multiplayer

package
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Published: Dec 24, 2020 License: Apache-2.0 Imports: 4 Imported by: 0

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Constants

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Variables

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Functions

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Types

type AssetReferenceModel

type AssetReferenceModel struct {
	// FileName the asset's file name. This is a filename with the .zip, .tar, or .tar.gz extension.
	FileName string `json:"FileName,omitempty"`
	// MountPath the asset's mount path.
	MountPath string `json:"MountPath,omitempty"`
}

AssetReference

type AssetReferenceParamsModel

type AssetReferenceParamsModel struct {
	// FileName the asset's file name.
	FileName string `json:"FileName,omitempty"`
	// MountPath the asset's mount path.
	MountPath string `json:"MountPath,omitempty"`
}

AssetReferenceParams

type AssetSummaryModel

type AssetSummaryModel struct {
	// FileName the asset's file name. This is a filename with the .zip, .tar, or .tar.gz extension.
	FileName string `json:"FileName,omitempty"`
	// Metadata the metadata associated with the asset.
	Metadata map[string]string `json:"Metadata,omitempty"`
}

AssetSummary

type AzureRegion

type AzureRegion string

AzureRegion

const (
	AzureRegionAustraliaEast      AzureRegion = "AustraliaEast"
	AzureRegionAustraliaSoutheast AzureRegion = "AustraliaSoutheast"
	AzureRegionBrazilSouth        AzureRegion = "BrazilSouth"
	AzureRegionCentralUs          AzureRegion = "CentralUs"
	AzureRegionEastAsia           AzureRegion = "EastAsia"
	AzureRegionEastUs             AzureRegion = "EastUs"
	AzureRegionEastUs2            AzureRegion = "EastUs2"
	AzureRegionJapanEast          AzureRegion = "JapanEast"
	AzureRegionJapanWest          AzureRegion = "JapanWest"
	AzureRegionNorthCentralUs     AzureRegion = "NorthCentralUs"
	AzureRegionNorthEurope        AzureRegion = "NorthEurope"
	AzureRegionSouthCentralUs     AzureRegion = "SouthCentralUs"
	AzureRegionSoutheastAsia      AzureRegion = "SoutheastAsia"
	AzureRegionWestEurope         AzureRegion = "WestEurope"
	AzureRegionWestUs             AzureRegion = "WestUs"
	AzureRegionChinaEast2         AzureRegion = "ChinaEast2"
	AzureRegionChinaNorth2        AzureRegion = "ChinaNorth2"
	AzureRegionSouthAfricaNorth   AzureRegion = "SouthAfricaNorth"
	AzureRegionCentralUsEuap      AzureRegion = "CentralUsEuap"
	AzureRegionWestCentralUs      AzureRegion = "WestCentralUs"
)

type AzureVmFamily

type AzureVmFamily string

AzureVmFamily

const (
	AzureVmFamilyA     AzureVmFamily = "A"
	AzureVmFamilyAv2   AzureVmFamily = "Av2"
	AzureVmFamilyDv2   AzureVmFamily = "Dv2"
	AzureVmFamilyDv3   AzureVmFamily = "Dv3"
	AzureVmFamilyF     AzureVmFamily = "F"
	AzureVmFamilyFsv2  AzureVmFamily = "Fsv2"
	AzureVmFamilyDasv4 AzureVmFamily = "Dasv4"
	AzureVmFamilyDav4  AzureVmFamily = "Dav4"
	AzureVmFamilyEav4  AzureVmFamily = "Eav4"
	AzureVmFamilyEasv4 AzureVmFamily = "Easv4"
	AzureVmFamilyEv4   AzureVmFamily = "Ev4"
	AzureVmFamilyEsv4  AzureVmFamily = "Esv4"
)

type AzureVmSize

type AzureVmSize string

AzureVmSize

const (
	AzureVmSizeStandard_A1       AzureVmSize = "Standard_A1"
	AzureVmSizeStandard_A2       AzureVmSize = "Standard_A2"
	AzureVmSizeStandard_A3       AzureVmSize = "Standard_A3"
	AzureVmSizeStandard_A4       AzureVmSize = "Standard_A4"
	AzureVmSizeStandard_A1_v2    AzureVmSize = "Standard_A1_v2"
	AzureVmSizeStandard_A2_v2    AzureVmSize = "Standard_A2_v2"
	AzureVmSizeStandard_A4_v2    AzureVmSize = "Standard_A4_v2"
	AzureVmSizeStandard_A8_v2    AzureVmSize = "Standard_A8_v2"
	AzureVmSizeStandard_D1_v2    AzureVmSize = "Standard_D1_v2"
	AzureVmSizeStandard_D2_v2    AzureVmSize = "Standard_D2_v2"
	AzureVmSizeStandard_D3_v2    AzureVmSize = "Standard_D3_v2"
	AzureVmSizeStandard_D4_v2    AzureVmSize = "Standard_D4_v2"
	AzureVmSizeStandard_D5_v2    AzureVmSize = "Standard_D5_v2"
	AzureVmSizeStandard_D2_v3    AzureVmSize = "Standard_D2_v3"
	AzureVmSizeStandard_D4_v3    AzureVmSize = "Standard_D4_v3"
	AzureVmSizeStandard_D8_v3    AzureVmSize = "Standard_D8_v3"
	AzureVmSizeStandard_D16_v3   AzureVmSize = "Standard_D16_v3"
	AzureVmSizeStandard_F1       AzureVmSize = "Standard_F1"
	AzureVmSizeStandard_F2       AzureVmSize = "Standard_F2"
	AzureVmSizeStandard_F4       AzureVmSize = "Standard_F4"
	AzureVmSizeStandard_F8       AzureVmSize = "Standard_F8"
	AzureVmSizeStandard_F16      AzureVmSize = "Standard_F16"
	AzureVmSizeStandard_F2s_v2   AzureVmSize = "Standard_F2s_v2"
	AzureVmSizeStandard_F4s_v2   AzureVmSize = "Standard_F4s_v2"
	AzureVmSizeStandard_F8s_v2   AzureVmSize = "Standard_F8s_v2"
	AzureVmSizeStandard_F16s_v2  AzureVmSize = "Standard_F16s_v2"
	AzureVmSizeStandard_D2as_v4  AzureVmSize = "Standard_D2as_v4"
	AzureVmSizeStandard_D4as_v4  AzureVmSize = "Standard_D4as_v4"
	AzureVmSizeStandard_D8as_v4  AzureVmSize = "Standard_D8as_v4"
	AzureVmSizeStandard_D16as_v4 AzureVmSize = "Standard_D16as_v4"
	AzureVmSizeStandard_D2a_v4   AzureVmSize = "Standard_D2a_v4"
	AzureVmSizeStandard_D4a_v4   AzureVmSize = "Standard_D4a_v4"
	AzureVmSizeStandard_D8a_v4   AzureVmSize = "Standard_D8a_v4"
	AzureVmSizeStandard_D16a_v4  AzureVmSize = "Standard_D16a_v4"
)

type BuildAliasDetailsResponseModel

type BuildAliasDetailsResponseModel struct {
	// AliasId the guid string alias Id of the alias to be created or updated.
	AliasId string `json:"AliasId,omitempty"`
	// AliasName the alias name.
	AliasName string `json:"AliasName,omitempty"`
	// BuildSelectionCriteria array of build selection criteria.
	BuildSelectionCriteria []BuildSelectionCriterionModel `json:"BuildSelectionCriteria,omitempty"`
	// PageSize the page size on the response.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged response.
	SkipToken string `json:"SkipToken,omitempty"`
}

BuildAliasDetailsResponse

func CreateBuildAlias

func CreateBuildAlias(settings *playfab.Settings, postData *CreateBuildAliasRequestModel, entityToken string) (*BuildAliasDetailsResponseModel, error)

CreateBuildAlias creates a multiplayer server build alias. https://api.playfab.com/Documentation/Multiplayer/method/CreateBuildAlias

func GetBuildAlias

func GetBuildAlias(settings *playfab.Settings, postData *GetBuildAliasRequestModel, entityToken string) (*BuildAliasDetailsResponseModel, error)

GetBuildAlias gets a multiplayer server build alias. https://api.playfab.com/Documentation/Multiplayer/method/GetBuildAlias

func UpdateBuildAlias

func UpdateBuildAlias(settings *playfab.Settings, postData *UpdateBuildAliasRequestModel, entityToken string) (*BuildAliasDetailsResponseModel, error)

UpdateBuildAlias creates a multiplayer server build alias. https://api.playfab.com/Documentation/Multiplayer/method/UpdateBuildAlias

type BuildAliasParamsModel

type BuildAliasParamsModel struct {
	// AliasId the guid string alias ID to use for the request.
	AliasId string `json:"AliasId,omitempty"`
}

BuildAliasParams

type BuildRegionModel

type BuildRegionModel struct {
	// CurrentServerStats the current multiplayer server stats for the region.
	CurrentServerStats *CurrentServerStatsModel `json:"CurrentServerStats,omitempty"`
	// DynamicStandbySettings optional settings to control dynamic adjustment of standby target
	DynamicStandbySettings *DynamicStandbySettingsModel `json:"DynamicStandbySettings,omitempty"`
	// MaxServers the maximum number of multiplayer servers for the region.
	MaxServers int32 `json:"MaxServers,omitempty"`
	// Region the build region.
	Region string `json:"Region,omitempty"`
	// ScheduledStandbySettings optional settings to set the standby target to specified values during the supplied schedules
	ScheduledStandbySettings *ScheduledStandbySettingsModel `json:"ScheduledStandbySettings,omitempty"`
	// StandbyServers the target number of standby multiplayer servers for the region.
	StandbyServers int32 `json:"StandbyServers,omitempty"`
	// Status the status of multiplayer servers in the build region. Valid values are - Unknown, Initialized, Deploying, Deployed,
	// Unhealthy, Deleting, Deleted.
	Status string `json:"Status,omitempty"`
}

BuildRegion

type BuildRegionParamsModel

type BuildRegionParamsModel struct {
	// DynamicStandbySettings optional settings to control dynamic adjustment of standby target. If not specified, dynamic standby is disabled
	DynamicStandbySettings *DynamicStandbySettingsModel `json:"DynamicStandbySettings,omitempty"`
	// MaxServers the maximum number of multiplayer servers for the region.
	MaxServers int32 `json:"MaxServers,omitempty"`
	// Region the build region.
	Region string `json:"Region,omitempty"`
	// ScheduledStandbySettings optional settings to set the standby target to specified values during the supplied schedules
	ScheduledStandbySettings *ScheduledStandbySettingsModel `json:"ScheduledStandbySettings,omitempty"`
	// StandbyServers the number of standby multiplayer servers for the region.
	StandbyServers int32 `json:"StandbyServers,omitempty"`
}

BuildRegionParams

type BuildSelectionCriterionModel

type BuildSelectionCriterionModel struct {
	// BuildWeightDistribution dictionary of build ids and their respective weights for distribution of allocation requests.
	BuildWeightDistribution map[string]uint32 `json:"BuildWeightDistribution,omitempty"`
}

BuildSelectionCriterion

type BuildSummaryModel

type BuildSummaryModel struct {
	// BuildId the guid string build ID of the build.
	BuildId string `json:"BuildId,omitempty"`
	// BuildName the build name.
	BuildName string `json:"BuildName,omitempty"`
	// CreationTime the time the build was created in UTC.
	CreationTime time.Time `json:"CreationTime,omitempty"`
	// Metadata the metadata of the build.
	Metadata map[string]string `json:"Metadata,omitempty"`
	// RegionConfigurations the configuration and status for each region in the build.
	RegionConfigurations []BuildRegionModel `json:"RegionConfigurations,omitempty"`
}

BuildSummary

type CancelAllMatchmakingTicketsForPlayerRequestModel

type CancelAllMatchmakingTicketsForPlayerRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Entity the entity key of the player whose tickets should be canceled.
	Entity *EntityKeyModel `json:"Entity,omitempty"`
	// QueueName the name of the queue from which a player's tickets should be canceled.
	QueueName string `json:"QueueName,omitempty"`
}

CancelAllMatchmakingTicketsForPlayerRequest cancels all tickets of which the player is a member in a given queue that are not cancelled or matched. This API is useful if you lose track of what tickets the player is a member of (if the title crashes for instance) and want to "reset". The Entity field is optional if the caller is a player and defaults to that player. Players may not cancel tickets for other people. The Entity field is required if the caller is a server (authenticated as the title).

type CancelAllMatchmakingTicketsForPlayerResultModel

type CancelAllMatchmakingTicketsForPlayerResultModel struct {
}

CancelAllMatchmakingTicketsForPlayerResult

func CancelAllMatchmakingTicketsForPlayer

func CancelAllMatchmakingTicketsForPlayer(settings *playfab.Settings, postData *CancelAllMatchmakingTicketsForPlayerRequestModel, entityToken string) (*CancelAllMatchmakingTicketsForPlayerResultModel, error)

CancelAllMatchmakingTicketsForPlayer cancel all active tickets the player is a member of in a given queue. https://api.playfab.com/Documentation/Multiplayer/method/CancelAllMatchmakingTicketsForPlayer

type CancelAllServerBackfillTicketsForPlayerRequestModel

type CancelAllServerBackfillTicketsForPlayerRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Entity the entity key of the player whose backfill tickets should be canceled.
	Entity *EntityKeyModel `json:"Entity,omitempty"`
	// QueueName the name of the queue from which a player's backfill tickets should be canceled.
	QueueName string `json:"QueueName,omitempty"`
}

CancelAllServerBackfillTicketsForPlayerRequest cancels all backfill tickets of which the player is a member in a given queue that are not cancelled or matched. This API is useful if you lose track of what tickets the player is a member of (if the server crashes for instance) and want to "reset".

type CancelAllServerBackfillTicketsForPlayerResultModel

type CancelAllServerBackfillTicketsForPlayerResultModel struct {
}

CancelAllServerBackfillTicketsForPlayerResult

func CancelAllServerBackfillTicketsForPlayer

func CancelAllServerBackfillTicketsForPlayer(settings *playfab.Settings, postData *CancelAllServerBackfillTicketsForPlayerRequestModel, entityToken string) (*CancelAllServerBackfillTicketsForPlayerResultModel, error)

CancelAllServerBackfillTicketsForPlayer cancel all active backfill tickets the player is a member of in a given queue. https://api.playfab.com/Documentation/Multiplayer/method/CancelAllServerBackfillTicketsForPlayer

type CancelMatchmakingTicketRequestModel

type CancelMatchmakingTicketRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// QueueName the name of the queue the ticket is in.
	QueueName string `json:"QueueName,omitempty"`
	// TicketId the Id of the ticket to find a match for.
	TicketId string `json:"TicketId,omitempty"`
}

CancelMatchmakingTicketRequest only servers and ticket members can cancel a ticket. The ticket can be in five different states when it is cancelled. 1: the ticket is waiting for members to join it, and it has not started matching. If the ticket is cancelled at this stage, it will never match. 2: the ticket is matching. If the ticket is cancelled, it will stop matching. 3: the ticket is matched. A matched ticket cannot be cancelled. 4: the ticket is already cancelled and nothing happens. 5: the ticket is waiting for a server. If the ticket is cancelled, server allocation will be stopped. A server may still be allocated due to a race condition, but that will not be reflected in the ticket. There may be race conditions between the ticket getting matched and the client making a cancellation request. The client must handle the possibility that the cancel request fails if a match is found before the cancellation request is processed. We do not allow resubmitting a cancelled ticket because players must consent to enter matchmaking again. Create a new ticket instead.

type CancelMatchmakingTicketResultModel

type CancelMatchmakingTicketResultModel struct {
}

CancelMatchmakingTicketResult

func CancelMatchmakingTicket

func CancelMatchmakingTicket(settings *playfab.Settings, postData *CancelMatchmakingTicketRequestModel, entityToken string) (*CancelMatchmakingTicketResultModel, error)

CancelMatchmakingTicket cancel a matchmaking ticket. https://api.playfab.com/Documentation/Multiplayer/method/CancelMatchmakingTicket

type CancelServerBackfillTicketRequestModel

type CancelServerBackfillTicketRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// QueueName the name of the queue the ticket is in.
	QueueName string `json:"QueueName,omitempty"`
	// TicketId the Id of the ticket to find a match for.
	TicketId string `json:"TicketId,omitempty"`
}

CancelServerBackfillTicketRequest only servers can cancel a backfill ticket. The ticket can be in three different states when it is cancelled. 1: the ticket is matching. If the ticket is cancelled, it will stop matching. 2: the ticket is matched. A matched ticket cannot be cancelled. 3: the ticket is already cancelled and nothing happens. There may be race conditions between the ticket getting matched and the server making a cancellation request. The server must handle the possibility that the cancel request fails if a match is found before the cancellation request is processed. We do not allow resubmitting a cancelled ticket. Create a new ticket instead.

type CancelServerBackfillTicketResultModel

type CancelServerBackfillTicketResultModel struct {
}

CancelServerBackfillTicketResult

func CancelServerBackfillTicket

func CancelServerBackfillTicket(settings *playfab.Settings, postData *CancelServerBackfillTicketRequestModel, entityToken string) (*CancelServerBackfillTicketResultModel, error)

CancelServerBackfillTicket cancel a server backfill ticket. https://api.playfab.com/Documentation/Multiplayer/method/CancelServerBackfillTicket

type CancellationReason

type CancellationReason string

CancellationReason

const (
	CancellationReasonRequested CancellationReason = "Requested"
	CancellationReasonInternal  CancellationReason = "Internal"
	CancellationReasonTimeout   CancellationReason = "Timeout"
)

type CertificateModel

type CertificateModel struct {
	// Base64EncodedValue base64 encoded string contents of the certificate.
	Base64EncodedValue string `json:"Base64EncodedValue,omitempty"`
	// Name a name for the certificate. This is used to reference certificates in build configurations.
	Name string `json:"Name,omitempty"`
	// Password if required for your PFX certificate, use this field to provide a password that will be used to install the certificate
	// on the container.
	Password string `json:"Password,omitempty"`
}

Certificate

type CertificateSummaryModel

type CertificateSummaryModel struct {
	// Name the name of the certificate.
	Name string `json:"Name,omitempty"`
	// Thumbprint the thumbprint for the certificate.
	Thumbprint string `json:"Thumbprint,omitempty"`
}

CertificateSummary

type ConnectedPlayerModel

type ConnectedPlayerModel struct {
	// PlayerId the player ID of the player connected to the multiplayer server.
	PlayerId string `json:"PlayerId,omitempty"`
}

ConnectedPlayer

type ContainerFlavor

type ContainerFlavor string

ContainerFlavor

const (
	ContainerFlavorManagedWindowsServerCore        ContainerFlavor = "ManagedWindowsServerCore"
	ContainerFlavorCustomLinux                     ContainerFlavor = "CustomLinux"
	ContainerFlavorManagedWindowsServerCorePreview ContainerFlavor = "ManagedWindowsServerCorePreview"
	ContainerFlavorInvalid                         ContainerFlavor = "Invalid"
)

type ContainerImageReferenceModel

type ContainerImageReferenceModel struct {
	// ImageName the container image name.
	ImageName string `json:"ImageName,omitempty"`
	// Tag the container tag.
	Tag string `json:"Tag,omitempty"`
}

ContainerImageReference

type CoreCapacityModel

type CoreCapacityModel struct {
	// Available the available core capacity for the (Region, VmFamily)
	Available int32 `json:"Available,omitempty"`
	// Region the AzureRegion
	Region string `json:"Region,omitempty"`
	// Total the total core capacity for the (Region, VmFamily)
	Total int32 `json:"Total,omitempty"`
	// VmFamily the AzureVmFamily
	VmFamily AzureVmFamily `json:"VmFamily,omitempty"`
}

CoreCapacity

type CreateBuildAliasRequestModel

type CreateBuildAliasRequestModel struct {
	// AliasName the alias name.
	AliasName string `json:"AliasName,omitempty"`
	// BuildSelectionCriteria array of build selection criteria.
	BuildSelectionCriteria []BuildSelectionCriterionModel `json:"BuildSelectionCriteria,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

CreateBuildAliasRequest creates a multiplayer server build alias and returns the created alias.

type CreateBuildWithCustomContainerRequestModel

type CreateBuildWithCustomContainerRequestModel struct {
	// AreAssetsReadonly when true, assets will not be copied for each server inside the VM. All serverswill run from the same set of assets, or
	// will have the same assets mounted in the container.
	AreAssetsReadonly bool `json:"AreAssetsReadonly"`
	// BuildName the build name.
	BuildName string `json:"BuildName,omitempty"`
	// ContainerFlavor the flavor of container to create a build from.
	ContainerFlavor ContainerFlavor `json:"ContainerFlavor,omitempty"`
	// ContainerImageReference the container reference, consisting of the image name and tag.
	ContainerImageReference *ContainerImageReferenceModel `json:"ContainerImageReference,omitempty"`
	// ContainerRunCommand the container command to run when the multiplayer server has been allocated, including any arguments.
	ContainerRunCommand string `json:"ContainerRunCommand,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// GameAssetReferences the list of game assets related to the build.
	GameAssetReferences []AssetReferenceParamsModel `json:"GameAssetReferences,omitempty"`
	// GameCertificateReferences the game certificates for the build.
	GameCertificateReferences []GameCertificateReferenceParamsModel `json:"GameCertificateReferences,omitempty"`
	// LinuxInstrumentationConfiguration the Linux instrumentation configuration for the build.
	LinuxInstrumentationConfiguration *LinuxInstrumentationConfigurationModel `json:"LinuxInstrumentationConfiguration,omitempty"`
	// Metadata metadata to tag the build. The keys are case insensitive. The build metadata is made available to the server through
	// Game Server SDK (GSDK).Constraints: Maximum number of keys: 30, Maximum key length: 50, Maximum value length: 100
	Metadata map[string]string `json:"Metadata,omitempty"`
	// MultiplayerServerCountPerVm the number of multiplayer servers to host on a single VM.
	MultiplayerServerCountPerVm int32 `json:"MultiplayerServerCountPerVm,omitempty"`
	// Ports the ports to map the build on.
	Ports []PortModel `json:"Ports,omitempty"`
	// RegionConfigurations the region configurations for the build.
	RegionConfigurations []BuildRegionParamsModel `json:"RegionConfigurations,omitempty"`
	// UseStreamingForAssetDownloads when true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
	// disc.
	UseStreamingForAssetDownloads bool `json:"UseStreamingForAssetDownloads"`
	// VmSize the VM size to create the build on.
	VmSize AzureVmSize `json:"VmSize,omitempty"`
}

CreateBuildWithCustomContainerRequest creates a multiplayer server build with a custom container and returns information about the build creation request.

type CreateBuildWithCustomContainerResponseModel

type CreateBuildWithCustomContainerResponseModel struct {
	// AreAssetsReadonly when true, assets will not be copied for each server inside the VM. All serverswill run from the same set of assets, or
	// will have the same assets mounted in the container.
	AreAssetsReadonly bool `json:"AreAssetsReadonly"`
	// BuildId the guid string build ID. Must be unique for every build.
	BuildId string `json:"BuildId,omitempty"`
	// BuildName the build name.
	BuildName string `json:"BuildName,omitempty"`
	// ContainerFlavor the flavor of container of the build.
	ContainerFlavor ContainerFlavor `json:"ContainerFlavor,omitempty"`
	// ContainerRunCommand the container command to run when the multiplayer server has been allocated, including any arguments.
	ContainerRunCommand string `json:"ContainerRunCommand,omitempty"`
	// CreationTime the time the build was created in UTC.
	CreationTime time.Time `json:"CreationTime,omitempty"`
	// CustomGameContainerImage the custom game container image reference information.
	CustomGameContainerImage *ContainerImageReferenceModel `json:"CustomGameContainerImage,omitempty"`
	// GameAssetReferences the game assets for the build.
	GameAssetReferences []AssetReferenceModel `json:"GameAssetReferences,omitempty"`
	// GameCertificateReferences the game certificates for the build.
	GameCertificateReferences []GameCertificateReferenceModel `json:"GameCertificateReferences,omitempty"`
	// LinuxInstrumentationConfiguration the Linux instrumentation configuration for this build.
	LinuxInstrumentationConfiguration *LinuxInstrumentationConfigurationModel `json:"LinuxInstrumentationConfiguration,omitempty"`
	// Metadata the metadata of the build.
	Metadata map[string]string `json:"Metadata,omitempty"`
	// MultiplayerServerCountPerVm the number of multiplayer servers to host on a single VM of the build.
	MultiplayerServerCountPerVm int32 `json:"MultiplayerServerCountPerVm,omitempty"`
	// OsPlatform the OS platform used for running the game process.
	OsPlatform string `json:"OsPlatform,omitempty"`
	// Ports the ports the build is mapped on.
	Ports []PortModel `json:"Ports,omitempty"`
	// RegionConfigurations the region configuration for the build.
	RegionConfigurations []BuildRegionModel `json:"RegionConfigurations,omitempty"`
	// ServerType the type of game server being hosted.
	ServerType string `json:"ServerType,omitempty"`
	// UseStreamingForAssetDownloads when true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
	// disc.
	UseStreamingForAssetDownloads bool `json:"UseStreamingForAssetDownloads"`
	// VmSize the VM size the build was created on.
	VmSize AzureVmSize `json:"VmSize,omitempty"`
}

CreateBuildWithCustomContainerResponse

func CreateBuildWithCustomContainer

func CreateBuildWithCustomContainer(settings *playfab.Settings, postData *CreateBuildWithCustomContainerRequestModel, entityToken string) (*CreateBuildWithCustomContainerResponseModel, error)

CreateBuildWithCustomContainer creates a multiplayer server build with a custom container. https://api.playfab.com/Documentation/Multiplayer/method/CreateBuildWithCustomContainer

type CreateBuildWithManagedContainerRequestModel

type CreateBuildWithManagedContainerRequestModel struct {
	// AreAssetsReadonly when true, assets will not be copied for each server inside the VM. All serverswill run from the same set of assets, or
	// will have the same assets mounted in the container.
	AreAssetsReadonly bool `json:"AreAssetsReadonly"`
	// BuildName the build name.
	BuildName string `json:"BuildName,omitempty"`
	// ContainerFlavor the flavor of container to create a build from.
	ContainerFlavor ContainerFlavor `json:"ContainerFlavor,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// GameAssetReferences the list of game assets related to the build.
	GameAssetReferences []AssetReferenceParamsModel `json:"GameAssetReferences,omitempty"`
	// GameCertificateReferences the game certificates for the build.
	GameCertificateReferences []GameCertificateReferenceParamsModel `json:"GameCertificateReferences,omitempty"`
	// GameWorkingDirectory the directory containing the game executable. This would be the start path of the game assets that contain the main game
	// server executable. If not provided, a best effort will be made to extract it from the start game command.
	GameWorkingDirectory string `json:"GameWorkingDirectory,omitempty"`
	// InstrumentationConfiguration the instrumentation configuration for the build.
	InstrumentationConfiguration *InstrumentationConfigurationModel `json:"InstrumentationConfiguration,omitempty"`
	// Metadata metadata to tag the build. The keys are case insensitive. The build metadata is made available to the server through
	// Game Server SDK (GSDK).Constraints: Maximum number of keys: 30, Maximum key length: 50, Maximum value length: 100
	Metadata map[string]string `json:"Metadata,omitempty"`
	// MultiplayerServerCountPerVm the number of multiplayer servers to host on a single VM.
	MultiplayerServerCountPerVm int32 `json:"MultiplayerServerCountPerVm,omitempty"`
	// Ports the ports to map the build on.
	Ports []PortModel `json:"Ports,omitempty"`
	// RegionConfigurations the region configurations for the build.
	RegionConfigurations []BuildRegionParamsModel `json:"RegionConfigurations,omitempty"`
	// StartMultiplayerServerCommand the command to run when the multiplayer server is started, including any arguments.
	StartMultiplayerServerCommand string `json:"StartMultiplayerServerCommand,omitempty"`
	// UseStreamingForAssetDownloads when true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
	// disc.
	UseStreamingForAssetDownloads bool `json:"UseStreamingForAssetDownloads"`
	// VmSize the VM size to create the build on.
	VmSize AzureVmSize `json:"VmSize,omitempty"`
}

CreateBuildWithManagedContainerRequest creates a multiplayer server build with a managed container and returns information about the build creation request.

type CreateBuildWithManagedContainerResponseModel

type CreateBuildWithManagedContainerResponseModel struct {
	// AreAssetsReadonly when true, assets will not be copied for each server inside the VM. All serverswill run from the same set of assets, or
	// will have the same assets mounted in the container.
	AreAssetsReadonly bool `json:"AreAssetsReadonly"`
	// BuildId the guid string build ID. Must be unique for every build.
	BuildId string `json:"BuildId,omitempty"`
	// BuildName the build name.
	BuildName string `json:"BuildName,omitempty"`
	// ContainerFlavor the flavor of container of the build.
	ContainerFlavor ContainerFlavor `json:"ContainerFlavor,omitempty"`
	// CreationTime the time the build was created in UTC.
	CreationTime time.Time `json:"CreationTime,omitempty"`
	// GameAssetReferences the game assets for the build.
	GameAssetReferences []AssetReferenceModel `json:"GameAssetReferences,omitempty"`
	// GameCertificateReferences the game certificates for the build.
	GameCertificateReferences []GameCertificateReferenceModel `json:"GameCertificateReferences,omitempty"`
	// GameWorkingDirectory the directory containing the game executable. This would be the start path of the game assets that contain the main game
	// server executable. If not provided, a best effort will be made to extract it from the start game command.
	GameWorkingDirectory string `json:"GameWorkingDirectory,omitempty"`
	// InstrumentationConfiguration the instrumentation configuration for this build.
	InstrumentationConfiguration *InstrumentationConfigurationModel `json:"InstrumentationConfiguration,omitempty"`
	// Metadata the metadata of the build.
	Metadata map[string]string `json:"Metadata,omitempty"`
	// MultiplayerServerCountPerVm the number of multiplayer servers to host on a single VM of the build.
	MultiplayerServerCountPerVm int32 `json:"MultiplayerServerCountPerVm,omitempty"`
	// OsPlatform the OS platform used for running the game process.
	OsPlatform string `json:"OsPlatform,omitempty"`
	// Ports the ports the build is mapped on.
	Ports []PortModel `json:"Ports,omitempty"`
	// RegionConfigurations the region configuration for the build.
	RegionConfigurations []BuildRegionModel `json:"RegionConfigurations,omitempty"`
	// ServerType the type of game server being hosted.
	ServerType string `json:"ServerType,omitempty"`
	// StartMultiplayerServerCommand the command to run when the multiplayer server has been allocated, including any arguments.
	StartMultiplayerServerCommand string `json:"StartMultiplayerServerCommand,omitempty"`
	// UseStreamingForAssetDownloads when true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
	// disc.
	UseStreamingForAssetDownloads bool `json:"UseStreamingForAssetDownloads"`
	// VmSize the VM size the build was created on.
	VmSize AzureVmSize `json:"VmSize,omitempty"`
}

CreateBuildWithManagedContainerResponse

func CreateBuildWithManagedContainer

func CreateBuildWithManagedContainer(settings *playfab.Settings, postData *CreateBuildWithManagedContainerRequestModel, entityToken string) (*CreateBuildWithManagedContainerResponseModel, error)

CreateBuildWithManagedContainer creates a multiplayer server build with a managed container. https://api.playfab.com/Documentation/Multiplayer/method/CreateBuildWithManagedContainer

type CreateBuildWithProcessBasedServerRequestModel

type CreateBuildWithProcessBasedServerRequestModel struct {
	// AreAssetsReadonly when true, assets will not be copied for each server inside the VM. All serverswill run from the same set of assets, or
	// will have the same assets mounted in the container.
	AreAssetsReadonly bool `json:"AreAssetsReadonly"`
	// BuildName the build name.
	BuildName string `json:"BuildName,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// GameAssetReferences the list of game assets related to the build.
	GameAssetReferences []AssetReferenceParamsModel `json:"GameAssetReferences,omitempty"`
	// GameCertificateReferences the game certificates for the build.
	GameCertificateReferences []GameCertificateReferenceParamsModel `json:"GameCertificateReferences,omitempty"`
	// GameWorkingDirectory the working directory for the game process. If this is not provided, the working directory will be set based on the
	// mount path of the game server executable.
	GameWorkingDirectory string `json:"GameWorkingDirectory,omitempty"`
	// InstrumentationConfiguration the instrumentation configuration for the build.
	InstrumentationConfiguration *InstrumentationConfigurationModel `json:"InstrumentationConfiguration,omitempty"`
	// IsOSPreview indicates whether this build will be created using the OS Preview versionPreview OS is recommended for dev builds to
	// detect any breaking changes before they are released to retail. Retail builds should set this value to false.
	IsOSPreview bool `json:"IsOSPreview"`
	// Metadata metadata to tag the build. The keys are case insensitive. The build metadata is made available to the server through
	// Game Server SDK (GSDK).Constraints: Maximum number of keys: 30, Maximum key length: 50, Maximum value length: 100
	Metadata map[string]string `json:"Metadata,omitempty"`
	// MultiplayerServerCountPerVm the number of multiplayer servers to host on a single VM.
	MultiplayerServerCountPerVm int32 `json:"MultiplayerServerCountPerVm,omitempty"`
	// OsPlatform the OS platform used for running the game process.
	OsPlatform string `json:"OsPlatform,omitempty"`
	// Ports the ports to map the build on.
	Ports []PortModel `json:"Ports,omitempty"`
	// RegionConfigurations the region configurations for the build.
	RegionConfigurations []BuildRegionParamsModel `json:"RegionConfigurations,omitempty"`
	// StartMultiplayerServerCommand the command to run when the multiplayer server is started, including any arguments. The path to any executable should be
	// relative to the root asset folder when unzipped.
	StartMultiplayerServerCommand string `json:"StartMultiplayerServerCommand,omitempty"`
	// UseStreamingForAssetDownloads when true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
	// disc.
	UseStreamingForAssetDownloads bool `json:"UseStreamingForAssetDownloads"`
	// VmSize the VM size to create the build on.
	VmSize AzureVmSize `json:"VmSize,omitempty"`
}

CreateBuildWithProcessBasedServerRequest creates a multiplayer server build with the game server running as a process and returns information about the build creation request.

type CreateBuildWithProcessBasedServerResponseModel

type CreateBuildWithProcessBasedServerResponseModel struct {
	// AreAssetsReadonly when true, assets will not be copied for each server inside the VM. All serverswill run from the same set of assets, or
	// will have the same assets mounted in the container.
	AreAssetsReadonly bool `json:"AreAssetsReadonly"`
	// BuildId the guid string build ID. Must be unique for every build.
	BuildId string `json:"BuildId,omitempty"`
	// BuildName the build name.
	BuildName string `json:"BuildName,omitempty"`
	// ContainerFlavor the flavor of container of the build.
	ContainerFlavor ContainerFlavor `json:"ContainerFlavor,omitempty"`
	// CreationTime the time the build was created in UTC.
	CreationTime time.Time `json:"CreationTime,omitempty"`
	// GameAssetReferences the game assets for the build.
	GameAssetReferences []AssetReferenceModel `json:"GameAssetReferences,omitempty"`
	// GameCertificateReferences the game certificates for the build.
	GameCertificateReferences []GameCertificateReferenceModel `json:"GameCertificateReferences,omitempty"`
	// GameWorkingDirectory the working directory for the game process. If this is not provided, the working directory will be set based on the
	// mount path of the game server executable.
	GameWorkingDirectory string `json:"GameWorkingDirectory,omitempty"`
	// InstrumentationConfiguration the instrumentation configuration for this build.
	InstrumentationConfiguration *InstrumentationConfigurationModel `json:"InstrumentationConfiguration,omitempty"`
	// IsOSPreview indicates whether this build will be created using the OS Preview versionPreview OS is recommended for dev builds to
	// detect any breaking changes before they are released to retail. Retail builds should set this value to false.
	IsOSPreview bool `json:"IsOSPreview"`
	// Metadata the metadata of the build.
	Metadata map[string]string `json:"Metadata,omitempty"`
	// MultiplayerServerCountPerVm the number of multiplayer servers to host on a single VM of the build.
	MultiplayerServerCountPerVm int32 `json:"MultiplayerServerCountPerVm,omitempty"`
	// OsPlatform the OS platform used for running the game process.
	OsPlatform string `json:"OsPlatform,omitempty"`
	// Ports the ports the build is mapped on.
	Ports []PortModel `json:"Ports,omitempty"`
	// RegionConfigurations the region configuration for the build.
	RegionConfigurations []BuildRegionModel `json:"RegionConfigurations,omitempty"`
	// ServerType the type of game server being hosted.
	ServerType string `json:"ServerType,omitempty"`
	// StartMultiplayerServerCommand the command to run when the multiplayer server is started, including any arguments. The path to any executable is
	// relative to the root asset folder when unzipped.
	StartMultiplayerServerCommand string `json:"StartMultiplayerServerCommand,omitempty"`
	// UseStreamingForAssetDownloads when true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
	// disc.
	UseStreamingForAssetDownloads bool `json:"UseStreamingForAssetDownloads"`
	// VmSize the VM size the build was created on.
	VmSize AzureVmSize `json:"VmSize,omitempty"`
}

CreateBuildWithProcessBasedServerResponse

func CreateBuildWithProcessBasedServer

func CreateBuildWithProcessBasedServer(settings *playfab.Settings, postData *CreateBuildWithProcessBasedServerRequestModel, entityToken string) (*CreateBuildWithProcessBasedServerResponseModel, error)

CreateBuildWithProcessBasedServer creates a multiplayer server build with the server running as a process. https://api.playfab.com/Documentation/Multiplayer/method/CreateBuildWithProcessBasedServer

type CreateMatchmakingTicketRequestModel

type CreateMatchmakingTicketRequestModel struct {
	// Creator the User who created this ticket.
	Creator *MatchmakingPlayerModel `json:"Creator,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// GiveUpAfterSeconds how long to attempt matching this ticket in seconds.
	GiveUpAfterSeconds int32 `json:"GiveUpAfterSeconds,omitempty"`
	// MembersToMatchWith a list of Entity Keys of other users to match with.
	MembersToMatchWith []EntityKeyModel `json:"MembersToMatchWith,omitempty"`
	// QueueName the Id of a match queue.
	QueueName string `json:"QueueName,omitempty"`
}

CreateMatchmakingTicketRequest the client specifies the creator's attributes and optionally a list of other users to match with.

type CreateMatchmakingTicketResultModel

type CreateMatchmakingTicketResultModel struct {
	// TicketId the Id of the ticket to find a match for.
	TicketId string `json:"TicketId,omitempty"`
}

CreateMatchmakingTicketResult

func CreateMatchmakingTicket

func CreateMatchmakingTicket(settings *playfab.Settings, postData *CreateMatchmakingTicketRequestModel, entityToken string) (*CreateMatchmakingTicketResultModel, error)

CreateMatchmakingTicket create a matchmaking ticket as a client. https://api.playfab.com/Documentation/Multiplayer/method/CreateMatchmakingTicket

func CreateServerMatchmakingTicket

func CreateServerMatchmakingTicket(settings *playfab.Settings, postData *CreateServerMatchmakingTicketRequestModel, entityToken string) (*CreateMatchmakingTicketResultModel, error)

CreateServerMatchmakingTicket create a matchmaking ticket as a server. The matchmaking service automatically starts matching the ticket against other matchmaking tickets. https://api.playfab.com/Documentation/Multiplayer/method/CreateServerMatchmakingTicket

type CreateRemoteUserRequestModel

type CreateRemoteUserRequestModel struct {
	// BuildId the guid string build ID of to create the remote user for.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// ExpirationTime the expiration time for the remote user created. Defaults to expiring in one day if not specified.
	ExpirationTime time.Time `json:"ExpirationTime,omitempty"`
	// Region the region of virtual machine to create the remote user for.
	Region string `json:"Region,omitempty"`
	// Username the username to create the remote user with.
	Username string `json:"Username,omitempty"`
	// VmId the virtual machine ID the multiplayer server is located on.
	VmId string `json:"VmId,omitempty"`
}

CreateRemoteUserRequest creates a remote user to log on to a VM for a multiplayer server build in a specific region. Returns user credential information necessary to log on.

type CreateRemoteUserResponseModel

type CreateRemoteUserResponseModel struct {
	// ExpirationTime the expiration time for the remote user created.
	ExpirationTime time.Time `json:"ExpirationTime,omitempty"`
	// Password the generated password for the remote user that was created.
	Password string `json:"Password,omitempty"`
	// Username the username for the remote user that was created.
	Username string `json:"Username,omitempty"`
}

CreateRemoteUserResponse

func CreateRemoteUser

func CreateRemoteUser(settings *playfab.Settings, postData *CreateRemoteUserRequestModel, entityToken string) (*CreateRemoteUserResponseModel, error)

CreateRemoteUser creates a remote user to log on to a VM for a multiplayer server build. https://api.playfab.com/Documentation/Multiplayer/method/CreateRemoteUser

type CreateServerBackfillTicketRequestModel

type CreateServerBackfillTicketRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// GiveUpAfterSeconds how long to attempt matching this ticket in seconds.
	GiveUpAfterSeconds int32 `json:"GiveUpAfterSeconds,omitempty"`
	// Members the users who will be part of this ticket, along with their team assignments.
	Members []MatchmakingPlayerWithTeamAssignmentModel `json:"Members,omitempty"`
	// QueueName the Id of a match queue.
	QueueName string `json:"QueueName,omitempty"`
	// ServerDetails the details of the server the members are connected to.
	ServerDetails *ServerDetailsModel `json:"ServerDetails,omitempty"`
}

CreateServerBackfillTicketRequest the server specifies all the members, their teams and their attributes, and the server details if applicable.

type CreateServerBackfillTicketResultModel

type CreateServerBackfillTicketResultModel struct {
	// TicketId the Id of the ticket to find a match for.
	TicketId string `json:"TicketId,omitempty"`
}

CreateServerBackfillTicketResult

func CreateServerBackfillTicket

func CreateServerBackfillTicket(settings *playfab.Settings, postData *CreateServerBackfillTicketRequestModel, entityToken string) (*CreateServerBackfillTicketResultModel, error)

CreateServerBackfillTicket create a backfill matchmaking ticket as a server. A backfill ticket represents an ongoing game. The matchmaking service automatically starts matching the backfill ticket against other matchmaking tickets. Backfill tickets cannot match with other backfill tickets. https://api.playfab.com/Documentation/Multiplayer/method/CreateServerBackfillTicket

type CreateServerMatchmakingTicketRequestModel

type CreateServerMatchmakingTicketRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// GiveUpAfterSeconds how long to attempt matching this ticket in seconds.
	GiveUpAfterSeconds int32 `json:"GiveUpAfterSeconds,omitempty"`
	// Members the users who will be part of this ticket.
	Members []MatchmakingPlayerModel `json:"Members,omitempty"`
	// QueueName the Id of a match queue.
	QueueName string `json:"QueueName,omitempty"`
}

CreateServerMatchmakingTicketRequest the server specifies all the members and their attributes.

type CurrentServerStatsModel

type CurrentServerStatsModel struct {
	// Active the number of active multiplayer servers.
	Active int32 `json:"Active,omitempty"`
	// Propping the number of multiplayer servers still downloading game resources (such as assets).
	Propping int32 `json:"Propping,omitempty"`
	// StandingBy the number of standingby multiplayer servers.
	StandingBy int32 `json:"StandingBy,omitempty"`
	// Total the total number of multiplayer servers.
	Total int32 `json:"Total,omitempty"`
}

CurrentServerStats

type DeleteAssetRequestModel

type DeleteAssetRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// FileName the filename of the asset to delete.
	FileName string `json:"FileName,omitempty"`
}

DeleteAssetRequest deletes a multiplayer server game asset for a title.

type DeleteBuildAliasRequestModel

type DeleteBuildAliasRequestModel struct {
	// AliasId the guid string alias ID of the alias to perform the action on.
	AliasId string `json:"AliasId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

DeleteBuildAliasRequest deletes a multiplayer server build alias.

type DeleteBuildRegionRequestModel

type DeleteBuildRegionRequestModel struct {
	// BuildId the guid string ID of the build we want to update regions for.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Region the build region to delete.
	Region string `json:"Region,omitempty"`
}

DeleteBuildRegionRequest removes a multiplayer server build's region.

type DeleteBuildRequestModel

type DeleteBuildRequestModel struct {
	// BuildId the guid string build ID of the build to delete.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

DeleteBuildRequest deletes a multiplayer server build.

type DeleteCertificateRequestModel

type DeleteCertificateRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Name the name of the certificate.
	Name string `json:"Name,omitempty"`
}

DeleteCertificateRequest deletes a multiplayer server game certificate.

type DeleteContainerImageRequestModel

type DeleteContainerImageRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// ImageName the container image repository we want to delete.
	ImageName string `json:"ImageName,omitempty"`
}

DeleteContainerImageRequest removes the specified container image repository. After this operation, a 'docker pull' will fail for all the tags of the specified image. Morever, ListContainerImages will not return the specified image.

type DeleteRemoteUserRequestModel

type DeleteRemoteUserRequestModel struct {
	// BuildId the guid string build ID of the multiplayer server where the remote user is to delete.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Region the region of the multiplayer server where the remote user is to delete.
	Region string `json:"Region,omitempty"`
	// Username the username of the remote user to delete.
	Username string `json:"Username,omitempty"`
	// VmId the virtual machine ID the multiplayer server is located on.
	VmId string `json:"VmId,omitempty"`
}

DeleteRemoteUserRequest deletes a remote user to log on to a VM for a multiplayer server build in a specific region. Returns user credential information necessary to log on.

type DynamicStandbySettingsModel

type DynamicStandbySettingsModel struct {
	// DynamicFloorMultiplierThresholds list of auto standing by trigger values and corresponding standing by multiplier. Defaults to 1.5X at 50%, 3X at 25%,
	// and 4X at 5%
	DynamicFloorMultiplierThresholds []DynamicStandbyThresholdModel `json:"DynamicFloorMultiplierThresholds,omitempty"`
	// IsEnabled when true, dynamic standby will be enabled
	IsEnabled bool `json:"IsEnabled"`
	// RampDownSeconds the time it takes to reduce target standing by to configured floor value after an increase. Defaults to 30 minutes
	RampDownSeconds int32 `json:"RampDownSeconds,omitempty"`
}

DynamicStandbySettings

type DynamicStandbyThresholdModel

type DynamicStandbyThresholdModel struct {
	// Multiplier when the trigger threshold is reached, multiply by this value
	Multiplier float64 `json:"Multiplier,omitempty"`
	// TriggerThresholdPercentage the multiplier will be applied when the actual standby divided by target standby floor is less than this value
	TriggerThresholdPercentage float64 `json:"TriggerThresholdPercentage,omitempty"`
}

DynamicStandbyThreshold

type EmptyResponseModel

type EmptyResponseModel struct {
}

EmptyResponse

func DeleteAsset

func DeleteAsset(settings *playfab.Settings, postData *DeleteAssetRequestModel, entityToken string) (*EmptyResponseModel, error)

DeleteAsset deletes a multiplayer server game asset for a title. https://api.playfab.com/Documentation/Multiplayer/method/DeleteAsset

func DeleteBuild

func DeleteBuild(settings *playfab.Settings, postData *DeleteBuildRequestModel, entityToken string) (*EmptyResponseModel, error)

DeleteBuild deletes a multiplayer server build. https://api.playfab.com/Documentation/Multiplayer/method/DeleteBuild

func DeleteBuildAlias

func DeleteBuildAlias(settings *playfab.Settings, postData *DeleteBuildAliasRequestModel, entityToken string) (*EmptyResponseModel, error)

DeleteBuildAlias deletes a multiplayer server build alias. https://api.playfab.com/Documentation/Multiplayer/method/DeleteBuildAlias

func DeleteBuildRegion

func DeleteBuildRegion(settings *playfab.Settings, postData *DeleteBuildRegionRequestModel, entityToken string) (*EmptyResponseModel, error)

DeleteBuildRegion removes a multiplayer server build's region. https://api.playfab.com/Documentation/Multiplayer/method/DeleteBuildRegion

func DeleteCertificate

func DeleteCertificate(settings *playfab.Settings, postData *DeleteCertificateRequestModel, entityToken string) (*EmptyResponseModel, error)

DeleteCertificate deletes a multiplayer server game certificate. https://api.playfab.com/Documentation/Multiplayer/method/DeleteCertificate

func DeleteContainerImageRepository

func DeleteContainerImageRepository(settings *playfab.Settings, postData *DeleteContainerImageRequestModel, entityToken string) (*EmptyResponseModel, error)

DeleteContainerImageRepository deletes a container image repository. https://api.playfab.com/Documentation/Multiplayer/method/DeleteContainerImageRepository

func DeleteRemoteUser

func DeleteRemoteUser(settings *playfab.Settings, postData *DeleteRemoteUserRequestModel, entityToken string) (*EmptyResponseModel, error)

DeleteRemoteUser deletes a remote user to log on to a VM for a multiplayer server build. https://api.playfab.com/Documentation/Multiplayer/method/DeleteRemoteUser

func ShutdownMultiplayerServer

func ShutdownMultiplayerServer(settings *playfab.Settings, postData *ShutdownMultiplayerServerRequestModel, entityToken string) (*EmptyResponseModel, error)

ShutdownMultiplayerServer shuts down a multiplayer server session. https://api.playfab.com/Documentation/Multiplayer/method/ShutdownMultiplayerServer

func UntagContainerImage

func UntagContainerImage(settings *playfab.Settings, postData *UntagContainerImageRequestModel, entityToken string) (*EmptyResponseModel, error)

UntagContainerImage untags a container image. https://api.playfab.com/Documentation/Multiplayer/method/UntagContainerImage

func UpdateBuildRegion

func UpdateBuildRegion(settings *playfab.Settings, postData *UpdateBuildRegionRequestModel, entityToken string) (*EmptyResponseModel, error)

UpdateBuildRegion updates a multiplayer server build's region. If the region is not yet created, it will be created https://api.playfab.com/Documentation/Multiplayer/method/UpdateBuildRegion

func UpdateBuildRegions

func UpdateBuildRegions(settings *playfab.Settings, postData *UpdateBuildRegionsRequestModel, entityToken string) (*EmptyResponseModel, error)

UpdateBuildRegions updates a multiplayer server build's regions. https://api.playfab.com/Documentation/Multiplayer/method/UpdateBuildRegions

func UploadCertificate

func UploadCertificate(settings *playfab.Settings, postData *UploadCertificateRequestModel, entityToken string) (*EmptyResponseModel, error)

UploadCertificate uploads a multiplayer server game certificate. https://api.playfab.com/Documentation/Multiplayer/method/UploadCertificate

type EnableMultiplayerServersForTitleRequestModel

type EnableMultiplayerServersForTitleRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

EnableMultiplayerServersForTitleRequest enables the multiplayer server feature for a title and returns the enabled status. The enabled status can be Initializing, Enabled, and Disabled. It can up to 20 minutes or more for the title to be enabled for the feature. On average, it can take up to 20 minutes for the title to be enabled for the feature.

type EnableMultiplayerServersForTitleResponseModel

type EnableMultiplayerServersForTitleResponseModel struct {
	// Status the enabled status for the multiplayer server features for the title.
	Status TitleMultiplayerServerEnabledStatus `json:"Status,omitempty"`
}

EnableMultiplayerServersForTitleResponse

func EnableMultiplayerServersForTitle

func EnableMultiplayerServersForTitle(settings *playfab.Settings, postData *EnableMultiplayerServersForTitleRequestModel, entityToken string) (*EnableMultiplayerServersForTitleResponseModel, error)

EnableMultiplayerServersForTitle enables the multiplayer server feature for a title. https://api.playfab.com/Documentation/Multiplayer/method/EnableMultiplayerServersForTitle

type EntityKeyModel

type EntityKeyModel struct {
	// Id unique ID of the entity.
	Id string `json:"Id,omitempty"`
	// Type entity type. See https://docs.microsoft.com/gaming/playfab/features/data/entities/available-built-in-entity-types
	Type string `json:"Type,omitempty"`
}

EntityKey combined entity type and ID structure which uniquely identifies a single entity.

type GameCertificateReferenceModel

type GameCertificateReferenceModel struct {
	// GsdkAlias an alias for the game certificate. The game server will reference this alias via GSDK config to retrieve the game
	// certificate. This alias is used as an identifier in game server code to allow a new certificate with different Name
	// field to be uploaded without the need to change any game server code to reference the new Name.
	GsdkAlias string `json:"GsdkAlias,omitempty"`
	// Name the name of the game certificate. This name should match the name of a certificate that was previously uploaded to this
	// title.
	Name string `json:"Name,omitempty"`
}

GameCertificateReference

type GameCertificateReferenceParamsModel

type GameCertificateReferenceParamsModel struct {
	// GsdkAlias an alias for the game certificate. The game server will reference this alias via GSDK config to retrieve the game
	// certificate. This alias is used as an identifier in game server code to allow a new certificate with different Name
	// field to be uploaded without the need to change any game server code to reference the new Name.
	GsdkAlias string `json:"GsdkAlias,omitempty"`
	// Name the name of the game certificate. This name should match the name of a certificate that was previously uploaded to this
	// title.
	Name string `json:"Name,omitempty"`
}

GameCertificateReferenceParams

type GetAssetUploadUrlRequestModel

type GetAssetUploadUrlRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// FileName the asset's file name to get the upload URL for.
	FileName string `json:"FileName,omitempty"`
}

GetAssetUploadUrlRequest gets the URL to upload assets to.

type GetAssetUploadUrlResponseModel

type GetAssetUploadUrlResponseModel struct {
	// AssetUploadUrl the asset's upload URL.
	AssetUploadUrl string `json:"AssetUploadUrl,omitempty"`
	// FileName the asset's file name to get the upload URL for.
	FileName string `json:"FileName,omitempty"`
}

GetAssetUploadUrlResponse

func GetAssetUploadUrl

func GetAssetUploadUrl(settings *playfab.Settings, postData *GetAssetUploadUrlRequestModel, entityToken string) (*GetAssetUploadUrlResponseModel, error)

GetAssetUploadUrl gets the URL to upload assets to. https://api.playfab.com/Documentation/Multiplayer/method/GetAssetUploadUrl

type GetBuildAliasRequestModel

type GetBuildAliasRequestModel struct {
	// AliasId the guid string alias ID of the alias to perform the action on.
	AliasId string `json:"AliasId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

GetBuildAliasRequest returns the details about a multiplayer server build alias.

type GetBuildRequestModel

type GetBuildRequestModel struct {
	// BuildId the guid string build ID of the build to get.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

GetBuildRequest returns the details about a multiplayer server build.

type GetBuildResponseModel

type GetBuildResponseModel struct {
	// AreAssetsReadonly when true, assets will not be copied for each server inside the VM. All serverswill run from the same set of assets, or
	// will have the same assets mounted in the container.
	AreAssetsReadonly bool `json:"AreAssetsReadonly"`
	// BuildId the guid string build ID of the build.
	BuildId string `json:"BuildId,omitempty"`
	// BuildName the build name.
	BuildName string `json:"BuildName,omitempty"`
	// BuildStatus the current build status. Valid values are - Deploying, Deployed, DeletingRegion, Unhealthy.
	BuildStatus string `json:"BuildStatus,omitempty"`
	// ContainerFlavor the flavor of container of he build.
	ContainerFlavor ContainerFlavor `json:"ContainerFlavor,omitempty"`
	// ContainerRunCommand the container command to run when the multiplayer server has been allocated, including any arguments. This only applies
	// to custom builds. If the build is a managed build, this field will be null.
	ContainerRunCommand string `json:"ContainerRunCommand,omitempty"`
	// CreationTime the time the build was created in UTC.
	CreationTime time.Time `json:"CreationTime,omitempty"`
	// CustomGameContainerImage the custom game container image for a custom build.
	CustomGameContainerImage *ContainerImageReferenceModel `json:"CustomGameContainerImage,omitempty"`
	// GameAssetReferences the game assets for the build.
	GameAssetReferences []AssetReferenceModel `json:"GameAssetReferences,omitempty"`
	// GameCertificateReferences the game certificates for the build.
	GameCertificateReferences []GameCertificateReferenceModel `json:"GameCertificateReferences,omitempty"`
	// InstrumentationConfiguration the instrumentation configuration of the build.
	InstrumentationConfiguration *InstrumentationConfigurationModel `json:"InstrumentationConfiguration,omitempty"`
	// Metadata metadata of the build. The keys are case insensitive. The build metadata is made available to the server through Game
	// Server SDK (GSDK).
	Metadata map[string]string `json:"Metadata,omitempty"`
	// MultiplayerServerCountPerVm the number of multiplayer servers to hosted on a single VM of the build.
	MultiplayerServerCountPerVm int32 `json:"MultiplayerServerCountPerVm,omitempty"`
	// OsPlatform the OS platform used for running the game process.
	OsPlatform string `json:"OsPlatform,omitempty"`
	// Ports the ports the build is mapped on.
	Ports []PortModel `json:"Ports,omitempty"`
	// RegionConfigurations the region configuration for the build.
	RegionConfigurations []BuildRegionModel `json:"RegionConfigurations,omitempty"`
	// ServerType the type of game server being hosted.
	ServerType string `json:"ServerType,omitempty"`
	// StartMultiplayerServerCommand the command to run when the multiplayer server has been allocated, including any arguments. This only applies to managed
	// builds. If the build is a custom build, this field will be null.
	StartMultiplayerServerCommand string `json:"StartMultiplayerServerCommand,omitempty"`
	// UseStreamingForAssetDownloads when true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
	// disc.
	UseStreamingForAssetDownloads bool `json:"UseStreamingForAssetDownloads"`
	// VmSize the VM size the build was created on.
	VmSize AzureVmSize `json:"VmSize,omitempty"`
}

GetBuildResponse

func GetBuild

func GetBuild(settings *playfab.Settings, postData *GetBuildRequestModel, entityToken string) (*GetBuildResponseModel, error)

GetBuild gets a multiplayer server build. https://api.playfab.com/Documentation/Multiplayer/method/GetBuild

type GetContainerRegistryCredentialsRequestModel

type GetContainerRegistryCredentialsRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

GetContainerRegistryCredentialsRequest gets credentials to the container registry where game developers can upload custom container images to before creating a new build.

type GetContainerRegistryCredentialsResponseModel

type GetContainerRegistryCredentialsResponseModel struct {
	// DnsName the url of the container registry.
	DnsName string `json:"DnsName,omitempty"`
	// Password the password for accessing the container registry.
	Password string `json:"Password,omitempty"`
	// Username the username for accessing the container registry.
	Username string `json:"Username,omitempty"`
}

GetContainerRegistryCredentialsResponse

func GetContainerRegistryCredentials

func GetContainerRegistryCredentials(settings *playfab.Settings, postData *GetContainerRegistryCredentialsRequestModel, entityToken string) (*GetContainerRegistryCredentialsResponseModel, error)

GetContainerRegistryCredentials gets the credentials to the container registry. https://api.playfab.com/Documentation/Multiplayer/method/GetContainerRegistryCredentials

type GetMatchRequestModel

type GetMatchRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// EscapeObject determines whether the matchmaking attributes will be returned as an escaped JSON string or as an un-escaped JSON
	// object.
	EscapeObject bool `json:"EscapeObject"`
	// MatchId the Id of a match.
	MatchId string `json:"MatchId,omitempty"`
	// QueueName the name of the queue to join.
	QueueName string `json:"QueueName,omitempty"`
	// ReturnMemberAttributes determines whether the matchmaking attributes for each user should be returned in the response for match request.
	ReturnMemberAttributes bool `json:"ReturnMemberAttributes"`
}

GetMatchRequest when matchmaking has successfully matched together a collection of tickets, it produces a 'match' with an Id. The match contains all of the players that were matched together, and their team assigments. Only servers and ticket members can get the match.

type GetMatchResultModel

type GetMatchResultModel struct {
	// MatchId the Id of a match.
	MatchId string `json:"MatchId,omitempty"`
	// Members a list of Users that are matched together, along with their team assignments.
	Members []MatchmakingPlayerWithTeamAssignmentModel `json:"Members,omitempty"`
	// RegionPreferences a list of regions that the match could be played in sorted by preference. This value is only set if the queue has a
	// region selection rule.
	RegionPreferences []string `json:"RegionPreferences,omitempty"`
	// ServerDetails the details of the server that the match has been allocated to.
	ServerDetails *ServerDetailsModel `json:"ServerDetails,omitempty"`
}

GetMatchResult

type GetMatchmakingTicketRequestModel

type GetMatchmakingTicketRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// EscapeObject determines whether the matchmaking attributes will be returned as an escaped JSON string or as an un-escaped JSON
	// object.
	EscapeObject bool `json:"EscapeObject"`
	// QueueName the name of the queue to find a match for.
	QueueName string `json:"QueueName,omitempty"`
	// TicketId the Id of the ticket to find a match for.
	TicketId string `json:"TicketId,omitempty"`
}

GetMatchmakingTicketRequest the ticket includes the invited players, their attributes if they have joined, the ticket status, the match Id when applicable, etc. Only servers, the ticket creator and the invited players can get the ticket.

type GetMatchmakingTicketResultModel

type GetMatchmakingTicketResultModel struct {
	// CancellationReasonString the reason why the current ticket was canceled. This field is only set if the ticket is in canceled state.
	CancellationReasonString string `json:"CancellationReasonString,omitempty"`
	// Created the server date and time at which ticket was created.
	Created time.Time `json:"Created,omitempty"`
	// Creator the Creator's entity key.
	Creator *EntityKeyModel `json:"Creator,omitempty"`
	// GiveUpAfterSeconds how long to attempt matching this ticket in seconds.
	GiveUpAfterSeconds int32 `json:"GiveUpAfterSeconds,omitempty"`
	// MatchId the Id of a match.
	MatchId string `json:"MatchId,omitempty"`
	// Members a list of Users that have joined this ticket.
	Members []MatchmakingPlayerModel `json:"Members,omitempty"`
	// MembersToMatchWith a list of PlayFab Ids of Users to match with.
	MembersToMatchWith []EntityKeyModel `json:"MembersToMatchWith,omitempty"`
	// QueueName the Id of a match queue.
	QueueName string `json:"QueueName,omitempty"`
	// Status the current ticket status. Possible values are: WaitingForPlayers, WaitingForMatch, WaitingForServer, Canceled and
	// Matched.
	Status string `json:"Status,omitempty"`
	// TicketId the Id of the ticket to find a match for.
	TicketId string `json:"TicketId,omitempty"`
}

GetMatchmakingTicketResult

func GetMatchmakingTicket

func GetMatchmakingTicket(settings *playfab.Settings, postData *GetMatchmakingTicketRequestModel, entityToken string) (*GetMatchmakingTicketResultModel, error)

GetMatchmakingTicket get a matchmaking ticket by ticket Id. https://api.playfab.com/Documentation/Multiplayer/method/GetMatchmakingTicket

type GetMultiplayerServerDetailsRequestModel

type GetMultiplayerServerDetailsRequestModel struct {
	// BuildId the guid string build ID of the multiplayer server to get details for.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Region the region the multiplayer server is located in to get details for.
	Region string `json:"Region,omitempty"`
	// SessionId the title generated guid string session ID of the multiplayer server to get details for. This is to keep track of
	// multiplayer server sessions.
	SessionId string `json:"SessionId,omitempty"`
}

GetMultiplayerServerDetailsRequest gets multiplayer server session details for a build in a specific region.

type GetMultiplayerServerDetailsResponseModel

type GetMultiplayerServerDetailsResponseModel struct {
	// ConnectedPlayers the connected players in the multiplayer server.
	ConnectedPlayers []ConnectedPlayerModel `json:"ConnectedPlayers,omitempty"`
	// FQDN the fully qualified domain name of the virtual machine that is hosting this multiplayer server.
	FQDN string `json:"FQDN,omitempty"`
	// IPV4Address the IPv4 address of the virtual machine that is hosting this multiplayer server.
	IPV4Address string `json:"IPV4Address,omitempty"`
	// LastStateTransitionTime the time (UTC) at which a change in the multiplayer server state was observed.
	LastStateTransitionTime time.Time `json:"LastStateTransitionTime,omitempty"`
	// Ports the ports the multiplayer server uses.
	Ports []PortModel `json:"Ports,omitempty"`
	// Region the region the multiplayer server is located in.
	Region string `json:"Region,omitempty"`
	// ServerId the string server ID of the multiplayer server generated by PlayFab.
	ServerId string `json:"ServerId,omitempty"`
	// SessionId the guid string session ID of the multiplayer server.
	SessionId string `json:"SessionId,omitempty"`
	// State the state of the multiplayer server.
	State string `json:"State,omitempty"`
	// VmId the virtual machine ID that the multiplayer server is located on.
	VmId string `json:"VmId,omitempty"`
}

GetMultiplayerServerDetailsResponse

func GetMultiplayerServerDetails

func GetMultiplayerServerDetails(settings *playfab.Settings, postData *GetMultiplayerServerDetailsRequestModel, entityToken string) (*GetMultiplayerServerDetailsResponseModel, error)

GetMultiplayerServerDetails gets multiplayer server session details for a build. https://api.playfab.com/Documentation/Multiplayer/method/GetMultiplayerServerDetails

type GetMultiplayerServerLogsRequestModel

type GetMultiplayerServerLogsRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// ServerId the server ID of multiplayer server to get logs for.
	ServerId string `json:"ServerId,omitempty"`
}

GetMultiplayerServerLogsRequest gets multiplayer server logs for a specific server id in a region. The logs are available only after a server has terminated.

type GetMultiplayerServerLogsResponseModel

type GetMultiplayerServerLogsResponseModel struct {
	// LogDownloadUrl uRL for logs download.
	LogDownloadUrl string `json:"LogDownloadUrl,omitempty"`
}

GetMultiplayerServerLogsResponse

func GetMultiplayerServerLogs

func GetMultiplayerServerLogs(settings *playfab.Settings, postData *GetMultiplayerServerLogsRequestModel, entityToken string) (*GetMultiplayerServerLogsResponseModel, error)

GetMultiplayerServerLogs gets multiplayer server logs after a server has terminated. https://api.playfab.com/Documentation/Multiplayer/method/GetMultiplayerServerLogs

func GetMultiplayerSessionLogsBySessionId

func GetMultiplayerSessionLogsBySessionId(settings *playfab.Settings, postData *GetMultiplayerSessionLogsBySessionIdRequestModel, entityToken string) (*GetMultiplayerServerLogsResponseModel, error)

GetMultiplayerSessionLogsBySessionId gets multiplayer server logs after a server has terminated. https://api.playfab.com/Documentation/Multiplayer/method/GetMultiplayerSessionLogsBySessionId

type GetMultiplayerSessionLogsBySessionIdRequestModel

type GetMultiplayerSessionLogsBySessionIdRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// SessionId the server ID of multiplayer server to get logs for.
	SessionId string `json:"SessionId,omitempty"`
}

GetMultiplayerSessionLogsBySessionIdRequest gets multiplayer server logs for a specific server id in a region. The logs are available only after a server has terminated.

type GetQueueStatisticsRequestModel

type GetQueueStatisticsRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// QueueName the name of the queue.
	QueueName string `json:"QueueName,omitempty"`
}

GetQueueStatisticsRequest returns the matchmaking statistics for a queue. These include the number of players matching and the statistics related to the time to match statistics in seconds (average and percentiles). Statistics are refreshed once every 5 minutes. Servers can access all statistics no matter what the ClientStatisticsVisibility is configured to. Clients can access statistics according to the ClientStatisticsVisibility. Client requests are forbidden if all visibility fields are false.

type GetQueueStatisticsResultModel

type GetQueueStatisticsResultModel struct {
	// NumberOfPlayersMatching the current number of players in the matchmaking queue, who are waiting to be matched.
	NumberOfPlayersMatching uint32 `json:"NumberOfPlayersMatching,omitempty"`
	// TimeToMatchStatisticsInSeconds statistics representing the time (in seconds) it takes for tickets to find a match.
	TimeToMatchStatisticsInSeconds *StatisticsModel `json:"TimeToMatchStatisticsInSeconds,omitempty"`
}

GetQueueStatisticsResult

func GetQueueStatistics

func GetQueueStatistics(settings *playfab.Settings, postData *GetQueueStatisticsRequestModel, entityToken string) (*GetQueueStatisticsResultModel, error)

GetQueueStatistics get the statistics for a queue. https://api.playfab.com/Documentation/Multiplayer/method/GetQueueStatistics

type GetRemoteLoginEndpointRequestModel

type GetRemoteLoginEndpointRequestModel struct {
	// BuildId the guid string build ID of the multiplayer server to get remote login information for.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Region the region of the multiplayer server to get remote login information for.
	Region string `json:"Region,omitempty"`
	// VmId the virtual machine ID the multiplayer server is located on.
	VmId string `json:"VmId,omitempty"`
}

GetRemoteLoginEndpointRequest gets a remote login endpoint to a VM that is hosting a multiplayer server build in a specific region.

type GetRemoteLoginEndpointResponseModel

type GetRemoteLoginEndpointResponseModel struct {
	// IPV4Address the remote login IPV4 address of multiplayer server.
	IPV4Address string `json:"IPV4Address,omitempty"`
	// Port the remote login port of multiplayer server.
	Port int32 `json:"Port,omitempty"`
}

GetRemoteLoginEndpointResponse

func GetRemoteLoginEndpoint

func GetRemoteLoginEndpoint(settings *playfab.Settings, postData *GetRemoteLoginEndpointRequestModel, entityToken string) (*GetRemoteLoginEndpointResponseModel, error)

GetRemoteLoginEndpoint gets a remote login endpoint to a VM that is hosting a multiplayer server build. https://api.playfab.com/Documentation/Multiplayer/method/GetRemoteLoginEndpoint

type GetServerBackfillTicketRequestModel

type GetServerBackfillTicketRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// EscapeObject determines whether the matchmaking attributes will be returned as an escaped JSON string or as an un-escaped JSON
	// object.
	EscapeObject bool `json:"EscapeObject"`
	// QueueName the name of the queue to find a match for.
	QueueName string `json:"QueueName,omitempty"`
	// TicketId the Id of the ticket to find a match for.
	TicketId string `json:"TicketId,omitempty"`
}

GetServerBackfillTicketRequest the ticket includes the players, their attributes, their teams, the ticket status, the match Id and the server details when applicable, etc. Only servers can get the ticket.

type GetServerBackfillTicketResultModel

type GetServerBackfillTicketResultModel struct {
	// CancellationReasonString the reason why the current ticket was canceled. This field is only set if the ticket is in canceled state.
	CancellationReasonString string `json:"CancellationReasonString,omitempty"`
	// Created the server date and time at which ticket was created.
	Created time.Time `json:"Created,omitempty"`
	// GiveUpAfterSeconds how long to attempt matching this ticket in seconds.
	GiveUpAfterSeconds int32 `json:"GiveUpAfterSeconds,omitempty"`
	// MatchId the Id of a match.
	MatchId string `json:"MatchId,omitempty"`
	// Members a list of Users that are part of this ticket, along with their team assignments.
	Members []MatchmakingPlayerWithTeamAssignmentModel `json:"Members,omitempty"`
	// QueueName the Id of a match queue.
	QueueName string `json:"QueueName,omitempty"`
	// ServerDetails the details of the server the members are connected to.
	ServerDetails *ServerDetailsModel `json:"ServerDetails,omitempty"`
	// Status the current ticket status. Possible values are: WaitingForMatch, Canceled and Matched.
	Status string `json:"Status,omitempty"`
	// TicketId the Id of the ticket to find a match for.
	TicketId string `json:"TicketId,omitempty"`
}

GetServerBackfillTicketResult

func GetServerBackfillTicket

func GetServerBackfillTicket(settings *playfab.Settings, postData *GetServerBackfillTicketRequestModel, entityToken string) (*GetServerBackfillTicketResultModel, error)

GetServerBackfillTicket get a matchmaking backfill ticket by ticket Id. https://api.playfab.com/Documentation/Multiplayer/method/GetServerBackfillTicket

type GetTitleEnabledForMultiplayerServersStatusRequestModel

type GetTitleEnabledForMultiplayerServersStatusRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

GetTitleEnabledForMultiplayerServersStatusRequest gets the status of whether a title is enabled for the multiplayer server feature. The enabled status can be Initializing, Enabled, and Disabled.

type GetTitleEnabledForMultiplayerServersStatusResponseModel

type GetTitleEnabledForMultiplayerServersStatusResponseModel struct {
	// Status the enabled status for the multiplayer server features for the title.
	Status TitleMultiplayerServerEnabledStatus `json:"Status,omitempty"`
}

GetTitleEnabledForMultiplayerServersStatusResponse

func GetTitleEnabledForMultiplayerServersStatus

func GetTitleEnabledForMultiplayerServersStatus(settings *playfab.Settings, postData *GetTitleEnabledForMultiplayerServersStatusRequestModel, entityToken string) (*GetTitleEnabledForMultiplayerServersStatusResponseModel, error)

GetTitleEnabledForMultiplayerServersStatus gets the status of whether a title is enabled for the multiplayer server feature. https://api.playfab.com/Documentation/Multiplayer/method/GetTitleEnabledForMultiplayerServersStatus

type GetTitleMultiplayerServersQuotasRequestModel

type GetTitleMultiplayerServersQuotasRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

GetTitleMultiplayerServersQuotasRequest gets the quotas for a title in relation to multiplayer servers.

type GetTitleMultiplayerServersQuotasResponseModel

type GetTitleMultiplayerServersQuotasResponseModel struct {
	// Quotas the various quotas for multiplayer servers for the title.
	Quotas *TitleMultiplayerServersQuotasModel `json:"Quotas,omitempty"`
}

GetTitleMultiplayerServersQuotasResponse

func GetTitleMultiplayerServersQuotas

func GetTitleMultiplayerServersQuotas(settings *playfab.Settings, postData *GetTitleMultiplayerServersQuotasRequestModel, entityToken string) (*GetTitleMultiplayerServersQuotasResponseModel, error)

GetTitleMultiplayerServersQuotas gets the quotas for a title in relation to multiplayer servers. https://api.playfab.com/Documentation/Multiplayer/method/GetTitleMultiplayerServersQuotas

type InstrumentationConfigurationModel

type InstrumentationConfigurationModel struct {
	// ProcessesToMonitor the list of processes to be monitored on a VM for this build. Providing processes will turn on performance metrics
	// collection for this build. Process names should not include extensions. If the game server process is: GameServer.exe;
	// then, ProcessesToMonitor = [ GameServer ]
	ProcessesToMonitor []string `json:"ProcessesToMonitor,omitempty"`
}

InstrumentationConfiguration

type JoinMatchmakingTicketRequestModel

type JoinMatchmakingTicketRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Member the User who wants to join the ticket. Their Id must be listed in PlayFabIdsToMatchWith.
	Member *MatchmakingPlayerModel `json:"Member,omitempty"`
	// QueueName the name of the queue to join.
	QueueName string `json:"QueueName,omitempty"`
	// TicketId the Id of the ticket to find a match for.
	TicketId string `json:"TicketId,omitempty"`
}

JoinMatchmakingTicketRequest add the player to a matchmaking ticket and specify all of its matchmaking attributes. Players can join a ticket if and only if their EntityKeys are already listed in the ticket's Members list. The matchmaking service automatically starts matching the ticket against other matchmaking tickets once all players have joined the ticket. It is not possible to join a ticket once it has started matching.

type JoinMatchmakingTicketResultModel

type JoinMatchmakingTicketResultModel struct {
}

JoinMatchmakingTicketResult

func JoinMatchmakingTicket

func JoinMatchmakingTicket(settings *playfab.Settings, postData *JoinMatchmakingTicketRequestModel, entityToken string) (*JoinMatchmakingTicketResultModel, error)

JoinMatchmakingTicket join a matchmaking ticket. https://api.playfab.com/Documentation/Multiplayer/method/JoinMatchmakingTicket

type LinuxInstrumentationConfigurationModel

type LinuxInstrumentationConfigurationModel struct {
	// IsEnabled designates whether Linux instrumentation configuration will be enabled for this Build
	IsEnabled bool `json:"IsEnabled"`
}

LinuxInstrumentationConfiguration

type ListAssetSummariesRequestModel

type ListAssetSummariesRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// PageSize the page size for the request.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged request.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListAssetSummariesRequest returns a list of multiplayer server game asset summaries for a title.

type ListAssetSummariesResponseModel

type ListAssetSummariesResponseModel struct {
	// AssetSummaries the list of asset summaries.
	AssetSummaries []AssetSummaryModel `json:"AssetSummaries,omitempty"`
	// PageSize the page size on the response.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged response.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListAssetSummariesResponse

func ListAssetSummaries

func ListAssetSummaries(settings *playfab.Settings, postData *ListAssetSummariesRequestModel, entityToken string) (*ListAssetSummariesResponseModel, error)

ListAssetSummaries lists multiplayer server game assets for a title. https://api.playfab.com/Documentation/Multiplayer/method/ListAssetSummaries

type ListBuildAliasesForTitleResponseModel

type ListBuildAliasesForTitleResponseModel struct {
	// BuildAliases the list of build aliases for the title
	BuildAliases []BuildAliasDetailsResponseModel `json:"BuildAliases,omitempty"`
}

ListBuildAliasesForTitleResponse

func ListBuildAliases

func ListBuildAliases(settings *playfab.Settings, postData *MultiplayerEmptyRequestModel, entityToken string) (*ListBuildAliasesForTitleResponseModel, error)

ListBuildAliases lists details of all build aliases for a title. Accepts tokens for title and if game client access is enabled, allows game client to request list of builds with player entity token. https://api.playfab.com/Documentation/Multiplayer/method/ListBuildAliases

type ListBuildSummariesRequestModel

type ListBuildSummariesRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// PageSize the page size for the request.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged request.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListBuildSummariesRequest returns a list of summarized details of all multiplayer server builds for a title.

type ListBuildSummariesResponseModel

type ListBuildSummariesResponseModel struct {
	// BuildSummaries the list of build summaries for a title.
	BuildSummaries []BuildSummaryModel `json:"BuildSummaries,omitempty"`
	// PageSize the page size on the response.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged response.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListBuildSummariesResponse

func ListBuildSummaries

func ListBuildSummaries(settings *playfab.Settings, postData *ListBuildSummariesRequestModel, entityToken string) (*ListBuildSummariesResponseModel, error)

ListBuildSummaries lists summarized details of all multiplayer server builds for a title. Accepts tokens for title and if game client access is enabled, allows game client to request list of builds with player entity token. https://api.playfab.com/Documentation/Multiplayer/method/ListBuildSummaries

type ListCertificateSummariesRequestModel

type ListCertificateSummariesRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// PageSize the page size for the request.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged request.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListCertificateSummariesRequest returns a list of multiplayer server game certificates for a title.

type ListCertificateSummariesResponseModel

type ListCertificateSummariesResponseModel struct {
	// CertificateSummaries the list of game certificates.
	CertificateSummaries []CertificateSummaryModel `json:"CertificateSummaries,omitempty"`
	// PageSize the page size on the response.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged response.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListCertificateSummariesResponse

func ListCertificateSummaries

func ListCertificateSummaries(settings *playfab.Settings, postData *ListCertificateSummariesRequestModel, entityToken string) (*ListCertificateSummariesResponseModel, error)

ListCertificateSummaries lists multiplayer server game certificates for a title. https://api.playfab.com/Documentation/Multiplayer/method/ListCertificateSummaries

type ListContainerImageTagsRequestModel

type ListContainerImageTagsRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// ImageName the container images we want to list tags for.
	ImageName string `json:"ImageName,omitempty"`
}

ListContainerImageTagsRequest returns a list of the tags for a particular container image that exists in the container registry for a title.

type ListContainerImageTagsResponseModel

type ListContainerImageTagsResponseModel struct {
	// Tags the list of tags for a particular container image.
	Tags []string `json:"Tags,omitempty"`
}

ListContainerImageTagsResponse

func ListContainerImageTags

func ListContainerImageTags(settings *playfab.Settings, postData *ListContainerImageTagsRequestModel, entityToken string) (*ListContainerImageTagsResponseModel, error)

ListContainerImageTags lists the tags for a custom container image. https://api.playfab.com/Documentation/Multiplayer/method/ListContainerImageTags

type ListContainerImagesRequestModel

type ListContainerImagesRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// PageSize the page size for the request.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged request.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListContainerImagesRequest returns a list of the container images that have been uploaded to the container registry for a title.

type ListContainerImagesResponseModel

type ListContainerImagesResponseModel struct {
	// Images the list of container images.
	Images []string `json:"Images,omitempty"`
	// PageSize the page size on the response.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged response.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListContainerImagesResponse

func ListContainerImages

func ListContainerImages(settings *playfab.Settings, postData *ListContainerImagesRequestModel, entityToken string) (*ListContainerImagesResponseModel, error)

ListContainerImages lists custom container images for a title. https://api.playfab.com/Documentation/Multiplayer/method/ListContainerImages

type ListMatchmakingTicketsForPlayerRequestModel

type ListMatchmakingTicketsForPlayerRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Entity the entity key for which to find the ticket Ids.
	Entity *EntityKeyModel `json:"Entity,omitempty"`
	// QueueName the name of the queue to find a match for.
	QueueName string `json:"QueueName,omitempty"`
}

ListMatchmakingTicketsForPlayerRequest if the caller is a title, the EntityKey in the request is required. If the caller is a player, then it is optional. If it is provided it must match the caller's entity.

type ListMatchmakingTicketsForPlayerResultModel

type ListMatchmakingTicketsForPlayerResultModel struct {
	// TicketIds the list of ticket Ids the user is a member of.
	TicketIds []string `json:"TicketIds,omitempty"`
}

ListMatchmakingTicketsForPlayerResult

func ListMatchmakingTicketsForPlayer

func ListMatchmakingTicketsForPlayer(settings *playfab.Settings, postData *ListMatchmakingTicketsForPlayerRequestModel, entityToken string) (*ListMatchmakingTicketsForPlayerResultModel, error)

ListMatchmakingTicketsForPlayer list all matchmaking ticket Ids the user is a member of. https://api.playfab.com/Documentation/Multiplayer/method/ListMatchmakingTicketsForPlayer

type ListMultiplayerServersRequestModel

type ListMultiplayerServersRequestModel struct {
	// BuildId the guid string build ID of the multiplayer servers to list.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// PageSize the page size for the request.
	PageSize int32 `json:"PageSize,omitempty"`
	// Region the region the multiplayer servers to list.
	Region string `json:"Region,omitempty"`
	// SkipToken the skip token for the paged request.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListMultiplayerServersRequest returns a list of multiplayer servers for a build in a specific region.

type ListMultiplayerServersResponseModel

type ListMultiplayerServersResponseModel struct {
	// MultiplayerServerSummaries the list of multiplayer server summary details.
	MultiplayerServerSummaries []MultiplayerServerSummaryModel `json:"MultiplayerServerSummaries,omitempty"`
	// PageSize the page size on the response.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged response.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListMultiplayerServersResponse

func ListArchivedMultiplayerServers

func ListArchivedMultiplayerServers(settings *playfab.Settings, postData *ListMultiplayerServersRequestModel, entityToken string) (*ListMultiplayerServersResponseModel, error)

ListArchivedMultiplayerServers lists archived multiplayer server sessions for a build. https://api.playfab.com/Documentation/Multiplayer/method/ListArchivedMultiplayerServers

func ListMultiplayerServers

func ListMultiplayerServers(settings *playfab.Settings, postData *ListMultiplayerServersRequestModel, entityToken string) (*ListMultiplayerServersResponseModel, error)

ListMultiplayerServers lists multiplayer server sessions for a build. https://api.playfab.com/Documentation/Multiplayer/method/ListMultiplayerServers

type ListPartyQosServersRequestModel

type ListPartyQosServersRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

ListPartyQosServersRequest returns a list of quality of service servers for party.

type ListPartyQosServersResponseModel

type ListPartyQosServersResponseModel struct {
	// PageSize the page size on the response.
	PageSize int32 `json:"PageSize,omitempty"`
	// QosServers the list of QoS servers.
	QosServers []QosServerModel `json:"QosServers,omitempty"`
	// SkipToken the skip token for the paged response.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListPartyQosServersResponse

func ListPartyQosServers

func ListPartyQosServers(settings *playfab.Settings, postData *ListPartyQosServersRequestModel) (*ListPartyQosServersResponseModel, error)

ListPartyQosServers lists quality of service servers for party. https://api.playfab.com/Documentation/Multiplayer/method/ListPartyQosServers

type ListQosServersForTitleRequestModel

type ListQosServersForTitleRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// IncludeAllRegions indicates that the response should contain Qos servers for all regions, including those where there are no builds
	// deployed for the title.
	IncludeAllRegions bool `json:"IncludeAllRegions"`
}

ListQosServersForTitleRequest returns a list of quality of service servers for a title.

type ListQosServersForTitleResponseModel

type ListQosServersForTitleResponseModel struct {
	// PageSize the page size on the response.
	PageSize int32 `json:"PageSize,omitempty"`
	// QosServers the list of QoS servers.
	QosServers []QosServerModel `json:"QosServers,omitempty"`
	// SkipToken the skip token for the paged response.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListQosServersForTitleResponse

func ListQosServersForTitle

func ListQosServersForTitle(settings *playfab.Settings, postData *ListQosServersForTitleRequestModel, entityToken string) (*ListQosServersForTitleResponseModel, error)

ListQosServersForTitle lists quality of service servers for the title. By default, servers are only returned for regions where a Multiplayer Servers build has been deployed. https://api.playfab.com/Documentation/Multiplayer/method/ListQosServersForTitle

type ListServerBackfillTicketsForPlayerRequestModel

type ListServerBackfillTicketsForPlayerRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Entity the entity key for which to find the ticket Ids.
	Entity *EntityKeyModel `json:"Entity,omitempty"`
	// QueueName the name of the queue the tickets are in.
	QueueName string `json:"QueueName,omitempty"`
}

ListServerBackfillTicketsForPlayerRequest list all server backfill ticket Ids the user is a member of.

type ListServerBackfillTicketsForPlayerResultModel

type ListServerBackfillTicketsForPlayerResultModel struct {
	// TicketIds the list of backfill ticket Ids the user is a member of.
	TicketIds []string `json:"TicketIds,omitempty"`
}

ListServerBackfillTicketsForPlayerResult

func ListServerBackfillTicketsForPlayer

func ListServerBackfillTicketsForPlayer(settings *playfab.Settings, postData *ListServerBackfillTicketsForPlayerRequestModel, entityToken string) (*ListServerBackfillTicketsForPlayerResultModel, error)

ListServerBackfillTicketsForPlayer list all server backfill ticket Ids the user is a member of. https://api.playfab.com/Documentation/Multiplayer/method/ListServerBackfillTicketsForPlayer

type ListVirtualMachineSummariesRequestModel

type ListVirtualMachineSummariesRequestModel struct {
	// BuildId the guid string build ID of the virtual machines to list.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// PageSize the page size for the request.
	PageSize int32 `json:"PageSize,omitempty"`
	// Region the region of the virtual machines to list.
	Region string `json:"Region,omitempty"`
	// SkipToken the skip token for the paged request.
	SkipToken string `json:"SkipToken,omitempty"`
}

ListVirtualMachineSummariesRequest returns a list of virtual machines for a title.

type ListVirtualMachineSummariesResponseModel

type ListVirtualMachineSummariesResponseModel struct {
	// PageSize the page size on the response.
	PageSize int32 `json:"PageSize,omitempty"`
	// SkipToken the skip token for the paged response.
	SkipToken string `json:"SkipToken,omitempty"`
	// VirtualMachines the list of virtual machine summaries.
	VirtualMachines []VirtualMachineSummaryModel `json:"VirtualMachines,omitempty"`
}

ListVirtualMachineSummariesResponse

func ListVirtualMachineSummaries

func ListVirtualMachineSummaries(settings *playfab.Settings, postData *ListVirtualMachineSummariesRequestModel, entityToken string) (*ListVirtualMachineSummariesResponseModel, error)

ListVirtualMachineSummaries lists virtual machines for a title. https://api.playfab.com/Documentation/Multiplayer/method/ListVirtualMachineSummaries

type MatchmakingPlayerAttributesModel

type MatchmakingPlayerAttributesModel struct {
	// DataObject a data object representing a user's attributes.
	DataObject interface{} `json:"DataObject,omitempty"`
	// EscapedDataObject an escaped data object representing a user's attributes.
	EscapedDataObject string `json:"EscapedDataObject,omitempty"`
}

MatchmakingPlayerAttributes the matchmaking attributes for a user.

type MatchmakingPlayerModel

type MatchmakingPlayerModel struct {
	// Attributes the user's attributes custom to the title.
	Attributes *MatchmakingPlayerAttributesModel `json:"Attributes,omitempty"`
	// Entity the entity key of the matchmaking user.
	Entity *EntityKeyModel `json:"Entity,omitempty"`
}

MatchmakingPlayer a user in a matchmaking ticket.

type MatchmakingPlayerWithTeamAssignmentModel

type MatchmakingPlayerWithTeamAssignmentModel struct {
	// Attributes the user's attributes custom to the title. These attributes will be null unless the request has ReturnMemberAttributes
	// flag set to true.
	Attributes *MatchmakingPlayerAttributesModel `json:"Attributes,omitempty"`
	// Entity the entity key of the matchmaking user.
	Entity *EntityKeyModel `json:"Entity,omitempty"`
	// TeamId the Id of the team the User is assigned to.
	TeamId string `json:"TeamId,omitempty"`
}

MatchmakingPlayerWithTeamAssignment a player in a created matchmaking match with a team assignment.

type MultiplayerEmptyRequestModel

type MultiplayerEmptyRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

MultiplayerEmptyRequest returns a list of summarized details of all multiplayer server builds for a title.

type MultiplayerServerSummaryModel

type MultiplayerServerSummaryModel struct {
	// ConnectedPlayers the connected players in the multiplayer server.
	ConnectedPlayers []ConnectedPlayerModel `json:"ConnectedPlayers,omitempty"`
	// LastStateTransitionTime the time (UTC) at which a change in the multiplayer server state was observed.
	LastStateTransitionTime time.Time `json:"LastStateTransitionTime,omitempty"`
	// Region the region the multiplayer server is located in.
	Region string `json:"Region,omitempty"`
	// ServerId the string server ID of the multiplayer server generated by PlayFab.
	ServerId string `json:"ServerId,omitempty"`
	// SessionId the title generated guid string session ID of the multiplayer server.
	SessionId string `json:"SessionId,omitempty"`
	// State the state of the multiplayer server.
	State string `json:"State,omitempty"`
	// VmId the virtual machine ID that the multiplayer server is located on.
	VmId string `json:"VmId,omitempty"`
}

MultiplayerServerSummary

type OsPlatform

type OsPlatform string

OsPlatform

const (
	OsPlatformWindows OsPlatform = "Windows"
	OsPlatformLinux   OsPlatform = "Linux"
)

type PortModel

type PortModel struct {
	// Name the name for the port.
	Name string `json:"Name,omitempty"`
	// Num the number for the port.
	Num int32 `json:"Num,omitempty"`
	// Protocol the protocol for the port.
	Protocol ProtocolType `json:"Protocol,omitempty"`
}

Port

type ProtocolType

type ProtocolType string

ProtocolType

const (
	ProtocolTypeTCP ProtocolType = "TCP"
	ProtocolTypeUDP ProtocolType = "UDP"
)

type QosServerModel

type QosServerModel struct {
	// Region the region the QoS server is located in.
	Region string `json:"Region,omitempty"`
	// ServerUrl the QoS server URL.
	ServerUrl string `json:"ServerUrl,omitempty"`
}

QosServer

type RequestMultiplayerServerRequestModel

type RequestMultiplayerServerRequestModel struct {
	// BuildAliasParams the identifiers of the build alias to use for the request.
	BuildAliasParams *BuildAliasParamsModel `json:"BuildAliasParams,omitempty"`
	// BuildId the guid string build ID of the multiplayer server to request.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// InitialPlayers initial list of players (potentially matchmade) allowed to connect to the game. This list is passed to the game server
	// when requested (via GSDK) and can be used to validate players connecting to it.
	InitialPlayers []string `json:"InitialPlayers,omitempty"`
	// PreferredRegions the preferred regions to request a multiplayer server from. The Multiplayer Service will iterate through the regions in
	// the specified order and allocate a server from the first one that has servers available.
	PreferredRegions []string `json:"PreferredRegions,omitempty"`
	// SessionCookie data encoded as a string that is passed to the game server when requested. This can be used to to communicate
	// information such as game mode or map through the request flow.
	SessionCookie string `json:"SessionCookie,omitempty"`
	// SessionId a guid string session ID created track the multiplayer server session over its life.
	SessionId string `json:"SessionId,omitempty"`
}

RequestMultiplayerServerRequest requests a multiplayer server session from a particular build in any of the given preferred regions.

type RequestMultiplayerServerResponseModel

type RequestMultiplayerServerResponseModel struct {
	// ConnectedPlayers the connected players in the multiplayer server.
	ConnectedPlayers []ConnectedPlayerModel `json:"ConnectedPlayers,omitempty"`
	// FQDN the fully qualified domain name of the virtual machine that is hosting this multiplayer server.
	FQDN string `json:"FQDN,omitempty"`
	// IPV4Address the IPv4 address of the virtual machine that is hosting this multiplayer server.
	IPV4Address string `json:"IPV4Address,omitempty"`
	// LastStateTransitionTime the time (UTC) at which a change in the multiplayer server state was observed.
	LastStateTransitionTime time.Time `json:"LastStateTransitionTime,omitempty"`
	// Ports the ports the multiplayer server uses.
	Ports []PortModel `json:"Ports,omitempty"`
	// Region the region the multiplayer server is located in.
	Region string `json:"Region,omitempty"`
	// ServerId the string server ID of the multiplayer server generated by PlayFab.
	ServerId string `json:"ServerId,omitempty"`
	// SessionId the guid string session ID of the multiplayer server.
	SessionId string `json:"SessionId,omitempty"`
	// State the state of the multiplayer server.
	State string `json:"State,omitempty"`
	// VmId the virtual machine ID that the multiplayer server is located on.
	VmId string `json:"VmId,omitempty"`
}

RequestMultiplayerServerResponse

func RequestMultiplayerServer

func RequestMultiplayerServer(settings *playfab.Settings, postData *RequestMultiplayerServerRequestModel, entityToken string) (*RequestMultiplayerServerResponseModel, error)

RequestMultiplayerServer request a multiplayer server session. Accepts tokens for title and if game client access is enabled, allows game client to request a server with player entity token. https://api.playfab.com/Documentation/Multiplayer/method/RequestMultiplayerServer

type RolloverContainerRegistryCredentialsRequestModel

type RolloverContainerRegistryCredentialsRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

RolloverContainerRegistryCredentialsRequest gets new credentials to the container registry where game developers can upload custom container images to before creating a new build.

type RolloverContainerRegistryCredentialsResponseModel

type RolloverContainerRegistryCredentialsResponseModel struct {
	// DnsName the url of the container registry.
	DnsName string `json:"DnsName,omitempty"`
	// Password the password for accessing the container registry.
	Password string `json:"Password,omitempty"`
	// Username the username for accessing the container registry.
	Username string `json:"Username,omitempty"`
}

RolloverContainerRegistryCredentialsResponse

func RolloverContainerRegistryCredentials

func RolloverContainerRegistryCredentials(settings *playfab.Settings, postData *RolloverContainerRegistryCredentialsRequestModel, entityToken string) (*RolloverContainerRegistryCredentialsResponseModel, error)

RolloverContainerRegistryCredentials rolls over the credentials to the container registry. https://api.playfab.com/Documentation/Multiplayer/method/RolloverContainerRegistryCredentials

type ScheduleModel

type ScheduleModel struct {
	// Description a short description about this schedule. For example, "Game launch on July 15th".
	Description string `json:"Description,omitempty"`
	// EndTime the date and time in UTC at which the schedule ends. If IsRecurringWeekly is true, this schedule will keep renewing for
	// future weeks until disabled or removed.
	EndTime time.Time `json:"EndTime,omitempty"`
	// IsDisabled disables the schedule.
	IsDisabled bool `json:"IsDisabled"`
	// IsRecurringWeekly if true, the StartTime and EndTime will get renewed every week.
	IsRecurringWeekly bool `json:"IsRecurringWeekly"`
	// StartTime the date and time in UTC at which the schedule starts.
	StartTime time.Time `json:"StartTime,omitempty"`
	// TargetStandby the standby target to maintain for the duration of the schedule.
	TargetStandby int32 `json:"TargetStandby,omitempty"`
}

Schedule

type ScheduledStandbySettingsModel

type ScheduledStandbySettingsModel struct {
	// IsEnabled when true, scheduled standby will be enabled
	IsEnabled bool `json:"IsEnabled"`
	// ScheduleList a list of non-overlapping schedules
	ScheduleList []ScheduleModel `json:"ScheduleList,omitempty"`
}

ScheduledStandbySettings

type ServerDetailsModel

type ServerDetailsModel struct {
	// IPV4Address the IPv4 address of the virtual machine that is hosting this multiplayer server.
	IPV4Address string `json:"IPV4Address,omitempty"`
	// Ports the ports the multiplayer server uses.
	Ports []PortModel `json:"Ports,omitempty"`
	// Region the server's region.
	Region string `json:"Region,omitempty"`
}

ServerDetails

type ServerType

type ServerType string

ServerType

const (
	ServerTypeContainer ServerType = "Container"
	ServerTypeProcess   ServerType = "Process"
)

type ShutdownMultiplayerServerRequestModel

type ShutdownMultiplayerServerRequestModel struct {
	// BuildId the guid string build ID of the multiplayer server to delete.
	BuildId string `json:"BuildId,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// Region the region of the multiplayer server to shut down.
	Region string `json:"Region,omitempty"`
	// SessionId a guid string session ID of the multiplayer server to shut down.
	SessionId string `json:"SessionId,omitempty"`
}

ShutdownMultiplayerServerRequest executes the shutdown callback from the GSDK and terminates the multiplayer server session. The callback in the GSDK will allow for graceful shutdown with a 15 minute timeoutIf graceful shutdown has not been completed before 15 minutes have elapsed, the multiplayer server session will be forcefully terminated on it's own.

type StatisticsModel

type StatisticsModel struct {
	// Average the average.
	Average float64 `json:"Average,omitempty"`
	// Percentile50 the 50th percentile.
	Percentile50 float64 `json:"Percentile50,omitempty"`
	// Percentile90 the 90th percentile.
	Percentile90 float64 `json:"Percentile90,omitempty"`
	// Percentile99 the 99th percentile.
	Percentile99 float64 `json:"Percentile99,omitempty"`
}

Statistics

type TitleMultiplayerServerEnabledStatus

type TitleMultiplayerServerEnabledStatus string

TitleMultiplayerServerEnabledStatus

const (
	TitleMultiplayerServerEnabledStatusInitializing TitleMultiplayerServerEnabledStatus = "Initializing"
	TitleMultiplayerServerEnabledStatusEnabled      TitleMultiplayerServerEnabledStatus = "Enabled"
	TitleMultiplayerServerEnabledStatusDisabled     TitleMultiplayerServerEnabledStatus = "Disabled"
)

type TitleMultiplayerServersQuotasModel

type TitleMultiplayerServersQuotasModel struct {
	// CoreCapacities the core capacity for the various regions and VM Family
	CoreCapacities []CoreCapacityModel `json:"CoreCapacities,omitempty"`
}

TitleMultiplayerServersQuotas

type UntagContainerImageRequestModel

type UntagContainerImageRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// ImageName the container image which tag we want to remove.
	ImageName string `json:"ImageName,omitempty"`
	// Tag the tag we want to remove.
	Tag string `json:"Tag,omitempty"`
}

UntagContainerImageRequest removes the specified tag from the image. After this operation, a 'docker pull' will fail for the specified image and tag combination. Morever, ListContainerImageTags will not return the specified tag.

type UpdateBuildAliasRequestModel

type UpdateBuildAliasRequestModel struct {
	// AliasId the guid string alias Id of the alias to be updated.
	AliasId string `json:"AliasId,omitempty"`
	// AliasName the alias name.
	AliasName string `json:"AliasName,omitempty"`
	// BuildSelectionCriteria array of build selection criteria.
	BuildSelectionCriteria []BuildSelectionCriterionModel `json:"BuildSelectionCriteria,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

UpdateBuildAliasRequest creates a multiplayer server build alias and returns the created alias.

type UpdateBuildRegionRequestModel

type UpdateBuildRegionRequestModel struct {
	// BuildId the guid string ID of the build we want to update regions for.
	BuildId string `json:"BuildId,omitempty"`
	// BuildRegion the updated region configuration that should be applied to the specified build.
	BuildRegion *BuildRegionParamsModel `json:"BuildRegion,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

UpdateBuildRegionRequest updates a multiplayer server build's region.

type UpdateBuildRegionsRequestModel

type UpdateBuildRegionsRequestModel struct {
	// BuildId the guid string ID of the build we want to update regions for.
	BuildId string `json:"BuildId,omitempty"`
	// BuildRegions the updated region configuration that should be applied to the specified build.
	BuildRegions []BuildRegionParamsModel `json:"BuildRegions,omitempty"`
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
}

UpdateBuildRegionsRequest updates a multiplayer server build's regions.

type UploadCertificateRequestModel

type UploadCertificateRequestModel struct {
	// CustomTags the optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
	CustomTags map[string]string `json:"CustomTags,omitempty"`
	// GameCertificate the game certificate to upload.
	GameCertificate *CertificateModel `json:"GameCertificate,omitempty"`
}

UploadCertificateRequest uploads a multiplayer server game certificate.

type VirtualMachineSummaryModel

type VirtualMachineSummaryModel struct {
	// HealthStatus the virtual machine health status.
	HealthStatus string `json:"HealthStatus,omitempty"`
	// State the virtual machine state.
	State string `json:"State,omitempty"`
	// VmId the virtual machine ID.
	VmId string `json:"VmId,omitempty"`
}

VirtualMachineSummary

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