PNG  IHDR;IDATxܻn0K )(pA 7LeG{ §㻢|ذaÆ 6lذaÆ 6lذaÆ 6lom$^yذag5bÆ 6lذaÆ 6lذa{ 6lذaÆ `}HFkm,mӪôô! x|'ܢ˟;E:9&ᶒ}{v]n&6 h_tڠ͵-ҫZ;Z$.Pkž)!o>}leQfJTu іچ\X=8Rن4`Vwl>nG^is"ms$ui?wbs[m6K4O.4%/bC%t Mז -lG6mrz2s%9s@-k9=)kB5\+͂Zsٲ Rn~GRC wIcIn7jJhۛNCS|j08yiHKֶۛkɈ+;SzL/F*\Ԕ#"5m2[S=gnaPeғL lذaÆ 6l^ḵaÆ 6lذaÆ 6lذa; _ذaÆ 6lذaÆ 6lذaÆ RIENDB` package Paws::GameLift::CreateGameServerGroup; use Moose; has AutoScalingPolicy => (is => 'ro', isa => 'Paws::GameLift::GameServerGroupAutoScalingPolicy'); has BalancingStrategy => (is => 'ro', isa => 'Str'); has GameServerGroupName => (is => 'ro', isa => 'Str', required => 1); has GameServerProtectionPolicy => (is => 'ro', isa => 'Str'); has InstanceDefinitions => (is => 'ro', isa => 'ArrayRef[Paws::GameLift::InstanceDefinition]', required => 1); has LaunchTemplate => (is => 'ro', isa => 'Paws::GameLift::LaunchTemplateSpecification', required => 1); has MaxSize => (is => 'ro', isa => 'Int', required => 1); has MinSize => (is => 'ro', isa => 'Int', required => 1); has RoleArn => (is => 'ro', isa => 'Str', required => 1); has Tags => (is => 'ro', isa => 'ArrayRef[Paws::GameLift::Tag]'); has VpcSubnets => (is => 'ro', isa => 'ArrayRef[Str|Undef]'); use MooseX::ClassAttribute; class_has _api_call => (isa => 'Str', is => 'ro', default => 'CreateGameServerGroup'); class_has _returns => (isa => 'Str', is => 'ro', default => 'Paws::GameLift::CreateGameServerGroupOutput'); class_has _result_key => (isa => 'Str', is => 'ro'); 1; ### main pod documentation begin ### =head1 NAME Paws::GameLift::CreateGameServerGroup - Arguments for method CreateGameServerGroup on L =head1 DESCRIPTION This class represents the parameters used for calling the method CreateGameServerGroup on the L service. Use the attributes of this class as arguments to method CreateGameServerGroup. You shouldn't make instances of this class. Each attribute should be used as a named argument in the call to CreateGameServerGroup. =head1 SYNOPSIS my $gamelift = Paws->service('GameLift'); my $CreateGameServerGroupOutput = $gamelift->CreateGameServerGroup( GameServerGroupName => 'MyGameServerGroupName', InstanceDefinitions => [ { InstanceType => 'c4.large' , # values: c4.large, c4.xlarge, c4.2xlarge, c4.4xlarge, c4.8xlarge, c5.large, c5.xlarge, c5.2xlarge, c5.4xlarge, c5.9xlarge, c5.12xlarge, c5.18xlarge, c5.24xlarge, c5a.large, c5a.xlarge, c5a.2xlarge, c5a.4xlarge, c5a.8xlarge, c5a.12xlarge, c5a.16xlarge, c5a.24xlarge, r4.large, r4.xlarge, r4.2xlarge, r4.4xlarge, r4.8xlarge, r4.16xlarge, r5.large, r5.xlarge, r5.2xlarge, r5.4xlarge, r5.8xlarge, r5.12xlarge, r5.16xlarge, r5.24xlarge, r5a.large, r5a.xlarge, r5a.2xlarge, r5a.4xlarge, r5a.8xlarge, r5a.12xlarge, r5a.16xlarge, r5a.24xlarge, m4.large, m4.xlarge, m4.2xlarge, m4.4xlarge, m4.10xlarge, m5.large, m5.xlarge, m5.2xlarge, m5.4xlarge, m5.8xlarge, m5.12xlarge, m5.16xlarge, m5.24xlarge, m5a.large, m5a.xlarge, m5a.2xlarge, m5a.4xlarge, m5a.8xlarge, m5a.12xlarge, m5a.16xlarge, m5a.24xlarge WeightedCapacity => 'MyWeightedCapacity', # min: 1, max: 3; OPTIONAL }, ... ], LaunchTemplate => { LaunchTemplateId => 'MyLaunchTemplateId', # min: 1, max: 255; OPTIONAL LaunchTemplateName => 'MyLaunchTemplateName', # min: 3, max: 128; OPTIONAL Version => 'MyLaunchTemplateVersion', # min: 1, max: 128; OPTIONAL }, MaxSize => 1, MinSize => 1, RoleArn => 'MyIamRoleArn', AutoScalingPolicy => { TargetTrackingConfiguration => { TargetValue => 1, }, EstimatedInstanceWarmup => 1, # min: 1 }, # OPTIONAL BalancingStrategy => 'SPOT_ONLY', # OPTIONAL GameServerProtectionPolicy => 'NO_PROTECTION', # OPTIONAL Tags => [ { Key => 'MyTagKey', # min: 1, max: 128 Value => 'MyTagValue', # max: 256 }, ... ], # OPTIONAL VpcSubnets => [ 'MyVpcSubnet', ... # min: 15, max: 24 ], # OPTIONAL ); # Results: my $GameServerGroup = $CreateGameServerGroupOutput->GameServerGroup; # Returns a L object. Values for attributes that are native types (Int, String, Float, etc) can passed as-is (scalar values). Values for complex Types (objects) can be passed as a HashRef. The keys and values of the hashref will be used to instance the underlying object. For the AWS API documentation, see L =head1 ATTRIBUTES =head2 AutoScalingPolicy => L Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric C<"PercentUtilizedGameServers"> to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs. =head2 BalancingStrategy => Str Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following: =over =item * C - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. =item * C - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. =item * C - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force. =back Valid values are: C<"SPOT_ONLY">, C<"SPOT_PREFERRED">, C<"ON_DEMAND_ONLY"> =head2 B GameServerGroupName => Str An identifier for the new game server group. This value is used to generate unique ARN identifiers for the EC2 Auto Scaling group and the GameLift FleetIQ game server group. The name must be unique per Region per AWS account. =head2 GameServerProtectionPolicy => Str A flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by AWS regardless of protection status. This property is set to C by default. Valid values are: C<"NO_PROTECTION">, C<"FULL_PROTECTION"> =head2 B InstanceDefinitions => ArrayRef[L] The EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by GameLift FleetIQ. For more information on instance types, see EC2 Instance Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html) in the I. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html) in the Amazon EC2 Auto Scaling User Guide. =head2 B LaunchTemplate => L The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group (https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html) in the I. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs. If you specify network interfaces in your launch template, you must explicitly set the property C to "true". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC. =head2 B MaxSize => Int The maximum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs. =head2 B MinSize => Int The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs. =head2 B RoleArn => Str The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) for an IAM role that allows Amazon GameLift to access your EC2 Auto Scaling groups. =head2 Tags => ArrayRef[L] A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is useful for resource management, access management, and cost allocation. For more information, see Tagging AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the I. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits. =head2 VpcSubnets => ArrayRef[Str|Undef] A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly. =head1 SEE ALSO This class forms part of L, documenting arguments for method CreateGameServerGroup in L =head1 BUGS and CONTRIBUTIONS The source code is located here: L Please report bugs to: L =cut