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alias.ts
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alias.ts
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import * as cdk from '@aws-cdk/core';
import { Construct } from 'constructs';
import { IFleet } from './fleet-base';
import { IGameSessionQueueDestination } from './game-session-queue';
import { CfnAlias } from './gamelift.generated';
/**
* Represents a Gamelift Alias for a Gamelift fleet destination.
*/
export interface IAlias extends cdk.IResource, IGameSessionQueueDestination {
/**
* The Identifier of the alias.
*
* @attribute
*/
readonly aliasId: string;
/**
* The ARN of the alias.
*
* @attribute
*/
readonly aliasArn: string;
}
/**
* Options for `gamelift.Alias`.
*/
export interface AliasOptions {
/**
* Description for the alias
*
* @default No description
*/
readonly description?: string;
}
/**
* A full specification of an alias that can be used to import it fluently into the CDK application.
*/
export interface AliasAttributes {
/**
* The ARN of the alias
*
* At least one of `aliasArn` and `aliasId` must be provided.
*
* @default derived from `aliasId`.
*/
readonly aliasArn?: string;
/**
* The identifier of the alias
*
* At least one of `aliasId` and `aliasArn` must be provided.
*
* @default derived from `aliasArn`.
*/
readonly aliasId?: string;
}
/**
* Properties for a new Fleet alias
*/
export interface AliasProps {
/**
* Name of this alias
*/
readonly aliasName: string;
/**
* A human-readable description of the alias
*
* @default no description
*/
readonly description?: string;
/**
* A fleet that the alias points to.
* If specified, the alias resolves to one specific fleet.
*
* At least one of `fleet` and `terminalMessage` must be provided.
*
* @default no fleet that the alias points to.
*/
readonly fleet?: IFleet;
/**
* The message text to be used with a terminal routing strategy.
*
* At least one of `fleet` and `terminalMessage` must be provided.
*
* @default no terminal message
*/
readonly terminalMessage?: string;
}
/**
* Base class for new and imported GameLift Alias.
*/
export abstract class AliasBase extends cdk.Resource implements IAlias {
/**
* The Identifier of the alias.
*/
public abstract readonly aliasId: string;
/**
* The ARN of the alias
*/
public abstract readonly aliasArn: string;
/**
* The ARN to put into the destination field of a game session queue
*/
public get resourceArnForDestination() {
return this.aliasArn;
}
}
/**
* A Amazon GameLift alias is used to abstract a fleet designation.
* Fleet designations tell GameLift where to search for available resources when creating new game sessions for players.
* Use aliases instead of specific fleet IDs to seamlessly switch player traffic from one fleet to another by changing the alias's target location.
*
* Aliases are useful in games that don't use queues.
* 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.
* In contrast, game clients that don't use queues must specify which fleet to use when communicating with the GameLift service.
* Without aliases, a fleet switch requires updates to your game code and possibly distribution of an updated game clients to players.
*
* 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.
*
* @see https://docs.aws.amazon.com/gamelift/latest/developerguide/aliases-creating.html
*
* @resource AWS::GameLift::Alias
*/
export class Alias extends AliasBase {
/**
* Import an existing alias from its identifier.
*/
static fromAliasId(scope: Construct, id: string, aliasId: string): IAlias {
return this.fromAliasAttributes(scope, id, { aliasId: aliasId });
}
/**
* Import an existing alias from its ARN.
*/
static fromAliasArn(scope: Construct, id: string, aliasArn: string): IAlias {
return this.fromAliasAttributes(scope, id, { aliasArn: aliasArn });
}
/**
* Import an existing alias from its attributes.
*/
static fromAliasAttributes(scope: Construct, id: string, attrs: AliasAttributes): IAlias {
if (!attrs.aliasId && !attrs.aliasArn) {
throw new Error('Either aliasId or aliasArn must be provided in AliasAttributes');
}
const aliasId = attrs.aliasId ??
cdk.Stack.of(scope).splitArn(attrs.aliasArn!, cdk.ArnFormat.SLASH_RESOURCE_NAME).resourceName;
if (!aliasId) {
throw new Error(`No alias identifier found in ARN: '${attrs.aliasArn}'`);
}
const aliasArn = attrs.aliasArn ?? cdk.Stack.of(scope).formatArn({
service: 'gamelift',
resource: 'alias',
resourceName: attrs.aliasId,
arnFormat: cdk.ArnFormat.SLASH_RESOURCE_NAME,
});
class Import extends AliasBase {
public readonly aliasId = aliasId!;
public readonly aliasArn = aliasArn;
constructor(s: Construct, i: string) {
super(s, i, {
environmentFromArn: aliasArn,
});
}
}
return new Import(scope, id);
}
/**
* The Identifier of the alias.
*/
public readonly aliasId: string;
/**
* The ARN of the alias.
*/
public readonly aliasArn: string;
/**
* A fleet that the alias points to.
*/
public readonly fleet?: IFleet;
constructor(scope: Construct, id: string, props: AliasProps) {
super(scope, id, {
physicalName: props.aliasName,
});
if (!cdk.Token.isUnresolved(props.aliasName)) {
if (props.aliasName.length > 1024) {
throw new Error(`Alias name can not be longer than 1024 characters but has ${props.aliasName.length} characters.`);
}
}
if (props.description && !cdk.Token.isUnresolved(props.description)) {
if (props.description.length > 1024) {
throw new Error(`Alias description can not be longer than 1024 characters but has ${props.description.length} characters.`);
}
}
if (!props.terminalMessage && !props.fleet) {
throw new Error('Either a terminal message or a fleet must be binded to this Alias.');
}
if (props.terminalMessage && props.fleet) {
throw new Error('Either a terminal message or a fleet must be binded to this Alias, not both.');
}
const resource = new CfnAlias(this, 'Resource', {
name: props.aliasName,
description: props.description,
routingStrategy: this.parseRoutingStrategy(props),
});
this.aliasId = this.getResourceNameAttribute(resource.ref);
this.aliasArn = cdk.Stack.of(scope).formatArn({
service: 'gamelift',
resource: 'alias',
resourceName: this.aliasId,
arnFormat: cdk.ArnFormat.SLASH_RESOURCE_NAME,
});
}
private parseRoutingStrategy(props: AliasProps): CfnAlias.RoutingStrategyProperty {
if (props.fleet ) {
return {
fleetId: props.fleet.fleetId,
type: 'SIMPLE',
};
}
return {
message: props.terminalMessage,
type: 'TERMINAL',
};
}
}