@aws-cdk/aws-gamelift-alpha 2.45.0-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 +4729 -0
- package/.jsii.tabl.json.gz +0 -0
- package/.warnings.jsii.js +89 -0
- package/LICENSE +201 -0
- package/NOTICE +2 -0
- package/README.md +105 -0
- package/lib/build.d.ts +143 -0
- package/lib/build.js +121 -0
- package/lib/content.d.ts +59 -0
- package/lib/content.js +100 -0
- package/lib/gamelift-canned-metrics.generated.d.ts +72 -0
- package/lib/gamelift-canned-metrics.generated.js +65 -0
- package/lib/index.d.ts +3 -0
- package/lib/index.js +17 -0
- package/lib/script.d.ts +140 -0
- package/lib/script.js +140 -0
- package/package.json +121 -0
- package/rosetta/_generated.ts-fixture +6 -0
- package/rosetta/default.ts-fixture +16 -0
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function _aws_cdk_aws_gamelift_alpha_Content(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_ContentConfig(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_S3Content(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_AssetContent(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_IBuild(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_BuildBase(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_OperatingSystem(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_BuildAttributes(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_BuildProps(p) {
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if (p == null)
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return;
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visitedObjects.add(p);
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try {
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if (!visitedObjects.has(p.content))
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_aws_cdk_aws_gamelift_alpha_Content(p.content);
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if (!visitedObjects.has(p.operatingSystem))
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_aws_cdk_aws_gamelift_alpha_OperatingSystem(p.operatingSystem);
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}
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finally {
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visitedObjects.delete(p);
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}
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}
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function _aws_cdk_aws_gamelift_alpha_Build(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_IScript(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_ScriptBase(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_ScriptAttributes(p) {
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}
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function _aws_cdk_aws_gamelift_alpha_ScriptProps(p) {
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if (p == null)
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return;
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visitedObjects.add(p);
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try {
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if (!visitedObjects.has(p.content))
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_aws_cdk_aws_gamelift_alpha_Content(p.content);
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}
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finally {
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visitedObjects.delete(p);
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}
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}
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function _aws_cdk_aws_gamelift_alpha_Script(p) {
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}
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function print(name, deprecationMessage) {
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const deprecated = process.env.JSII_DEPRECATED;
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const deprecationMode = ["warn", "fail", "quiet"].includes(deprecated) ? deprecated : "warn";
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const message = `${name} is deprecated.\n ${deprecationMessage.trim()}\n This API will be removed in the next major release.`;
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switch (deprecationMode) {
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case "fail":
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throw new DeprecationError(message);
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case "warn":
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console.warn("[WARNING]", message);
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break;
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}
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}
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function getPropertyDescriptor(obj, prop) {
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const descriptor = Object.getOwnPropertyDescriptor(obj, prop);
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if (descriptor) {
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return descriptor;
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}
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const proto = Object.getPrototypeOf(obj);
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const prototypeDescriptor = proto && getPropertyDescriptor(proto, prop);
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if (prototypeDescriptor) {
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return prototypeDescriptor;
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}
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return {};
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}
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const visitedObjects = new Set();
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class DeprecationError extends Error {
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constructor(...args) {
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super(...args);
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Object.defineProperty(this, "name", {
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configurable: false,
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enumerable: true,
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value: "DeprecationError",
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writable: false,
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});
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}
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}
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module.exports = { print, getPropertyDescriptor, DeprecationError, _aws_cdk_aws_gamelift_alpha_Content, _aws_cdk_aws_gamelift_alpha_ContentConfig, _aws_cdk_aws_gamelift_alpha_S3Content, _aws_cdk_aws_gamelift_alpha_AssetContent, _aws_cdk_aws_gamelift_alpha_IBuild, _aws_cdk_aws_gamelift_alpha_BuildBase, _aws_cdk_aws_gamelift_alpha_OperatingSystem, _aws_cdk_aws_gamelift_alpha_BuildAttributes, _aws_cdk_aws_gamelift_alpha_BuildProps, _aws_cdk_aws_gamelift_alpha_Build, _aws_cdk_aws_gamelift_alpha_IScript, _aws_cdk_aws_gamelift_alpha_ScriptBase, _aws_cdk_aws_gamelift_alpha_ScriptAttributes, _aws_cdk_aws_gamelift_alpha_ScriptProps, _aws_cdk_aws_gamelift_alpha_Script };
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package/LICENSE
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
|
package/NOTICE
ADDED
package/README.md
ADDED
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@@ -0,0 +1,105 @@
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1
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+
# Amazon GameLift Construct Library
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+
<!--BEGIN STABILITY BANNER-->
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---
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+
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+

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> The APIs of higher level constructs in this module are experimental and under active development.
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> They are subject to non-backward compatible changes or removal in any future version. These are
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> not subject to the [Semantic Versioning](https://semver.org/) model and breaking changes will be
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> announced in the release notes. This means that while you may use them, you may need to update
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> your source code when upgrading to a newer version of this package.
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+
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---
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<!--END STABILITY BANNER-->
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+
[Amazon GameLift](https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-intro.html) is a service used
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to deploy, operate, and scale dedicated, low-cost servers in the cloud for session-based multiplayer games. Built
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on AWS global computing infrastructure, GameLift helps deliver high-performance, high-reliability game servers
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while dynamically scaling your resource usage to meet worldwide player demand.
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+
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GameLift is composed of three main components:
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* GameLift FlexMatch which is a customizable matchmaking service for
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multiplayer games. With FlexMatch, you can
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build a custom set of rules that defines what a multiplayer match looks like
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for your game, and determines how to
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evaluate and select compatible players for each match. You can also customize
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key aspects of the matchmaking
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process to fit your game, including fine-tuning the matching algorithm.
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+
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* GameLift hosting for custom or realtime servers which helps you deploy,
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operate, and scale dedicated game servers. It regulates the resources needed to
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host games, finds available game servers to host new game sessions, and puts
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players into games.
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+
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* GameLift FleetIQ to optimize the use of low-cost Amazon Elastic Compute Cloud
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(Amazon EC2) Spot Instances for cloud-based game hosting. With GameLift
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+
FleetIQ, you can work directly with your hosting resources in Amazon EC2 and
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Amazon EC2 Auto Scaling while taking advantage of GameLift optimizations to
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deliver inexpensive, resilient game hosting for your players
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+
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+
This 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
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+
configuration or game server fleet management system.
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+
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+
## GameLift Hosting
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+
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### Defining a GameLift Fleet
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+
|
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+
GameLift helps you deploy, operate, and scale dedicated game servers for
|
|
52
|
+
session-based multiplayer games. It helps you regulate the resources needed to
|
|
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+
host your games, finds available game servers to host new game sessions, and
|
|
54
|
+
puts players into games.
|
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55
|
+
|
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56
|
+
### Uploading builds and scripts to GameLift
|
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+
|
|
58
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+
Before deploying your GameLift-enabled multiplayer game servers for hosting with the GameLift service, you need to upload
|
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|
+
your game server files. This section provides guidance on preparing and uploading custom game server build
|
|
60
|
+
files or Realtime Servers server script files. When you upload files, you create a GameLift build or script resource, which
|
|
61
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+
you then deploy on fleets of hosting resources.
|
|
62
|
+
|
|
63
|
+
To 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).
|
|
64
|
+
|
|
65
|
+
#### Upload a custom server build to GameLift
|
|
66
|
+
|
|
67
|
+
Before uploading your configured game server to GameLift for hosting, package the game build files into a build directory.
|
|
68
|
+
This directory must include all components required to run your game servers and host game sessions, including the following:
|
|
69
|
+
|
|
70
|
+
* Game server binaries – The binary files required to run the game server. A build can include binaries for multiple game
|
|
71
|
+
servers 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).
|
|
72
|
+
|
|
73
|
+
* Dependencies – Any dependent files that your game server executables require to run. Examples include assets, configuration
|
|
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|
+
files, and dependent libraries.
|
|
75
|
+
|
|
76
|
+
* Install script – A script file to handle tasks that are required to fully install your game build on GameLift hosting
|
|
77
|
+
servers. Place this file at the root of the build directory. GameLift runs the install script as part of fleet creation.
|
|
78
|
+
|
|
79
|
+
You can set up any application in your build, including your install script, to access your resources securely on other AWS
|
|
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|
+
services.
|
|
81
|
+
|
|
82
|
+
```ts
|
|
83
|
+
declare const bucket: s3.Bucket;
|
|
84
|
+
new gamelift.Build(this, 'Build', {
|
|
85
|
+
content: gamelift.Content.fromBucket(bucket, "sample-asset-key")
|
|
86
|
+
});
|
|
87
|
+
```
|
|
88
|
+
|
|
89
|
+
#### Upload a realtime server Script
|
|
90
|
+
|
|
91
|
+
Your server script can include one or more files combined into a single .zip file for uploading. The .zip file must contain
|
|
92
|
+
all files that your script needs to run.
|
|
93
|
+
|
|
94
|
+
You can store your zipped script files in either a local file directory or in an Amazon Simple Storage Service (Amazon S3)
|
|
95
|
+
bucket or defines a directory asset which is archived as a .zip file and uploaded to S3 during deployment.
|
|
96
|
+
|
|
97
|
+
After you create the script resource, GameLift deploys the script with a new Realtime Servers fleet. GameLift installs your
|
|
98
|
+
server script onto each instance in the fleet, placing the script files in `/local/game`.
|
|
99
|
+
|
|
100
|
+
```ts
|
|
101
|
+
declare const bucket: s3.Bucket;
|
|
102
|
+
new gamelift.Script(this, 'Script', {
|
|
103
|
+
content: gamelift.Content.fromBucket(bucket, "sample-asset-key")
|
|
104
|
+
});
|
|
105
|
+
```
|
package/lib/build.d.ts
ADDED
|
@@ -0,0 +1,143 @@
|
|
|
1
|
+
import * as iam from 'aws-cdk-lib/aws-iam';
|
|
2
|
+
import * as s3 from 'aws-cdk-lib/aws-s3';
|
|
3
|
+
import * as s3_assets from 'aws-cdk-lib/aws-s3-assets';
|
|
4
|
+
import * as cdk from 'aws-cdk-lib';
|
|
5
|
+
import { Construct } from 'constructs';
|
|
6
|
+
import { Content } from './content';
|
|
7
|
+
/**
|
|
8
|
+
* Your custom-built game server software that runs on GameLift and hosts game sessions for your players.
|
|
9
|
+
* A game build represents the set of files that run your game server on a particular operating system.
|
|
10
|
+
* You can have many different builds, such as for different flavors of your game.
|
|
11
|
+
* The game build must be integrated with the GameLift service.
|
|
12
|
+
* You upload game build files to the GameLift service in the Regions where you plan to set up fleets.
|
|
13
|
+
*
|
|
14
|
+
* @see https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html
|
|
15
|
+
*/
|
|
16
|
+
export interface IBuild extends cdk.IResource, iam.IGrantable {
|
|
17
|
+
/**
|
|
18
|
+
* The Identifier of the build.
|
|
19
|
+
*
|
|
20
|
+
* @attribute
|
|
21
|
+
*/
|
|
22
|
+
readonly buildId: string;
|
|
23
|
+
}
|
|
24
|
+
/**
|
|
25
|
+
* Base class for new and imported GameLift server build.
|
|
26
|
+
*/
|
|
27
|
+
export declare abstract class BuildBase extends cdk.Resource implements IBuild {
|
|
28
|
+
/**
|
|
29
|
+
* The Identifier of the build.
|
|
30
|
+
*/
|
|
31
|
+
abstract readonly buildId: string;
|
|
32
|
+
abstract readonly grantPrincipal: iam.IPrincipal;
|
|
33
|
+
}
|
|
34
|
+
/**
|
|
35
|
+
* The operating system that the game server binaries are built to run on.
|
|
36
|
+
*/
|
|
37
|
+
export declare enum OperatingSystem {
|
|
38
|
+
AMAZON_LINUX = "AMAZON_LINUX",
|
|
39
|
+
AMAZON_LINUX_2 = "AMAZON_LINUX_2",
|
|
40
|
+
WINDOWS_2012 = "WINDOWS_2012"
|
|
41
|
+
}
|
|
42
|
+
/**
|
|
43
|
+
* Represents a Build content defined outside of this stack.
|
|
44
|
+
*/
|
|
45
|
+
export interface BuildAttributes {
|
|
46
|
+
/**
|
|
47
|
+
* The identifier of the build
|
|
48
|
+
*/
|
|
49
|
+
readonly buildId: string;
|
|
50
|
+
/**
|
|
51
|
+
* The IAM role assumed by GameLift to access server build in S3.
|
|
52
|
+
* @default - undefined
|
|
53
|
+
*/
|
|
54
|
+
readonly role?: iam.IRole;
|
|
55
|
+
}
|
|
56
|
+
/**
|
|
57
|
+
* Properties for a new build
|
|
58
|
+
*/
|
|
59
|
+
export interface BuildProps {
|
|
60
|
+
/**
|
|
61
|
+
* Name of this build
|
|
62
|
+
*
|
|
63
|
+
* @default No name
|
|
64
|
+
*/
|
|
65
|
+
readonly buildName?: string;
|
|
66
|
+
/**
|
|
67
|
+
* Version of this build
|
|
68
|
+
*
|
|
69
|
+
* @default No version
|
|
70
|
+
*/
|
|
71
|
+
readonly buildVersion?: string;
|
|
72
|
+
/**
|
|
73
|
+
* The operating system that the game server binaries are built to run on.
|
|
74
|
+
*
|
|
75
|
+
* @default No version
|
|
76
|
+
*/
|
|
77
|
+
readonly operatingSystem?: OperatingSystem;
|
|
78
|
+
/**
|
|
79
|
+
* The game build file storage
|
|
80
|
+
*/
|
|
81
|
+
readonly content: Content;
|
|
82
|
+
/**
|
|
83
|
+
* The IAM role assumed by GameLift to access server build in S3.
|
|
84
|
+
* If providing a custom role, it needs to trust the GameLift service principal (gamelift.amazonaws.com) and be granted sufficient permissions
|
|
85
|
+
* to have Read access to a specific key content into a specific S3 bucket.
|
|
86
|
+
* Below an example of required permission:
|
|
87
|
+
* {
|
|
88
|
+
* "Version": "2012-10-17",
|
|
89
|
+
* "Statement": [{
|
|
90
|
+
* "Effect": "Allow",
|
|
91
|
+
* "Action": [
|
|
92
|
+
* "s3:GetObject",
|
|
93
|
+
* "s3:GetObjectVersion"
|
|
94
|
+
* ],
|
|
95
|
+
* "Resource": "arn:aws:s3:::bucket-name/object-name"
|
|
96
|
+
* }]
|
|
97
|
+
*}
|
|
98
|
+
*
|
|
99
|
+
* @see https://docs.aws.amazon.com/gamelift/latest/developerguide/security_iam_id-based-policy-examples.html#security_iam_id-based-policy-examples-access-storage-loc
|
|
100
|
+
*
|
|
101
|
+
* @default - a role will be created with default permissions.
|
|
102
|
+
*/
|
|
103
|
+
readonly role?: iam.IRole;
|
|
104
|
+
}
|
|
105
|
+
/**
|
|
106
|
+
* A GameLift build, that is installed and runs on instances in an Amazon GameLift fleet. It consists of
|
|
107
|
+
* a zip file with all of the components of the game server build.
|
|
108
|
+
*
|
|
109
|
+
* @see https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html
|
|
110
|
+
*
|
|
111
|
+
* @resource AWS::GameLift::Build
|
|
112
|
+
*/
|
|
113
|
+
export declare class Build extends BuildBase {
|
|
114
|
+
/**
|
|
115
|
+
* Create a new Build from s3 content
|
|
116
|
+
*/
|
|
117
|
+
static fromBucket(scope: Construct, id: string, bucket: s3.IBucket, key: string, objectVersion?: string): Build;
|
|
118
|
+
/**
|
|
119
|
+
* Create a new Build from asset content
|
|
120
|
+
*/
|
|
121
|
+
static fromAsset(scope: Construct, id: string, path: string, options?: s3_assets.AssetOptions): Build;
|
|
122
|
+
/**
|
|
123
|
+
* Import a build into CDK using its identifier
|
|
124
|
+
*/
|
|
125
|
+
static fromBuildId(scope: Construct, id: string, buildId: string): IBuild;
|
|
126
|
+
/**
|
|
127
|
+
* Import an existing build from its attributes.
|
|
128
|
+
*/
|
|
129
|
+
static fromBuildAttributes(scope: Construct, id: string, attrs: BuildAttributes): IBuild;
|
|
130
|
+
/**
|
|
131
|
+
* The Identifier of the build.
|
|
132
|
+
*/
|
|
133
|
+
readonly buildId: string;
|
|
134
|
+
/**
|
|
135
|
+
* The IAM role GameLift assumes to acccess server build content.
|
|
136
|
+
*/
|
|
137
|
+
readonly role: iam.IRole;
|
|
138
|
+
/**
|
|
139
|
+
* The principal this GameLift Build is using.
|
|
140
|
+
*/
|
|
141
|
+
readonly grantPrincipal: iam.IPrincipal;
|
|
142
|
+
constructor(scope: Construct, id: string, props: BuildProps);
|
|
143
|
+
}
|