Documentation ¶
Index ¶
- type AssetReferenceModel
- type AssetReferenceParamsModel
- type AssetSummaryModel
- type AzureRegion
- type AzureVmFamily
- type AzureVmSize
- type BuildAliasDetailsResponseModel
- func CreateBuildAlias(settings *playfab.Settings, postData *CreateBuildAliasRequestModel, ...) (*BuildAliasDetailsResponseModel, error)
- func GetBuildAlias(settings *playfab.Settings, postData *GetBuildAliasRequestModel, ...) (*BuildAliasDetailsResponseModel, error)
- func UpdateBuildAlias(settings *playfab.Settings, postData *UpdateBuildAliasRequestModel, ...) (*BuildAliasDetailsResponseModel, error)
- type BuildAliasParamsModel
- type BuildRegionModel
- type BuildRegionParamsModel
- type BuildSelectionCriterionModel
- type BuildSummaryModel
- type CancelAllMatchmakingTicketsForPlayerRequestModel
- type CancelAllMatchmakingTicketsForPlayerResultModel
- type CancelAllServerBackfillTicketsForPlayerRequestModel
- type CancelAllServerBackfillTicketsForPlayerResultModel
- type CancelMatchmakingTicketRequestModel
- type CancelMatchmakingTicketResultModel
- type CancelServerBackfillTicketRequestModel
- type CancelServerBackfillTicketResultModel
- type CancellationReason
- type CertificateModel
- type CertificateSummaryModel
- type ConnectedPlayerModel
- type ContainerFlavor
- type ContainerImageReferenceModel
- type CoreCapacityModel
- type CreateBuildAliasRequestModel
- type CreateBuildWithCustomContainerRequestModel
- type CreateBuildWithCustomContainerResponseModel
- type CreateBuildWithManagedContainerRequestModel
- type CreateBuildWithManagedContainerResponseModel
- type CreateBuildWithProcessBasedServerRequestModel
- type CreateBuildWithProcessBasedServerResponseModel
- type CreateMatchmakingTicketRequestModel
- type CreateMatchmakingTicketResultModel
- type CreateRemoteUserRequestModel
- type CreateRemoteUserResponseModel
- type CreateServerBackfillTicketRequestModel
- type CreateServerBackfillTicketResultModel
- type CreateServerMatchmakingTicketRequestModel
- type CurrentServerStatsModel
- type DeleteAssetRequestModel
- type DeleteBuildAliasRequestModel
- type DeleteBuildRegionRequestModel
- type DeleteBuildRequestModel
- type DeleteCertificateRequestModel
- type DeleteContainerImageRequestModel
- type DeleteRemoteUserRequestModel
- type DynamicStandbySettingsModel
- type DynamicStandbyThresholdModel
- type EmptyResponseModel
- func DeleteAsset(settings *playfab.Settings, postData *DeleteAssetRequestModel, ...) (*EmptyResponseModel, error)
- func DeleteBuild(settings *playfab.Settings, postData *DeleteBuildRequestModel, ...) (*EmptyResponseModel, error)
- func DeleteBuildAlias(settings *playfab.Settings, postData *DeleteBuildAliasRequestModel, ...) (*EmptyResponseModel, error)
- func DeleteBuildRegion(settings *playfab.Settings, postData *DeleteBuildRegionRequestModel, ...) (*EmptyResponseModel, error)
- func DeleteCertificate(settings *playfab.Settings, postData *DeleteCertificateRequestModel, ...) (*EmptyResponseModel, error)
- func DeleteContainerImageRepository(settings *playfab.Settings, postData *DeleteContainerImageRequestModel, ...) (*EmptyResponseModel, error)
- func DeleteRemoteUser(settings *playfab.Settings, postData *DeleteRemoteUserRequestModel, ...) (*EmptyResponseModel, error)
- func ShutdownMultiplayerServer(settings *playfab.Settings, postData *ShutdownMultiplayerServerRequestModel, ...) (*EmptyResponseModel, error)
- func UntagContainerImage(settings *playfab.Settings, postData *UntagContainerImageRequestModel, ...) (*EmptyResponseModel, error)
- func UpdateBuildRegion(settings *playfab.Settings, postData *UpdateBuildRegionRequestModel, ...) (*EmptyResponseModel, error)
- func UpdateBuildRegions(settings *playfab.Settings, postData *UpdateBuildRegionsRequestModel, ...) (*EmptyResponseModel, error)
- func UploadCertificate(settings *playfab.Settings, postData *UploadCertificateRequestModel, ...) (*EmptyResponseModel, error)
- type EnableMultiplayerServersForTitleRequestModel
- type EnableMultiplayerServersForTitleResponseModel
- type EntityKeyModel
- type GameCertificateReferenceModel
- type GameCertificateReferenceParamsModel
- type GetAssetUploadUrlRequestModel
- type GetAssetUploadUrlResponseModel
- type GetBuildAliasRequestModel
- type GetBuildRequestModel
- type GetBuildResponseModel
- type GetContainerRegistryCredentialsRequestModel
- type GetContainerRegistryCredentialsResponseModel
- type GetMatchRequestModel
- type GetMatchResultModel
- type GetMatchmakingTicketRequestModel
- type GetMatchmakingTicketResultModel
- type GetMultiplayerServerDetailsRequestModel
- type GetMultiplayerServerDetailsResponseModel
- type GetMultiplayerServerLogsRequestModel
- type GetMultiplayerServerLogsResponseModel
- type GetMultiplayerSessionLogsBySessionIdRequestModel
- type GetQueueStatisticsRequestModel
- type GetQueueStatisticsResultModel
- type GetRemoteLoginEndpointRequestModel
- type GetRemoteLoginEndpointResponseModel
- type GetServerBackfillTicketRequestModel
- type GetServerBackfillTicketResultModel
- type GetTitleEnabledForMultiplayerServersStatusRequestModel
- type GetTitleEnabledForMultiplayerServersStatusResponseModel
- type GetTitleMultiplayerServersQuotasRequestModel
- type GetTitleMultiplayerServersQuotasResponseModel
- type InstrumentationConfigurationModel
- type JoinMatchmakingTicketRequestModel
- type JoinMatchmakingTicketResultModel
- type LinuxInstrumentationConfigurationModel
- type ListAssetSummariesRequestModel
- type ListAssetSummariesResponseModel
- type ListBuildAliasesForTitleResponseModel
- type ListBuildSummariesRequestModel
- type ListBuildSummariesResponseModel
- type ListCertificateSummariesRequestModel
- type ListCertificateSummariesResponseModel
- type ListContainerImageTagsRequestModel
- type ListContainerImageTagsResponseModel
- type ListContainerImagesRequestModel
- type ListContainerImagesResponseModel
- type ListMatchmakingTicketsForPlayerRequestModel
- type ListMatchmakingTicketsForPlayerResultModel
- type ListMultiplayerServersRequestModel
- type ListMultiplayerServersResponseModel
- func ListArchivedMultiplayerServers(settings *playfab.Settings, postData *ListMultiplayerServersRequestModel, ...) (*ListMultiplayerServersResponseModel, error)
- func ListMultiplayerServers(settings *playfab.Settings, postData *ListMultiplayerServersRequestModel, ...) (*ListMultiplayerServersResponseModel, error)
- type ListPartyQosServersRequestModel
- type ListPartyQosServersResponseModel
- type ListQosServersForTitleRequestModel
- type ListQosServersForTitleResponseModel
- type ListServerBackfillTicketsForPlayerRequestModel
- type ListServerBackfillTicketsForPlayerResultModel
- type ListVirtualMachineSummariesRequestModel
- type ListVirtualMachineSummariesResponseModel
- type MatchmakingPlayerAttributesModel
- type MatchmakingPlayerModel
- type MatchmakingPlayerWithTeamAssignmentModel
- type MultiplayerEmptyRequestModel
- type MultiplayerServerSummaryModel
- type OsPlatform
- type PortModel
- type ProtocolType
- type QosServerModel
- type RequestMultiplayerServerRequestModel
- type RequestMultiplayerServerResponseModel
- type RolloverContainerRegistryCredentialsRequestModel
- type RolloverContainerRegistryCredentialsResponseModel
- type ScheduleModel
- type ScheduledStandbySettingsModel
- type ServerDetailsModel
- type ServerType
- type ShutdownMultiplayerServerRequestModel
- type StatisticsModel
- type TitleMultiplayerServerEnabledStatus
- type TitleMultiplayerServersQuotasModel
- type UntagContainerImageRequestModel
- type UpdateBuildAliasRequestModel
- type UpdateBuildRegionRequestModel
- type UpdateBuildRegionsRequestModel
- type UploadCertificateRequestModel
- type VirtualMachineSummaryModel
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
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
func GetMatch ¶
func GetMatch(settings *playfab.Settings, postData *GetMatchRequestModel, entityToken string) (*GetMatchResultModel, error)
GetMatch get a match. https://api.playfab.com/Documentation/Multiplayer/method/GetMatch
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