CAAC;SACzC;QAED,oBAAoB;QACpB,IAAI,KAAK,CAAC,SAAS,IAAI,KAAK,CAAC,SAAS,EAAE,MAAM,GAAG,GAAG,EAAE;YACpD,MAAM,IAAI,KAAK,CAAC,2DAA2D,KAAK,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,CAAC;SACtG;QACD,CAAC,KAAK,CAAC,SAAS,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;QAErE,wBAAwB;QACxB,IAAI,KAAK,CAAC,YAAY,IAAI,KAAK,CAAC,YAAY,EAAE,MAAM,GAAG,EAAE,EAAE;YACzD,MAAM,IAAI,KAAK,CAAC,8DAA8D,KAAK,CAAC,YAAY,CAAC,MAAM,EAAE,CAAC,CAAC;SAC5G;QACD,CAAC,KAAK,CAAC,YAAY,IAAI,EAAE,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,sBAAsB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;QAE3E,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,OAAO,CAAC;QAC7B,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC,IAAI,IAAI,IAAI,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,aAAa,EAAE;YAC1D,SAAS,EAAE,IAAI,GAAG,CAAC,kBAAkB,CACnC,IAAI,GAAG,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,EAClD,IAAI,GAAG,CAAC,gBAAgB,CAAC,mBAAmB,CAAC,CAAC;SACjD,CAAC,CAAC;QACH,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,IAAI,CAAC;QAEhC,MAAM,QAAQ,GAAG,IAAI,uBAAQ,CAAC,IAAI,EAAE,UAAU,EAAE;YAC9C,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,OAAO;YAC7B,wBAAwB,EAAE;gBACxB,eAAe,EAAE,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC,WAAW,CAAA,CAAC,CAAC,UAAU;aAChE;YACD,WAAW,EAAE,KAAK,CAAC,WAAW;YAC9B,mBAAmB,EAAE,KAAK,CAAC,eAAe;YAC1C,qBAAqB,EAAE,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,OAAO,EAAE,GAAG,EAAE,CAAC,IAAI,CAAC,iBAAiB,EAAE,EAAE,CAAC;YAChF,eAAe,EAAE,KAAK,CAAC,YAAY,CAAC,QAAQ,EAAE;YAC9C,SAAS,EAAE,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,WAAW;YAC/C,eAAe,EAAE,IAAI,CAAC,IAAI,CAAC,OAAO;YAClC,SAAS,EAAE,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,OAAO,EAAE,GAAG,EAAE,CAAC,IAAI,CAAC,cAAc,EAAE,EAAE,CAAC;YACjE,OAAO,EAAE,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAC1C,OAAO,EAAE,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAC1C,IAAI,EAAE,IAAI,CAAC,YAAY;YACvB,8BAA8B,EAAE,KAAK,CAAC,qBAAqB,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,cAAc;YAC/F,mBAAmB,EAAE,KAAK,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO,CAAC,GAAG,CAAC,OAAO;YAC/D,SAAS,EAAE,KAAK,CAAC,OAAO,IAAI,KAAK,CAAC,OAAO,CAAC,KAAK;YAC/C,2BAA2B,EAAE,IAAI,CAAC,gCAAgC,CAAC,KAAK,CAAC;YACzE,oBAAoB,EAAE,IAAI,CAAC,yBAAyB,CAAC,KAAK,CAAC;SAC5D,CAAC,CAAC;QAEH,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,wBAAwB,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;QAC3D,IAAI,CAAC,QAAQ,GAAG,GAAG,CAAC,KAAK,CAAC,EAAE,CAAC,KAAK,CAAC,CAAC,SAAS,CAAC;YAC5C,OAAO,EAAE,UAAU;YACnB,QAAQ,EAAE,OAAO;YACjB,YAAY,EAAE,IAAI,CAAC,OAAO;YAC1B,SAAS,EAAE,GAAG,CAAC,SAAS,CAAC,mBAAmB;SAC7C,CAAC,CAAC;KACJ;IAED;;;;;OAKG;IACI,cAAc,CAAC,MAAa,EAAE,IAAU;;;;;;;;;;;QAC7C,IAAI,CAAC,sBAAsB,CAAC;YAC1B,MAAM,EAAE,MAAM;YACd,IAAI,EAAE,IAAI;SACX,CAAC,CAAC;KACJ;IAEO,sBAAsB,CAAC,WAAwB;QACrD,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,IAAI,EAAE,EAAE;YAClC,MAAM,IAAI,KAAK,CAAC,qDAAqD,CAAC,CAAC;SACxE;QACD,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;KACrC;IAEO,iBAAiB;QACvB,IAAI,CAAC,IAAI,CAAC,YAAY,IAAI,IAAI,CAAC,YAAY,CAAC,MAAM,KAAK,CAAC,EAAE;YACxD,OAAO,SAAS,CAAC;SAClB;QAED,OAAO,IAAI,CAAC,YAAY,CAAC,GAAG,CAAC,gBAAgB,CAAC,CAAC;QAE/C,SAAS,gBAAgB,CAAC,WAAwB;YAChD,OAAO;gBACL,GAAG,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE;gBAC5B,GAAG,WAAW,CAAC,MAAM,CAAC,MAAM,EAAE;aAC/B,CAAC;QACJ,CAAC;KACF;;AA5JH,gCA6JC","sourcesContent":["import * as iam from 'aws-cdk-lib/aws-iam';\nimport * as cdk from 'aws-cdk-lib/core';\nimport { Construct } from 'constructs';\nimport { IBuild } from './build';\nimport { FleetBase, FleetProps, IFleet } from './fleet-base';\nimport { CfnFleet } from 'aws-cdk-lib/aws-gamelift';\nimport { Port, IPeer, IngressRule } from './ingress-rule';\n\n/**\n * Represents a GameLift Fleet used to run a custom game build.\n */\nexport interface IBuildFleet extends IFleet {}\n\n/**\n * Properties for a new Gamelift build fleet\n */\nexport interface BuildFleetProps extends FleetProps {\n\n  /**\n     * A build to be deployed on the fleet.\n     * The build must have been successfully uploaded to Amazon GameLift and be in a `READY` status.\n     *\n     * This fleet setting cannot be changed once the fleet is created.\n     */\n  readonly content: IBuild;\n\n  /**\n   * The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet.\n   *\n   * This property must be set before players can connect to game sessions.\n   *\n   * @default no inbound traffic allowed\n   */\n  readonly ingressRules?: IngressRule[];\n}\n\n/**\n * A fleet contains Amazon Elastic Compute Cloud (Amazon EC2) instances that GameLift hosts.\n * A fleet uses the configuration and scaling logic that you define to run your game server build. You can use a fleet directly without a queue.\n * You can also associate multiple fleets with a GameLift queue.\n *\n * For example, you can use Spot Instance fleets configured with your preferred locations, along with a backup On-Demand Instance fleet with the same locations.\n * Using multiple Spot Instance fleets of different instance types reduces the chance of needing On-Demand Instance placement.\n *\n * @resource AWS::GameLift::Fleet\n */\nexport class BuildFleet extends FleetBase implements IBuildFleet {\n\n  /**\n   * Import an existing fleet from its identifier.\n   */\n  static fromBuildFleetId(scope: Construct, id: string, buildFleetId: string): IBuildFleet {\n    return this.fromFleetAttributes(scope, id, { fleetId: buildFleetId });\n  }\n\n  /**\n   * Import an existing fleet from its ARN.\n   */\n  static fromBuildFleetArn(scope: Construct, id: string, buildFleetArn: string): IBuildFleet {\n    return this.fromFleetAttributes(scope, id, { fleetArn: buildFleetArn });\n  }\n\n  /**\n   * The Identifier of the fleet.\n   */\n  public readonly fleetId: string;\n\n  /**\n   * The ARN of the fleet.\n   */\n  public readonly fleetArn: string;\n\n  /**\n   * The build content of the fleet\n   */\n  public readonly content: IBuild;\n\n  /**\n   * The IAM role GameLift assumes by fleet instances to access AWS ressources.\n   */\n  public readonly role: iam.IRole;\n\n  /**\n   * The principal this GameLift fleet is using.\n   */\n  public readonly grantPrincipal: iam.IPrincipal;\n\n  private readonly ingressRules: IngressRule[] = [];\n\n  constructor(scope: Construct, id: string, props: BuildFleetProps) {\n    super(scope, id, {\n      physicalName: props.fleetName,\n    });\n\n    if (!cdk.Token.isUnresolved(props.fleetName)) {\n      if (props.fleetName.length > 1024) {\n        throw new Error(`Fleet name can not be longer than 1024 characters but has ${props.fleetName.length} characters.`);\n      }\n    }\n\n    if (props.description && !cdk.Token.isUnresolved(props.description)) {\n      if (props.description.length > 1024) {\n        throw new Error(`Fleet description can not be longer than 1024 characters but has ${props.description.length} characters.`);\n      }\n    }\n\n    if (props.minSize && props.minSize < 0) {\n      throw new Error(`The minimum number of instances allowed in the Fleet cannot be lower than 0, given ${props.minSize}`);\n    }\n\n    if (props.maxSize && props.maxSize < 0) {\n      throw new Error(`The maximum number of instances allowed in the Fleet cannot be lower than 0, given ${props.maxSize}`);\n    }\n\n    if (props.peerVpc) {\n      this.warnVpcPeeringAuthorizations(this);\n    }\n\n    // Add all locations\n    if (props.locations && props.locations?.length > 100) {\n      throw new Error(`No more than 100 locations are allowed per fleet, given ${props.locations.length}`);\n    }\n    (props.locations || []).forEach(this.addInternalLocation.bind(this));\n\n    // Add all Ingress rules\n    if (props.ingressRules && props.ingressRules?.length > 50) {\n      throw new Error(`No more than 50 ingress rules are allowed per fleet, given ${props.ingressRules.length}`);\n    }\n    (props.ingressRules || []).forEach(this.addInternalIngressRule.bind(this));\n\n    this.content = props.content;\n    this.role = props.role ?? new iam.Role(this, 'ServiceRole', {\n      assumedBy: new iam.CompositePrincipal(\n        new iam.ServicePrincipal('gamelift.amazonaws.com'),\n        new iam.ServicePrincipal('ec2.amazonaws.com')),\n    });\n    this.grantPrincipal = this.role;\n\n    const resource = new CfnFleet(this, 'Resource', {\n      buildId: this.content.buildId,\n      certificateConfiguration: {\n        certificateType: props.useCertificate ? 'GENERATED': 'DISABLED',\n      },\n      description: props.description,\n      desiredEc2Instances: props.desiredCapacity,\n      ec2InboundPermissions: cdk.Lazy.any({ produce: () => this.parseIngressRules() }),\n      ec2InstanceType: props.instanceType.toString(),\n      fleetType: props.useSpot ? 'SPOT' : 'ON_DEMAND',\n      instanceRoleArn: this.role.roleArn,\n      locations: cdk.Lazy.any({ produce: () => this.parseLocations() }),\n      maxSize: props.maxSize ? props.maxSize : 1,\n      minSize: props.minSize ? props.minSize : 0,\n      name: this.physicalName,\n      newGameSessionProtectionPolicy: props.protectNewGameSession ? 'FullProtection' : 'NoProtection',\n      peerVpcAwsAccountId: props.peerVpc && props.peerVpc.env.account,\n      peerVpcId: props.peerVpc && props.peerVpc.vpcId,\n      resourceCreationLimitPolicy: this.parseResourceCreationLimitPolicy(props),\n      runtimeConfiguration: this.parseRuntimeConfiguration(props),\n    });\n\n    this.fleetId = this.getResourceNameAttribute(resource.ref);\n    this.fleetArn = cdk.Stack.of(scope).formatArn({\n      service: 'gamelift',\n      resource: 'fleet',\n      resourceName: this.fleetId,\n      arnFormat: cdk.ArnFormat.SLASH_RESOURCE_NAME,\n    });\n  }\n\n  /**\n   * Adds an ingress rule to allow inbound traffic to access game sessions on this fleet.\n   *\n   * @param source A range of allowed IP addresses\n   * @param port The port range used for ingress traffic\n   */\n  public addIngressRule(source: IPeer, port: Port) {\n    this.addInternalIngressRule({\n      source: source,\n      port: port,\n    });\n  }\n\n  private addInternalIngressRule(ingressRule: IngressRule) {\n    if (this.ingressRules.length == 50) {\n      throw new Error('No more than 50 ingress rules are allowed per fleet');\n    }\n    this.ingressRules.push(ingressRule);\n  }\n\n  private parseIngressRules(): CfnFleet.IpPermissionProperty[] | undefined {\n    if (!this.ingressRules || this.ingressRules.length === 0) {\n      return undefined;\n    }\n\n    return this.ingressRules.map(parseIngressRule);\n\n    function parseIngressRule(ingressRule: IngressRule): CfnFleet.IpPermissionProperty {\n      return {\n        ...ingressRule.port.toJson(),\n        ...ingressRule.source.toJson(),\n      };\n    }\n  }\n}"]}
|
package/lib/build.d.ts
CHANGED
|
@@ -45,9 +45,30 @@ export declare abstract class BuildBase extends cdk.Resource implements IBuild {
|
|
|
45
45
|
* The operating system that the game server binaries are built to run on.
|
|
46
46
|
*/
|
|
47
47
|
export declare enum OperatingSystem {
|
|
48
|
+
/**
|
|
49
|
+
* Amazon Linux operating system.
|
|
50
|
+
*/
|
|
48
51
|
AMAZON_LINUX = "AMAZON_LINUX",
|
|
52
|
+
/**
|
|
53
|
+
* Amazon Linux 2 operating system.
|
|
54
|
+
*/
|
|
49
55
|
AMAZON_LINUX_2 = "AMAZON_LINUX_2",
|
|
50
|
-
|
|
56
|
+
/**
|
|
57
|
+
* Amazon Linux 2023 operating system.
|
|
58
|
+
*/
|
|
59
|
+
AMAZON_LINUX_2023 = "AMAZON_LINUX_2023",
|
|
60
|
+
/**
|
|
61
|
+
* Windows Server 2012 operating system.
|
|
62
|
+
*
|
|
63
|
+
* @deprecated If you have active fleets using the Windows Server 2012 operating system,
|
|
64
|
+
* you can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support.
|
|
65
|
+
* All others must use Windows Server 2016 when creating new Windows-based builds.
|
|
66
|
+
*/
|
|
67
|
+
WINDOWS_2012 = "WINDOWS_2012",
|
|
68
|
+
/**
|
|
69
|
+
* Windows Server 2016 operating system.
|
|
70
|
+
*/
|
|
71
|
+
WINDOWS_2016 = "WINDOWS_2016"
|
|
51
72
|
}
|
|
52
73
|
/**
|
|
53
74
|
* Represents a Build content defined outside of this stack.
|
|
@@ -123,6 +144,14 @@ export interface BuildProps {
|
|
|
123
144
|
* @default - a role will be created with default permissions.
|
|
124
145
|
*/
|
|
125
146
|
readonly role?: iam.IRole;
|
|
147
|
+
/**
|
|
148
|
+
* A server SDK version you used when integrating your game server build with Amazon GameLift.
|
|
149
|
+
*
|
|
150
|
+
* @see https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html
|
|
151
|
+
*
|
|
152
|
+
* @default - 4.0.2
|
|
153
|
+
*/
|
|
154
|
+
readonly serverSdkVersion?: string;
|
|
126
155
|
}
|
|
127
156
|
/**
|
|
128
157
|
* A GameLift build, that is installed and runs on instances in an Amazon GameLift fleet. It consists of
|
|
@@ -170,4 +199,5 @@ export declare class Build extends BuildBase {
|
|
|
170
199
|
*/
|
|
171
200
|
readonly grantPrincipal: iam.IPrincipal;
|
|
172
201
|
constructor(scope: Construct, id: string, props: BuildProps);
|
|
202
|
+
private validateServerSdkVersion;
|
|
173
203
|
}
|