swagger

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Published: Nov 21, 2024 License: Apache-2.0 Imports: 20 Imported by: 0

README

Agones Allocator Client

This is a client for the Agones Allocator.

Overview

This API client was generated by the swagger-codegen project. By using the swagger-spec from a remote server, you can easily generate an API client.

To regenerate:

cd $GOPATH/src/github.com/googleforgames/global-multiplayer-demo/services/open-match/director
docker run --rm -v ${PWD}:/local swaggerapi/swagger-codegen-cli generate -i https://raw.githubusercontent.com/googleforgames/agones/release-1.30.0/pkg/allocation/go/allocation.swagger.json -o /local/agones/swagger -l go
cd agones/swagger
find . -type f -not \( -name \*.go -or -name \*.md \) | xargs rm
rmdir * # remove empty dirs, should error on `docs`
docker run -it -v ${PWD}:/src ghcr.io/google/addlicense *.go

Documentation for API Endpoints

All URIs are relative to https://localhost

Class Method HTTP request Description
AllocationServiceApi Allocate Post /gameserverallocation

Documentation For Models

Documentation For Authorization

Endpoints do not require authorization.

Author

Documentation

Index

Constants

This section is empty.

Variables

View Source
var (
	// ContextOAuth2 takes a oauth2.TokenSource as authentication for the request.
	ContextOAuth2 = contextKey("token")

	// ContextBasicAuth takes BasicAuth as authentication for the request.
	ContextBasicAuth = contextKey("basic")

	// ContextAccessToken takes a string oauth2 access token as authentication for the request.
	ContextAccessToken = contextKey("accesstoken")

	// ContextAPIKey takes an APIKey as authentication for the request
	ContextAPIKey = contextKey("apikey")
)

Functions

func CacheExpires

func CacheExpires(r *http.Response) time.Time

CacheExpires helper function to determine remaining time before repeating a request.

Types

type APIClient

type APIClient struct {
	AllocationServiceApi *AllocationServiceApiService
	// contains filtered or unexported fields
}

APIClient manages communication with the proto/allocation/allocation.proto API vversion not set In most cases there should be only one, shared, APIClient.

func NewAPIClient

func NewAPIClient(cfg *Configuration) *APIClient

NewAPIClient creates a new API client. Requires a userAgent string describing your application. optionally a custom http.Client to allow for advanced features such as caching.

func (*APIClient) ChangeBasePath

func (c *APIClient) ChangeBasePath(path string)

Change base path to allow switching to mocks

type APIKey

type APIKey struct {
	Key    string
	Prefix string
}

APIKey provides API key based authentication to a request passed via context using ContextAPIKey

type APIResponse

type APIResponse struct {
	*http.Response `json:"-"`
	Message        string `json:"message,omitempty"`
	// Operation is the name of the swagger operation.
	Operation string `json:"operation,omitempty"`
	// RequestURL is the request URL. This value is always available, even if the
	// embedded *http.Response is nil.
	RequestURL string `json:"url,omitempty"`
	// Method is the HTTP method used for the request.  This value is always
	// available, even if the embedded *http.Response is nil.
	Method string `json:"method,omitempty"`
	// Payload holds the contents of the response body (which may be nil or empty).
	// This is provided here as the raw response.Body() reader will have already
	// been drained.
	Payload []byte `json:"-"`
}

func NewAPIResponse

func NewAPIResponse(r *http.Response) *APIResponse

func NewAPIResponseWithError

func NewAPIResponseWithError(errorMessage string) *APIResponse

type AllocationAllocationRequest

type AllocationAllocationRequest struct {
	Namespace string `json:"namespace,omitempty"`
	// If specified, multi-cluster policies are applied. Otherwise, allocation will happen locally.
	MultiClusterSetting *AllocationMultiClusterSetting `json:"multiClusterSetting,omitempty"`
	// Deprecated: Please use gameServerSelectors instead. This field is ignored if the gameServerSelectors field is set The required allocation. Defaults to all GameServers.
	RequiredGameServerSelector *AllocationGameServerSelector `json:"requiredGameServerSelector,omitempty"`
	// Deprecated: Please use gameServerSelectors instead. This field is ignored if the gameServerSelectors field is set The ordered list of preferred allocations out of the `required` set. If the first selector is not matched, the selection attempts the second selector, and so on.
	PreferredGameServerSelectors []AllocationGameServerSelector `json:"preferredGameServerSelectors,omitempty"`
	// Scheduling strategy. Defaults to \"Packed\".
	Scheduling *AllocationRequestSchedulingStrategy `json:"scheduling,omitempty"`
	MetaPatch  *AllocationMetaPatch                 `json:"metaPatch,omitempty"`
	Metadata   *AllocationMetaPatch                 `json:"metadata,omitempty"`
	// Ordered list of GameServer label selectors. If the first selector is not matched, the selection attempts the second selector, and so on. This is useful for things like smoke testing of new game servers. Note: This field can only be set if neither Required or Preferred is set.
	GameServerSelectors []AllocationGameServerSelector `json:"gameServerSelectors,omitempty"`
}

type AllocationAllocationResponse

type AllocationAllocationResponse struct {
	GameServerName string                                   `json:"gameServerName,omitempty"`
	Ports          []AllocationResponseGameServerStatusPort `json:"ports,omitempty"`
	Address        string                                   `json:"address,omitempty"`
	NodeName       string                                   `json:"nodeName,omitempty"`
	Source         string                                   `json:"source,omitempty"`
}

type AllocationGameServerSelector

type AllocationGameServerSelector struct {
	// Labels to match.
	MatchLabels     map[string]string                  `json:"matchLabels,omitempty"`
	GameServerState *GameServerSelectorGameServerState `json:"gameServerState,omitempty"`
	Players         *AllocationPlayerSelector          `json:"players,omitempty"`
}

GameServerSelector used for finding a GameServer with matching filters.

type AllocationLabelSelector

type AllocationLabelSelector struct {
	// Labels to match.
	MatchLabels map[string]string `json:"matchLabels,omitempty"`
}

LabelSelector used for finding a GameServer with matching labels.

type AllocationMetaPatch

type AllocationMetaPatch struct {
	Labels      map[string]string `json:"labels,omitempty"`
	Annotations map[string]string `json:"annotations,omitempty"`
}

type AllocationMultiClusterSetting

type AllocationMultiClusterSetting struct {
	// If set to true, multi-cluster allocation is enabled.
	Enabled bool `json:"enabled,omitempty"`
	// Selects multi-cluster allocation policies to apply. If not specified, all multi-cluster allocation policies are to be applied.
	PolicySelector *AllocationLabelSelector `json:"policySelector,omitempty"`
}

Specifies settings for multi-cluster allocation.

type AllocationPlayerSelector

type AllocationPlayerSelector struct {
	MinAvailable string `json:"minAvailable,omitempty"`
	MaxAvailable string `json:"maxAvailable,omitempty"`
}

PlayerSelector is filter for player capacity values. minAvailable should always be less or equal to maxAvailable.

type AllocationRequestSchedulingStrategy

type AllocationRequestSchedulingStrategy string
const (
	PACKED      AllocationRequestSchedulingStrategy = "Packed"
	DISTRIBUTED AllocationRequestSchedulingStrategy = "Distributed"
)

List of AllocationRequestSchedulingStrategy

type AllocationResponseGameServerStatusPort

type AllocationResponseGameServerStatusPort struct {
	Name string `json:"name,omitempty"`
	Port int32  `json:"port,omitempty"`
}

The gameserver port info that is allocated.

type AllocationServiceApiService

type AllocationServiceApiService service

func (*AllocationServiceApiService) Allocate

AllocationServiceApiService

  • @param ctx context.Context - for authentication, logging, cancellation, deadlines, tracing, etc. Passed from http.Request or context.Background().
  • @param body

@return AllocationAllocationResponse

type BasicAuth

type BasicAuth struct {
	UserName string `json:"userName,omitempty"`
	Password string `json:"password,omitempty"`
}

BasicAuth provides basic http authentication to a request passed via context using ContextBasicAuth

type Configuration

type Configuration struct {
	BasePath      string            `json:"basePath,omitempty"`
	Host          string            `json:"host,omitempty"`
	Scheme        string            `json:"scheme,omitempty"`
	DefaultHeader map[string]string `json:"defaultHeader,omitempty"`
	UserAgent     string            `json:"userAgent,omitempty"`
	HTTPClient    *http.Client
}

func NewConfiguration

func NewConfiguration() *Configuration

func (*Configuration) AddDefaultHeader

func (c *Configuration) AddDefaultHeader(key string, value string)

type GameServerSelectorGameServerState

type GameServerSelectorGameServerState string
const (
	READY     GameServerSelectorGameServerState = "READY"
	ALLOCATED GameServerSelectorGameServerState = "ALLOCATED"
)

List of GameServerSelectorGameServerState

type GenericSwaggerError

type GenericSwaggerError struct {
	// contains filtered or unexported fields
}

GenericSwaggerError Provides access to the body, error and model on returned errors.

func (GenericSwaggerError) Body

func (e GenericSwaggerError) Body() []byte

Body returns the raw bytes of the response

func (GenericSwaggerError) Error

func (e GenericSwaggerError) Error() string

Error returns non-empty string if there was an error.

func (GenericSwaggerError) Model

func (e GenericSwaggerError) Model() interface{}

Model returns the unpacked model of the error

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