multiplayer

package
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Published: Jul 4, 2023 License: Apache-2.0 Imports: 4 Imported by: 0

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Constants

This section is empty.

Variables

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Functions

This section is empty.

Types

type AccessPolicy

type AccessPolicy string

AccessPolicy

const (
	AccessPolicyPublic  AccessPolicy = "Public"
	AccessPolicyFriends AccessPolicy = "Friends"
	AccessPolicyPrivate AccessPolicy = "Private"
)

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"
	AzureRegionSouthAfricaNorth   AzureRegion = "SouthAfricaNorth"
	AzureRegionWestCentralUs      AzureRegion = "WestCentralUs"
	AzureRegionKoreaCentral       AzureRegion = "KoreaCentral"
	AzureRegionFranceCentral      AzureRegion = "FranceCentral"
	AzureRegionWestUs2            AzureRegion = "WestUs2"
	AzureRegionCentralIndia       AzureRegion = "CentralIndia"
	AzureRegionUaeNorth           AzureRegion = "UaeNorth"
	AzureRegionUkSouth            AzureRegion = "UkSouth"
)

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"
	AzureVmFamilyDsv3      AzureVmFamily = "Dsv3"
	AzureVmFamilyDsv2      AzureVmFamily = "Dsv2"
	AzureVmFamilyNCasT4_v3 AzureVmFamily = "NCasT4_v3"
	AzureVmFamilyDdv4      AzureVmFamily = "Ddv4"
	AzureVmFamilyDdsv4     AzureVmFamily = "Ddsv4"
	AzureVmFamilyHBv3      AzureVmFamily = "HBv3"
)

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"
	AzureVmSizeStandard_E2a_v4        AzureVmSize = "Standard_E2a_v4"
	AzureVmSizeStandard_E4a_v4        AzureVmSize = "Standard_E4a_v4"
	AzureVmSizeStandard_E8a_v4        AzureVmSize = "Standard_E8a_v4"
	AzureVmSizeStandard_E16a_v4       AzureVmSize = "Standard_E16a_v4"
	AzureVmSizeStandard_E2as_v4       AzureVmSize = "Standard_E2as_v4"
	AzureVmSizeStandard_E4as_v4       AzureVmSize = "Standard_E4as_v4"
	AzureVmSizeStandard_E8as_v4       AzureVmSize = "Standard_E8as_v4"
	AzureVmSizeStandard_E16as_v4      AzureVmSize = "Standard_E16as_v4"
	AzureVmSizeStandard_D2s_v3        AzureVmSize = "Standard_D2s_v3"
	AzureVmSizeStandard_D4s_v3        AzureVmSize = "Standard_D4s_v3"
	AzureVmSizeStandard_D8s_v3        AzureVmSize = "Standard_D8s_v3"
	AzureVmSizeStandard_D16s_v3       AzureVmSize = "Standard_D16s_v3"
	AzureVmSizeStandard_DS1_v2        AzureVmSize = "Standard_DS1_v2"
	AzureVmSizeStandard_DS2_v2        AzureVmSize = "Standard_DS2_v2"
	AzureVmSizeStandard_DS3_v2        AzureVmSize = "Standard_DS3_v2"
	AzureVmSizeStandard_DS4_v2        AzureVmSize = "Standard_DS4_v2"
	AzureVmSizeStandard_DS5_v2        AzureVmSize = "Standard_DS5_v2"
	AzureVmSizeStandard_NC4as_T4_v3   AzureVmSize = "Standard_NC4as_T4_v3"
	AzureVmSizeStandard_D2d_v4        AzureVmSize = "Standard_D2d_v4"
	AzureVmSizeStandard_D4d_v4        AzureVmSize = "Standard_D4d_v4"
	AzureVmSizeStandard_D8d_v4        AzureVmSize = "Standard_D8d_v4"
	AzureVmSizeStandard_D16d_v4       AzureVmSize = "Standard_D16d_v4"
	AzureVmSizeStandard_D2ds_v4       AzureVmSize = "Standard_D2ds_v4"
	AzureVmSizeStandard_D4ds_v4       AzureVmSize = "Standard_D4ds_v4"
	AzureVmSizeStandard_D8ds_v4       AzureVmSize = "Standard_D8ds_v4"
	AzureVmSizeStandard_D16ds_v4      AzureVmSize = "Standard_D16ds_v4"
	AzureVmSizeStandard_HB120_16rs_v3 AzureVmSize = "Standard_HB120_16rs_v3"
	AzureVmSizeStandard_HB120_32rs_v3 AzureVmSize = "Standard_HB120_32rs_v3"
	AzureVmSizeStandard_HB120_64rs_v3 AzureVmSize = "Standard_HB120_64rs_v3"
	AzureVmSizeStandard_HB120_96rs_v3 AzureVmSize = "Standard_HB120_96rs_v3"
	AzureVmSizeStandard_HB120rs_v3    AzureVmSize = "Standard_HB120rs_v3"
)

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"`
}

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"`
	// IsAssetReplicationComplete whether the game assets provided for the build have been replicated to this region.
	IsAssetReplicationComplete bool `json:"IsAssetReplicationComplete"`
	// MaxServers the maximum number of multiplayer servers for the region.
	MaxServers int32 `json:"MaxServers,omitempty"`
	// MultiplayerServerCountPerVm regional override for the number of multiplayer servers to host on a single VM of the build.
	MultiplayerServerCountPerVm int32 `json:"MultiplayerServerCountPerVm,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"`
	// VmSize regional override for the VM size the build was created on.
	VmSize AzureVmSize `json:"VmSize,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"`
	// MultiplayerServerCountPerVm regional override for the number of multiplayer servers to host on a single VM of the build.
	MultiplayerServerCountPerVm int32 `json:"MultiplayerServerCountPerVm,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"`
	// VmSize regional override for the VM size the build was created on.
	VmSize AzureVmSize `json:"VmSize,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 CoreCapacityChangeModel

type CoreCapacityChangeModel struct {
	// NewCoreLimit new quota core limit for the given vm family/region.
	NewCoreLimit int32 `json:"NewCoreLimit,omitempty"`
	// Region region to change.
	Region string `json:"Region,omitempty"`
	// VmFamily virtual machine family to change.
	VmFamily AzureVmFamily `json:"VmFamily,omitempty"`
}

CoreCapacityChange

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"`
	// MonitoringApplicationConfiguration the configuration for the monitoring application on the build
	MonitoringApplicationConfiguration *MonitoringApplicationConfigurationParamsModel `json:"MonitoringApplicationConfiguration,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"`
	// ServerResourceConstraints the resource constraints to apply to each server on the VM (EXPERIMENTAL API)
	ServerResourceConstraints *ServerResourceConstraintParamsModel `json:"ServerResourceConstraints,omitempty"`
	// UseStreamingForAssetDownloads dEPRECATED - this is always true. Assets are 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"`
	// VmStartupScriptConfiguration the configuration for the VmStartupScript for the build
	VmStartupScriptConfiguration *VmStartupScriptParamsModel `json:"VmStartupScriptConfiguration,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"`
	// MonitoringApplicationConfiguration the configuration for the monitoring application for the build
	MonitoringApplicationConfiguration *MonitoringApplicationConfigurationModel `json:"MonitoringApplicationConfiguration,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"`
	// ServerResourceConstraints the resource constraints to apply to each server on the VM (EXPERIMENTAL API)
	ServerResourceConstraints *ServerResourceConstraintParamsModel `json:"ServerResourceConstraints,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"`
	// VmStartupScriptConfiguration the configuration for the VmStartupScript feature for the build
	VmStartupScriptConfiguration *VmStartupScriptConfigurationModel `json:"VmStartupScriptConfiguration,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"`
	// MonitoringApplicationConfiguration the configuration for the monitoring application on the build
	MonitoringApplicationConfiguration *MonitoringApplicationConfigurationParamsModel `json:"MonitoringApplicationConfiguration,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"`
	// ServerResourceConstraints the resource constraints to apply to each server on the VM (EXPERIMENTAL API)
	ServerResourceConstraints *ServerResourceConstraintParamsModel `json:"ServerResourceConstraints,omitempty"`
	// StartMultiplayerServerCommand the command to run when the multiplayer server is started, including any arguments.
	StartMultiplayerServerCommand string `json:"StartMultiplayerServerCommand,omitempty"`
	// UseStreamingForAssetDownloads dEPRECATED - this is always true. Assets are 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"`
	// VmStartupScriptConfiguration the configuration for the VmStartupScript for the build
	VmStartupScriptConfiguration *VmStartupScriptParamsModel `json:"VmStartupScriptConfiguration,omitempty"`
	// WindowsCrashDumpConfiguration the crash dump configuration for the build.
	WindowsCrashDumpConfiguration *WindowsCrashDumpConfigurationModel `json:"WindowsCrashDumpConfiguration,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"`
	// MonitoringApplicationConfiguration the configuration for the monitoring application for the build
	MonitoringApplicationConfiguration *MonitoringApplicationConfigurationModel `json:"MonitoringApplicationConfiguration,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"`
	// ServerResourceConstraints the resource constraints to apply to each server on the VM (EXPERIMENTAL API)
	ServerResourceConstraints *ServerResourceConstraintParamsModel `json:"ServerResourceConstraints,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"`
	// VmStartupScriptConfiguration the configuration for the VmStartupScript feature for the build
	VmStartupScriptConfiguration *VmStartupScriptConfigurationModel `json:"VmStartupScriptConfiguration,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"`
	// MonitoringApplicationConfiguration the configuration for the monitoring application on the build
	MonitoringApplicationConfiguration *MonitoringApplicationConfigurationParamsModel `json:"MonitoringApplicationConfiguration,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 dEPRECATED - this is always true. Assets are 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"`
	// VmStartupScriptConfiguration the configuration for the VmStartupScript for the build
	VmStartupScriptConfiguration *VmStartupScriptParamsModel `json:"VmStartupScriptConfiguration,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"`
	// MonitoringApplicationConfiguration the configuration for the monitoring application for the build
	MonitoringApplicationConfiguration *MonitoringApplicationConfigurationModel `json:"MonitoringApplicationConfiguration,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"`
	// VmStartupScriptConfiguration the configuration for the VmStartupScript feature for the build
	VmStartupScriptConfiguration *VmStartupScriptConfigurationModel `json:"VmStartupScriptConfiguration,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 CreateLobbyRequestModel

type CreateLobbyRequestModel struct {
	// AccessPolicy the policy indicating who is allowed to join the lobby, and the visibility to queries. May be 'Public', 'Friends' or
	// 'Private'. Public means the lobby is both visible in queries and any player may join, including invited players. Friends
	// means that users who are bidirectional friends of members in the lobby may search to find friend lobbies, to retrieve
	// its connection string. Private means the lobby is not visible in queries, and a player must receive an invitation to
	// join. Defaults to 'Public' on creation. Can only be changed by the lobby owner.
	AccessPolicy AccessPolicy `json:"AccessPolicy,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"`
	// LobbyData the private key-value pairs which are only visible to members of the lobby. At most 30 key-value pairs may be stored
	// here, keys are limited to 30 characters and values to 1000. The total size of all lobbyData values may not exceed 4096
	// bytes. Keys are case sensitive.
	LobbyData map[string]string `json:"LobbyData,omitempty"`
	// MaxPlayers the maximum number of players allowed in the lobby. The value must be between 2 and 128.
	MaxPlayers uint32 `json:"MaxPlayers,omitempty"`
	// Members the member initially added to the lobby. Client must specify exactly one member, which is the creator's entity and
	// member data. Member PubSubConnectionHandle must be null or empty. Game servers must not specify any members.
	Members []MemberModel `json:"Members,omitempty"`
	// Owner the lobby owner. Must be the calling entity.
	Owner *EntityKeyModel `json:"Owner,omitempty"`
	// OwnerMigrationPolicy the policy for how a new owner is chosen. May be 'Automatic', 'Manual' or 'None'. Can only be specified by clients. If
	// client-owned and 'Automatic' - The Lobby service will automatically assign another connected owner when the current
	// owner leaves or disconnects. The useConnections property must be true. If client - owned and 'Manual' - Ownership is
	// protected as long as the current owner is connected. If the current owner leaves or disconnects any member may set
	// themselves as the current owner. The useConnections property must be true. If client-owned and 'None' - Any member can
	// set ownership. The useConnections property can be either true or false.
	OwnerMigrationPolicy OwnerMigrationPolicy `json:"OwnerMigrationPolicy,omitempty"`
	// SearchData the public key-value pairs which allow queries to differentiate between lobbies. Queries will refer to these key-value
	// pairs in their filter and order by clauses to retrieve lobbies fitting the specified criteria. At most 30 key-value
	// pairs may be stored here. Keys are of the format string_key1, string_key2 ... string_key30 for string values, or
	// number_key1, number_key2, ... number_key30 for numeric values.Numeric values are floats. Values can be at most 256
	// characters long. The total size of all searchData values may not exceed 1024 bytes.
	SearchData map[string]string `json:"SearchData,omitempty"`
	// UseConnections a setting to control whether connections are used. Defaults to true. When true, notifications are sent to subscribed
	// players, disconnect detection removes connectionHandles, only owner migration policies using connections are allowed,
	// and lobbies must have at least one connected member to be searchable or be a server hosted lobby with a connected
	// server. If false, then notifications are not sent, connections are not allowed, and lobbies do not need connections to
	// be searchable.
	UseConnections bool `json:"UseConnections"`
}

CreateLobbyRequest request to create a lobby. A Server or client can create a lobby.

type CreateLobbyResultModel

type CreateLobbyResultModel struct {
	// ConnectionString a field which indicates which lobby the user will be joining.
	ConnectionString string `json:"ConnectionString,omitempty"`
	// LobbyId id to uniquely identify a lobby.
	LobbyId string `json:"LobbyId,omitempty"`
}

CreateLobbyResult

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 CreateTitleMultiplayerServersQuotaChangeRequestModel

type CreateTitleMultiplayerServersQuotaChangeRequestModel struct {
	// ChangeDescription a brief description of the requested changes.
	ChangeDescription string `json:"ChangeDescription,omitempty"`
	// Changes changes to make to the titles cores quota.
	Changes []CoreCapacityChangeModel `json:"Changes,omitempty"`
	// ContactEmail email to be contacted by our team about this request. Only required when a request is not approved.
	ContactEmail string `json:"ContactEmail,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"`
	// Notes additional information about this request that our team can use to better understand the requirements.
	Notes string `json:"Notes,omitempty"`
	// StartDate when these changes would need to be in effect. Only required when a request is not approved.
	StartDate time.Time `json:"StartDate,omitempty"`
}

CreateTitleMultiplayerServersQuotaChangeRequest creates a request to change a title's multiplayer server quotas.

type CreateTitleMultiplayerServersQuotaChangeResponseModel

type CreateTitleMultiplayerServersQuotaChangeResponseModel struct {
	// RequestId id of the change request that was created.
	RequestId string `json:"RequestId,omitempty"`
	// WasApproved determines if the request was approved or not. When false, our team is reviewing and may respond within 2 business days.
	WasApproved bool `json:"WasApproved"`
}

CreateTitleMultiplayerServersQuotaChangeResponse

func CreateTitleMultiplayerServersQuotaChange

func CreateTitleMultiplayerServersQuotaChange(settings *playfab.Settings, postData *CreateTitleMultiplayerServersQuotaChangeRequestModel, entityToken string) (*CreateTitleMultiplayerServersQuotaChangeResponseModel, error)

CreateTitleMultiplayerServersQuotaChange creates a request to change a title's multiplayer server quotas. https://api.playfab.com/Documentation/Multiplayer/method/CreateTitleMultiplayerServersQuotaChange

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 DeleteLobbyRequestModel

type DeleteLobbyRequestModel 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"`
	// LobbyId the id of the lobby.
	LobbyId string `json:"LobbyId,omitempty"`
}

DeleteLobbyRequest request to delete a lobby. Only servers can delete lobbies.

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 UpdateBuildName

func UpdateBuildName(settings *playfab.Settings, postData *UpdateBuildNameRequestModel, entityToken string) (*EmptyResponseModel, error)

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

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 ExternalFriendSources

type ExternalFriendSources string

ExternalFriendSources

const (
	ExternalFriendSourcesNone     ExternalFriendSources = "None"
	ExternalFriendSourcesSteam    ExternalFriendSources = "Steam"
	ExternalFriendSourcesFacebook ExternalFriendSources = "Facebook"
	ExternalFriendSourcesXbox     ExternalFriendSources = "Xbox"
	ExternalFriendSourcesPsn      ExternalFriendSources = "Psn"
	ExternalFriendSourcesAll      ExternalFriendSources = "All"
)

type FindFriendLobbiesRequestModel

type FindFriendLobbiesRequestModel 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"`
	// ExternalPlatformFriends indicates which other platforms' friends this query should link to.
	ExternalPlatformFriends ExternalFriendSources `json:"ExternalPlatformFriends,omitempty"`
	// Filter oData style string that contains one or more filters. Only the following operators are supported: "and" (logical and),
	// "eq" (equal), "ne" (not equals), "ge" (greater than or equal), "gt" (greater than), "le" (less than or equal), and "lt"
	// (less than). The left-hand side of each OData logical expression should be either a search property key (e.g.
	// string_key1, number_key3, etc) or one of the pre-defined search keys all of which must be prefixed by "lobby/":
	// lobby/memberCount (number of players in a lobby), lobby/maxMemberCount (maximum number of players allowed in a lobby),
	// lobby/membershipLock (must equal 'Unlocked' or 'Locked'), lobby/amOwner (required to equal "true"), lobby/amMember
	// (required to equal "true").
	Filter string `json:"Filter,omitempty"`
	// OrderBy oData style string that contains sorting for this query in either ascending ("asc") or descending ("desc") order.
	// OrderBy clauses are of the form "number_key1 asc" or the pre-defined search key "lobby/memberCount asc" and
	// "lobby/maxMemberCount desc". To sort by closest, a moniker `distance{number_key1 = 5}` can be used to sort by distance
	// from the given number. This field only supports either one sort clause or one distance clause.
	OrderBy string `json:"OrderBy,omitempty"`
	// Pagination request pagination information.
	Pagination *PaginationRequestModel `json:"Pagination,omitempty"`
	// XboxToken xbox token if Xbox friends should be included. Requires Xbox be configured on PlayFab.
	XboxToken string `json:"XboxToken,omitempty"`
}

FindFriendLobbiesRequest request to find friends lobbies. Only a client can find friend lobbies.

type FindFriendLobbiesResultModel

type FindFriendLobbiesResultModel struct {
	// Lobbies array of lobbies found that matched FindFriendLobbies request.
	Lobbies []FriendLobbySummaryModel `json:"Lobbies,omitempty"`
	// Pagination pagination response for FindFriendLobbies request.
	Pagination *PaginationResponseModel `json:"Pagination,omitempty"`
}

FindFriendLobbiesResult

func FindFriendLobbies

func FindFriendLobbies(settings *playfab.Settings, postData *FindFriendLobbiesRequestModel, entityToken string) (*FindFriendLobbiesResultModel, error)

FindFriendLobbies find lobbies which match certain criteria, and which friends are in. https://api.playfab.com/Documentation/Multiplayer/method/FindFriendLobbies

type FindLobbiesRequestModel

type FindLobbiesRequestModel 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"`
	// Filter oData style string that contains one or more filters. Only the following operators are supported: "and" (logical and),
	// "eq" (equal), "ne" (not equals), "ge" (greater than or equal), "gt" (greater than), "le" (less than or equal), and "lt"
	// (less than). The left-hand side of each OData logical expression should be either a search property key (e.g.
	// string_key1, number_key3, etc) or one of the pre-defined search keys all of which must be prefixed by "lobby/":
	// lobby/memberCount (number of players in a lobby), lobby/maxMemberCount (maximum number of players allowed in a lobby),
	// lobby/membershipLock (must equal 'Unlocked' or 'Locked'), lobby/amOwner (required to equal "true"), lobby/amMember
	// (required to equal "true").
	Filter string `json:"Filter,omitempty"`
	// OrderBy oData style string that contains sorting for this query in either ascending ("asc") or descending ("desc") order.
	// OrderBy clauses are of the form "number_key1 asc" or the pre-defined search key "lobby/memberCount asc" and
	// "lobby/maxMemberCount desc". To sort by closest, a moniker `distance{number_key1 = 5}` can be used to sort by distance
	// from the given number. This field only supports either one sort clause or one distance clause.
	OrderBy string `json:"OrderBy,omitempty"`
	// Pagination request pagination information.
	Pagination *PaginationRequestModel `json:"Pagination,omitempty"`
}

FindLobbiesRequest request to find lobbies.

type FindLobbiesResultModel

type FindLobbiesResultModel struct {
	// Lobbies array of lobbies found that matched FindLobbies request.
	Lobbies []LobbySummaryModel `json:"Lobbies,omitempty"`
	// Pagination pagination response for FindLobbies request.
	Pagination *PaginationResponseModel `json:"Pagination,omitempty"`
}

FindLobbiesResult

func FindLobbies

func FindLobbies(settings *playfab.Settings, postData *FindLobbiesRequestModel, entityToken string) (*FindLobbiesResultModel, error)

FindLobbies find all the lobbies that match certain criteria. https://api.playfab.com/Documentation/Multiplayer/method/FindLobbies

type FriendLobbySummaryModel

type FriendLobbySummaryModel struct {
	// ConnectionString a string used to join the lobby.This field is populated by the Lobby service.Invites are performed by communicating this
	// connectionString to other players.
	ConnectionString string `json:"ConnectionString,omitempty"`
	// CurrentPlayers the current number of players in the lobby.
	CurrentPlayers uint32 `json:"CurrentPlayers,omitempty"`
	// Friends friends in Lobby.
	Friends []EntityKeyModel `json:"Friends,omitempty"`
	// LobbyId id to uniquely identify a lobby.
	LobbyId string `json:"LobbyId,omitempty"`
	// MaxPlayers the maximum number of players allowed in the lobby.
	MaxPlayers uint32 `json:"MaxPlayers,omitempty"`
	// MembershipLock a setting indicating whether members are allowed to join this lobby. When Locked new members are prevented from joining.
	MembershipLock MembershipLock `json:"MembershipLock,omitempty"`
	// Owner the client or server entity which owns this lobby.
	Owner *EntityKeyModel `json:"Owner,omitempty"`
	// SearchData search data.
	SearchData map[string]string `json:"SearchData,omitempty"`
}

FriendLobbySummary

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 GetAssetDownloadUrlRequestModel

type GetAssetDownloadUrlRequestModel 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 download URL for.
	FileName string `json:"FileName,omitempty"`
}

GetAssetDownloadUrlRequest gets a URL that can be used to download the specified asset.

type GetAssetDownloadUrlResponseModel

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

GetAssetDownloadUrlResponse

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

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"`
	// ServerResourceConstraints the resource constraints to apply to each server on the VM.
	ServerResourceConstraints *ServerResourceConstraintParamsModel `json:"ServerResourceConstraints,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"`
	// VmSize the VM size the build was created on.
	VmSize AzureVmSize `json:"VmSize,omitempty"`
	// VmStartupScriptConfiguration the configuration for the VmStartupScript feature for the build
	VmStartupScriptConfiguration *VmStartupScriptConfigurationModel `json:"VmStartupScriptConfiguration,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 GetLobbyRequestModel

type GetLobbyRequestModel 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"`
	// LobbyId the id of the lobby.
	LobbyId string `json:"LobbyId,omitempty"`
}

GetLobbyRequest request to get a lobby.

type GetLobbyResultModel

type GetLobbyResultModel struct {
	// Lobby the information pertaining to the requested lobby.
	Lobby *LobbyModel `json:"Lobby,omitempty"`
}

GetLobbyResult

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

GetMatchResult

type GetMatchmakingTicketRequestModel

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

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

type GetMatchmakingTicketResultModel

type GetMatchmakingTicketResultModel struct {
	// CancellationReasonString the reason why the current ticket was canceled. This field is only set if the ticket is in canceled state. Please retry
	// if CancellationReason is RetryRequired.
	CancellationReasonString string `json:"CancellationReasonString,omitempty"`
	// ChangeNumber change number used for differentiating older matchmaking status updates from newer ones.
	ChangeNumber uint32 `json:"ChangeNumber,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 {
	// 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 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 {
	// BuildId the identity of the build in which the server was allocated.
	BuildId string `json:"BuildId,omitempty"`
	// 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 GetTitleMultiplayerServersQuotaChangeRequestModel

type GetTitleMultiplayerServersQuotaChangeRequestModel 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"`
	// RequestId id of the change request to get.
	RequestId string `json:"RequestId,omitempty"`
}

GetTitleMultiplayerServersQuotaChangeRequest gets a title's server quota change request.

type GetTitleMultiplayerServersQuotaChangeResponseModel

type GetTitleMultiplayerServersQuotaChangeResponseModel struct {
	// Change the change request for this title.
	Change *QuotaChangeModel `json:"Change,omitempty"`
}

GetTitleMultiplayerServersQuotaChangeResponse

func GetTitleMultiplayerServersQuotaChange

func GetTitleMultiplayerServersQuotaChange(settings *playfab.Settings, postData *GetTitleMultiplayerServersQuotaChangeRequestModel, entityToken string) (*GetTitleMultiplayerServersQuotaChangeResponseModel, error)

GetTitleMultiplayerServersQuotaChange gets a title's server quota change request. https://api.playfab.com/Documentation/Multiplayer/method/GetTitleMultiplayerServersQuotaChange

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 {
	// IsEnabled designates whether windows instrumentation configuration will be enabled for this Build
	IsEnabled bool `json:"IsEnabled"`
	// ProcessesToMonitor this property is deprecated, use IsEnabled. 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 InviteToLobbyRequestModel

type InviteToLobbyRequestModel 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"`
	// InviteeEntity the entity invited to the lobby.
	InviteeEntity *EntityKeyModel `json:"InviteeEntity,omitempty"`
	// LobbyId the id of the lobby.
	LobbyId string `json:"LobbyId,omitempty"`
	// MemberEntity the member entity sending the invite. Must be a member of the lobby.
	MemberEntity *EntityKeyModel `json:"MemberEntity,omitempty"`
}

InviteToLobbyRequest request to invite a player to a lobby the caller is already a member of. Only a client can invite another player to a lobby.

type JoinArrangedLobbyRequestModel

type JoinArrangedLobbyRequestModel struct {
	// AccessPolicy the policy indicating who is allowed to join the lobby, and the visibility to queries. May be 'Public', 'Friends' or
	// 'Private'. Public means the lobby is both visible in queries and any player may join, including invited players. Friends
	// means that users who are bidirectional friends of members in the lobby may search to find friend lobbies, to retrieve
	// its connection string. Private means the lobby is not visible in queries, and a player must receive an invitation to
	// join. Defaults to 'Public' on creation. Can only be changed by the lobby owner.
	AccessPolicy AccessPolicy `json:"AccessPolicy,omitempty"`
	// ArrangementString a field which indicates which lobby the user will be joining. This field is opaque to everyone except the Lobby service
	// and the creator of the arrangementString (Matchmaking). This string defines a unique identifier for the arranged lobby
	// as well as the title and member the string is valid for. Arrangement strings have an expiration.
	ArrangementString string `json:"ArrangementString,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"`
	// MaxPlayers the maximum number of players allowed in the lobby. The value must be between 2 and 128.
	MaxPlayers uint32 `json:"MaxPlayers,omitempty"`
	// MemberData the private key-value pairs used by the member to communicate information to other members and the owner. Visible to all
	// members of the lobby. At most 30 key-value pairs may be stored here, keys are limited to 30 characters and values to
	// 1000. The total size of all memberData values may not exceed 4096 bytes. Keys are case sensitive.
	MemberData map[string]string `json:"MemberData,omitempty"`
	// MemberEntity the member entity who is joining the lobby. The first member to join will be the lobby owner.
	MemberEntity *EntityKeyModel `json:"MemberEntity,omitempty"`
	// OwnerMigrationPolicy the policy for how a new owner is chosen. May be 'Automatic', 'Manual' or 'None'. Can only be specified by clients. If
	// client-owned and 'Automatic' - The Lobby service will automatically assign another connected owner when the current
	// owner leaves or disconnects. The useConnections property must be true. If client - owned and 'Manual' - Ownership is
	// protected as long as the current owner is connected. If the current owner leaves or disconnects any member may set
	// themselves as the current owner. The useConnections property must be true. If client-owned and 'None' - Any member can
	// set ownership. The useConnections property can be either true or false.
	OwnerMigrationPolicy OwnerMigrationPolicy `json:"OwnerMigrationPolicy,omitempty"`
	// UseConnections a setting to control whether connections are used. Defaults to true. When true, notifications are sent to subscribed
	// players, disconnect detection removes connectionHandles, only owner migration policies using connections are allowed,
	// and lobbies must have at least one connected member to be searchable or be a server hosted lobby with a connected
	// server. If false, then notifications are not sent, connections are not allowed, and lobbies do not need connections to
	// be searchable.
	UseConnections bool `json:"UseConnections"`
}

JoinArrangedLobbyRequest request to join an arranged lobby. Only a client can join an arranged lobby.

type JoinLobbyRequestModel

type JoinLobbyRequestModel struct {
	// ConnectionString a field which indicates which lobby the user will be joining. This field is opaque to everyone except the Lobby service.
	ConnectionString string `json:"ConnectionString,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"`
	// MemberData the private key-value pairs used by the member to communicate information to other members and the owner. Visible to all
	// members of the lobby. At most 30 key-value pairs may be stored here, keys are limited to 30 characters and values to
	// 1000. The total size of all memberData values may not exceed 4096 bytes.Keys are case sensitive.
	MemberData map[string]string `json:"MemberData,omitempty"`
	// MemberEntity the member entity who is joining the lobby.
	MemberEntity *EntityKeyModel `json:"MemberEntity,omitempty"`
}

JoinLobbyRequest request to join a lobby. Only a client can join a lobby.

type JoinLobbyResultModel

type JoinLobbyResultModel struct {
	// LobbyId successfully joined lobby's id.
	LobbyId string `json:"LobbyId,omitempty"`
}

JoinLobbyResult

func JoinArrangedLobby

func JoinArrangedLobby(settings *playfab.Settings, postData *JoinArrangedLobbyRequestModel, entityToken string) (*JoinLobbyResultModel, error)

JoinArrangedLobby join an Arranged lobby. https://api.playfab.com/Documentation/Multiplayer/method/JoinArrangedLobby

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 LeaveLobbyRequestModel

type LeaveLobbyRequestModel 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"`
	// LobbyId the id of the lobby.
	LobbyId string `json:"LobbyId,omitempty"`
	// MemberEntity the member entity leaving the lobby.
	MemberEntity *EntityKeyModel `json:"MemberEntity,omitempty"`
}

LeaveLobbyRequest request to leave a lobby. Only a client can leave a lobby.

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 ListBuildAliasesRequestModel

type ListBuildAliasesRequestModel 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"`
}

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

type ListBuildAliasesResponseModel

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

ListBuildAliasesResponse

func ListBuildAliases

func ListBuildAliases(settings *playfab.Settings, postData *ListBuildAliasesRequestModel, entityToken string) (*ListBuildAliasesResponseModel, 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 ListBuildSummariesV2

func ListBuildSummariesV2(settings *playfab.Settings, postData *ListBuildSummariesRequestModel, entityToken string) (*ListBuildSummariesResponseModel, error)

ListBuildSummariesV2 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/ListBuildSummariesV2

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 ListTitleMultiplayerServersQuotaChangesRequestModel

type ListTitleMultiplayerServersQuotaChangesRequestModel 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"`
}

ListTitleMultiplayerServersQuotaChangesRequest list all server quota change requests for a title.

type ListTitleMultiplayerServersQuotaChangesResponseModel

type ListTitleMultiplayerServersQuotaChangesResponseModel struct {
	// Changes all change requests for this title.
	Changes []QuotaChangeModel `json:"Changes,omitempty"`
}

ListTitleMultiplayerServersQuotaChangesResponse

func ListTitleMultiplayerServersQuotaChanges

func ListTitleMultiplayerServersQuotaChanges(settings *playfab.Settings, postData *ListTitleMultiplayerServersQuotaChangesRequestModel, entityToken string) (*ListTitleMultiplayerServersQuotaChangesResponseModel, error)

ListTitleMultiplayerServersQuotaChanges list all server quota change requests for a title. https://api.playfab.com/Documentation/Multiplayer/method/ListTitleMultiplayerServersQuotaChanges

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 LobbyEmptyResultModel

type LobbyEmptyResultModel struct {
}

LobbyEmptyResult

func InviteToLobby

func InviteToLobby(settings *playfab.Settings, postData *InviteToLobbyRequestModel, entityToken string) (*LobbyEmptyResultModel, error)

InviteToLobby send a notification to invite a player to a lobby. https://api.playfab.com/Documentation/Multiplayer/method/InviteToLobby

func RemoveMember

func RemoveMember(settings *playfab.Settings, postData *RemoveMemberFromLobbyRequestModel, entityToken string) (*LobbyEmptyResultModel, error)

RemoveMember remove a member from a lobby. https://api.playfab.com/Documentation/Multiplayer/method/RemoveMember

func UnsubscribeFromLobbyResource

func UnsubscribeFromLobbyResource(settings *playfab.Settings, postData *UnsubscribeFromLobbyResourceRequestModel, entityToken string) (*LobbyEmptyResultModel, error)

UnsubscribeFromLobbyResource unsubscribe from lobby notifications. https://api.playfab.com/Documentation/Multiplayer/method/UnsubscribeFromLobbyResource

type LobbyModel

type LobbyModel struct {
	// AccessPolicy a setting indicating who is allowed to join this lobby, as well as see it in queries.
	AccessPolicy AccessPolicy `json:"AccessPolicy,omitempty"`
	// ChangeNumber a number that increments once for each request that modifies the lobby.
	ChangeNumber uint32 `json:"ChangeNumber,omitempty"`
	// ConnectionString a string used to join the lobby. This field is populated by the Lobby service. Invites are performed by communicating
	// this connectionString to other players.
	ConnectionString string `json:"ConnectionString,omitempty"`
	// LobbyData lobby data.
	LobbyData map[string]string `json:"LobbyData,omitempty"`
	// LobbyId id to uniquely identify a lobby.
	LobbyId string `json:"LobbyId,omitempty"`
	// MaxPlayers the maximum number of players allowed in the lobby.
	MaxPlayers uint32 `json:"MaxPlayers,omitempty"`
	// Members array of all lobby members.
	Members []MemberModel `json:"Members,omitempty"`
	// MembershipLock a setting indicating whether members are allowed to join this lobby. When Locked new members are prevented from joining.
	MembershipLock MembershipLock `json:"MembershipLock,omitempty"`
	// Owner the client or server entity which owns this lobby.
	Owner *EntityKeyModel `json:"Owner,omitempty"`
	// OwnerMigrationPolicy a setting indicating the owner migration policy. If server owned, this field is not present.
	OwnerMigrationPolicy OwnerMigrationPolicy `json:"OwnerMigrationPolicy,omitempty"`
	// PubSubConnectionHandle an opaque string stored on a SubscribeToLobbyResource call, which indicates the connection an owner or member has with
	// PubSub.
	PubSubConnectionHandle string `json:"PubSubConnectionHandle,omitempty"`
	// SearchData search data.
	SearchData map[string]string `json:"SearchData,omitempty"`
	// UseConnections a flag which determines if connections are used. Defaults to true. Only set on create.
	UseConnections bool `json:"UseConnections"`
}

Lobby

type LobbySummaryModel

type LobbySummaryModel struct {
	// ConnectionString a string used to join the lobby.This field is populated by the Lobby service.Invites are performed by communicating this
	// connectionString to other players.
	ConnectionString string `json:"ConnectionString,omitempty"`
	// CurrentPlayers the current number of players in the lobby.
	CurrentPlayers uint32 `json:"CurrentPlayers,omitempty"`
	// LobbyId id to uniquely identify a lobby.
	LobbyId string `json:"LobbyId,omitempty"`
	// MaxPlayers the maximum number of players allowed in the lobby.
	MaxPlayers uint32 `json:"MaxPlayers,omitempty"`
	// MembershipLock a setting indicating whether members are allowed to join this lobby. When Locked new members are prevented from joining.
	MembershipLock MembershipLock `json:"MembershipLock,omitempty"`
	// Owner the client or server entity which owns this lobby.
	Owner *EntityKeyModel `json:"Owner,omitempty"`
	// SearchData search data.
	SearchData map[string]string `json:"SearchData,omitempty"`
}

LobbySummary

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 MemberModel

type MemberModel struct {
	// MemberData key-value pairs specific to member.
	MemberData map[string]string `json:"MemberData,omitempty"`
	// MemberEntity the member entity key.
	MemberEntity *EntityKeyModel `json:"MemberEntity,omitempty"`
	// PubSubConnectionHandle opaque string, stored on a Subscribe call, which indicates the connection an owner or member has with PubSub.
	PubSubConnectionHandle string `json:"PubSubConnectionHandle,omitempty"`
}

Member

type MembershipLock

type MembershipLock string

MembershipLock

const (
	MembershipLockUnlocked MembershipLock = "Unlocked"
	MembershipLockLocked   MembershipLock = "Locked"
)

type MonitoringApplicationConfigurationModel

type MonitoringApplicationConfigurationModel struct {
	// AssetReference asset which contains the monitoring application files and scripts.
	AssetReference *AssetReferenceModel `json:"AssetReference,omitempty"`
	// ExecutionScriptName execution script name, this will be the main executable for the monitoring application.
	ExecutionScriptName string `json:"ExecutionScriptName,omitempty"`
	// InstallationScriptName installation script name, this will be run before the ExecutionScript.
	InstallationScriptName string `json:"InstallationScriptName,omitempty"`
	// OnStartRuntimeInMinutes timespan the monitoring application will be kept alive when running from the start of the VM
	OnStartRuntimeInMinutes float64 `json:"OnStartRuntimeInMinutes,omitempty"`
}

MonitoringApplicationConfiguration

type MonitoringApplicationConfigurationParamsModel

type MonitoringApplicationConfigurationParamsModel struct {
	// AssetReference asset which contains the monitoring application files and scripts.
	AssetReference *AssetReferenceParamsModel `json:"AssetReference,omitempty"`
	// ExecutionScriptName execution script name, this will be the main executable for the monitoring application.
	ExecutionScriptName string `json:"ExecutionScriptName,omitempty"`
	// InstallationScriptName installation script name, this will be run before the ExecutionScript.
	InstallationScriptName string `json:"InstallationScriptName,omitempty"`
	// OnStartRuntimeInMinutes timespan the monitoring application will be kept alive when running from the start of the VM
	OnStartRuntimeInMinutes float64 `json:"OnStartRuntimeInMinutes,omitempty"`
}

MonitoringApplicationConfigurationParams

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 OwnerMigrationPolicy

type OwnerMigrationPolicy string

OwnerMigrationPolicy

const (
	OwnerMigrationPolicyNone      OwnerMigrationPolicy = "None"
	OwnerMigrationPolicyAutomatic OwnerMigrationPolicy = "Automatic"
	OwnerMigrationPolicyManual    OwnerMigrationPolicy = "Manual"
	OwnerMigrationPolicyServer    OwnerMigrationPolicy = "Server"
)

type PaginationRequestModel

type PaginationRequestModel struct {
	// ContinuationToken continuation token returned as a result in a previous FindLobbies call. Cannot be specified by clients.
	ContinuationToken string `json:"ContinuationToken,omitempty"`
	// PageSizeRequested the number of lobbies that should be retrieved. Cannot be specified by servers, clients may specify any value up to 50
	PageSizeRequested uint32 `json:"PageSizeRequested,omitempty"`
}

PaginationRequest

type PaginationResponseModel

type PaginationResponseModel struct {
	// ContinuationToken continuation token returned by server call. Not returned for clients
	ContinuationToken string `json:"ContinuationToken,omitempty"`
	// TotalMatchedLobbyCount the number of lobbies that matched the search request.
	TotalMatchedLobbyCount uint32 `json:"TotalMatchedLobbyCount,omitempty"`
}

PaginationResponse

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 QuotaChangeModel

type QuotaChangeModel struct {
	// ChangeDescription a brief description of the requested changes.
	ChangeDescription string `json:"ChangeDescription,omitempty"`
	// Changes requested changes to make to the titles cores quota.
	Changes []CoreCapacityChangeModel `json:"Changes,omitempty"`
	// IsPendingReview whether or not this request is pending a review.
	IsPendingReview bool `json:"IsPendingReview"`
	// Notes additional information about this request that our team can use to better understand the requirements.
	Notes string `json:"Notes,omitempty"`
	// RequestId id of the change request.
	RequestId string `json:"RequestId,omitempty"`
	// ReviewComments comments by our team when a request is reviewed.
	ReviewComments string `json:"ReviewComments,omitempty"`
	// WasApproved whether or not this request was approved.
	WasApproved bool `json:"WasApproved"`
}

QuotaChange

type RemoveMemberFromLobbyRequestModel

type RemoveMemberFromLobbyRequestModel 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"`
	// LobbyId the id of the lobby.
	LobbyId string `json:"LobbyId,omitempty"`
	// MemberEntity the member entity to be removed from the lobby.
	MemberEntity *EntityKeyModel `json:"MemberEntity,omitempty"`
	// PreventRejoin if true, removed member can never rejoin this lobby.
	PreventRejoin bool `json:"PreventRejoin"`
}

RemoveMemberFromLobbyRequest request to remove a member from a lobby. Owners may remove other members from a lobby. Members cannot remove themselves (use LeaveLobby instead).

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 {
	// BuildId the identity of the build in which the server was allocated.
	BuildId string `json:"BuildId,omitempty"`
	// 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 {
	// 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"`
	// Ports the ports the multiplayer server uses.
	Ports []PortModel `json:"Ports,omitempty"`
	// Region the server's region.
	Region string `json:"Region,omitempty"`
}

ServerDetails

type ServerResourceConstraintParamsModel

type ServerResourceConstraintParamsModel struct {
	// CpuLimit the maximum number of cores that each server is allowed to use.
	CpuLimit float64 `json:"CpuLimit,omitempty"`
	// MemoryLimitGB the maximum number of GiB of memory that each server is allowed to use. WARNING: After exceeding this limit, the server
	// will be killed
	MemoryLimitGB float64 `json:"MemoryLimitGB,omitempty"`
}

ServerResourceConstraintParams

type ServerType

type ServerType string

ServerType

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

type ShutdownMultiplayerServerRequestModel

type ShutdownMultiplayerServerRequestModel 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 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 SubscribeToLobbyResourceRequestModel

type SubscribeToLobbyResourceRequestModel 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"`
	// EntityKey the entity performing the subscription.
	EntityKey *EntityKeyModel `json:"EntityKey,omitempty"`
	// PubSubConnectionHandle opaque string, given to a client upon creating a connection with PubSub.
	PubSubConnectionHandle string `json:"PubSubConnectionHandle,omitempty"`
	// ResourceId the name of the resource to subscribe to.
	ResourceId string `json:"ResourceId,omitempty"`
	// SubscriptionVersion version number for the subscription of this resource.
	SubscriptionVersion uint32 `json:"SubscriptionVersion,omitempty"`
	// Type subscription type.
	Type SubscriptionType `json:"Type,omitempty"`
}

SubscribeToLobbyResourceRequest request to subscribe to lobby resource notifications.

type SubscribeToLobbyResourceResultModel

type SubscribeToLobbyResourceResultModel struct {
	// Topic topic will be returned in all notifications that are the result of this subscription.
	Topic string `json:"Topic,omitempty"`
}

SubscribeToLobbyResourceResult

func SubscribeToLobbyResource

func SubscribeToLobbyResource(settings *playfab.Settings, postData *SubscribeToLobbyResourceRequestModel, entityToken string) (*SubscribeToLobbyResourceResultModel, error)

SubscribeToLobbyResource subscribe to lobby resource notifications. https://api.playfab.com/Documentation/Multiplayer/method/SubscribeToLobbyResource

type SubscriptionType

type SubscriptionType string

SubscriptionType

const (
	SubscriptionTypeLobbyChange SubscriptionType = "LobbyChange"
	SubscriptionTypeLobbyInvite SubscriptionType = "LobbyInvite"
)

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 UnsubscribeFromLobbyResourceRequestModel

type UnsubscribeFromLobbyResourceRequestModel 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"`
	// EntityKey the entity which performed the subscription.
	EntityKey *EntityKeyModel `json:"EntityKey,omitempty"`
	// PubSubConnectionHandle opaque string, given to a client upon creating a connection with PubSub.
	PubSubConnectionHandle string `json:"PubSubConnectionHandle,omitempty"`
	// ResourceId the name of the resource to unsubscribe from.
	ResourceId string `json:"ResourceId,omitempty"`
	// SubscriptionVersion version number passed for the subscription of this resource.
	SubscriptionVersion uint32 `json:"SubscriptionVersion,omitempty"`
	// Type subscription type.
	Type SubscriptionType `json:"Type,omitempty"`
}

UnsubscribeFromLobbyResourceRequest request to unsubscribe from lobby notifications.

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 UpdateBuildNameRequestModel

type UpdateBuildNameRequestModel struct {
	// BuildId the guid string ID of the build we want to update the name of.
	BuildId string `json:"BuildId,omitempty"`
	// 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"`
}

UpdateBuildNameRequest updates a multiplayer server build's name.

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 UpdateLobbyRequestModel

type UpdateLobbyRequestModel struct {
	// AccessPolicy the policy indicating who is allowed to join the lobby, and the visibility to queries. May be 'Public', 'Friends' or
	// 'Private'. Public means the lobby is both visible in queries and any player may join, including invited players. Friends
	// means that users who are bidirectional friends of members in the lobby may search to find friend lobbies, to retrieve
	// its connection string. Private means the lobby is not visible in queries, and a player must receive an invitation to
	// join. Defaults to 'Public' on creation. Can only be changed by the lobby owner.
	AccessPolicy AccessPolicy `json:"AccessPolicy,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"`
	// LobbyData the private key-value pairs which are only visible to members of the lobby. Optional. Sets or updates key-value pairs on
	// the lobby. Only the current lobby owner can set lobby data. Keys may be an arbitrary string of at most 30 characters.
	// The total size of all lobbyData values may not exceed 4096 bytes. Values are not individually limited. There can be up
	// to 30 key-value pairs stored here. Keys are case sensitive.
	LobbyData map[string]string `json:"LobbyData,omitempty"`
	// LobbyDataToDelete the keys to delete from the lobby LobbyData. Optional. Behaves similar to searchDataToDelete, but applies to lobbyData.
	LobbyDataToDelete []string `json:"LobbyDataToDelete,omitempty"`
	// LobbyId the id of the lobby.
	LobbyId string `json:"LobbyId,omitempty"`
	// MaxPlayers the maximum number of players allowed in the lobby. Updates the maximum allowed number of players in the lobby. Only the
	// current lobby owner can set this. If set, the value must be greater than or equal to the number of members currently in
	// the lobby.
	MaxPlayers uint32 `json:"MaxPlayers,omitempty"`
	// MemberData the private key-value pairs used by the member to communicate information to other members and the owner. Optional. Sets
	// or updates new key-value pairs on the caller's member data. New keys will be added with their values and existing keys
	// will be updated with the new values. Visible to all members of the lobby. At most 30 key-value pairs may be stored here,
	// keys are limited to 30 characters and values to 1000. The total size of all memberData values may not exceed 4096 bytes.
	// Keys are case sensitive. Servers cannot specifiy this.
	MemberData map[string]string `json:"MemberData,omitempty"`
	// MemberDataToDelete the keys to delete from the lobby MemberData. Optional. Deletes key-value pairs on the caller's member data. All the
	// specified keys will be removed from the caller's member data. Keys that do not exist are a no-op. If the key to delete
	// exists in the memberData (same request) it will result in a bad request. Servers cannot specifiy this.
	MemberDataToDelete []string `json:"MemberDataToDelete,omitempty"`
	// MemberEntity the member entity whose data is being modified. Servers cannot specify this.
	MemberEntity *EntityKeyModel `json:"MemberEntity,omitempty"`
	// MembershipLock a setting indicating whether the lobby is locked. May be 'Unlocked' or 'Locked'. When Locked new members are not allowed
	// to join. Defaults to 'Unlocked' on creation. Can only be changed by the lobby owner.
	MembershipLock MembershipLock `json:"MembershipLock,omitempty"`
	// Owner the lobby owner. Optional. Set to transfer ownership of the lobby. If client - owned and 'Automatic' - The Lobby service
	// will automatically assign another connected owner when the current owner leaves or disconnects. useConnections must be
	// true. If client - owned and 'Manual' - Ownership is protected as long as the current owner is connected. If the current
	// owner leaves or disconnects any member may set themselves as the current owner. The useConnections property must be
	// true. If client-owned and 'None' - Any member can set ownership. The useConnections property can be either true or
	// false. For all client-owned lobbies when the owner leaves and a new owner can not be automatically selected - The owner
	// field is set to null. For all client-owned lobbies when the owner disconnects and a new owner can not be automatically
	// selected - The owner field remains unchanged and the current owner retains all owner abilities for the lobby. If
	// server-owned (must be 'Server') - Any server can set ownership. The useConnections property must be true.
	Owner *EntityKeyModel `json:"Owner,omitempty"`
	// SearchData the public key-value pairs which allow queries to differentiate between lobbies. Optional. Sets or updates key-value
	// pairs on the lobby for use with queries. Only the current lobby owner can set search data. New keys will be added with
	// their values and existing keys will be updated with the new values. There can be up to 30 key-value pairs stored here.
	// Keys are of the format string_key1, string_key2... string_key30 for string values, or number_key1, number_key2, ...
	// number_key30 for numeric values. Numeric values are floats. Values can be at most 256 characters long. The total size of
	// all searchData values may not exceed 1024 bytes.Keys are case sensitive.
	SearchData map[string]string `json:"SearchData,omitempty"`
	// SearchDataToDelete the keys to delete from the lobby SearchData. Optional. Deletes key-value pairs on the lobby. Only the current lobby
	// owner can delete search data. All the specified keys will be removed from the search data. Keys that do not exist in the
	// lobby are a no-op.If the key to delete exists in the searchData (same request) it will result in a bad request.
	SearchDataToDelete []string `json:"SearchDataToDelete,omitempty"`
}

UpdateLobbyRequest request to update a lobby.

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

type VmStartupScriptConfigurationModel

type VmStartupScriptConfigurationModel struct {
	// PortRequests optional port requests (name/protocol) that will be used by the VmStartupScript. Max of 5 requests.
	PortRequests []VmStartupScriptPortRequestModel `json:"PortRequests,omitempty"`
	// VmStartupScriptAssetReference asset which contains the VmStartupScript script and any other required files.
	VmStartupScriptAssetReference *AssetReferenceModel `json:"VmStartupScriptAssetReference,omitempty"`
}

VmStartupScriptConfiguration

type VmStartupScriptParamsModel

type VmStartupScriptParamsModel struct {
	// PortRequests optional port requests (name/protocol) that will be used by the VmStartupScript. Max of 5 requests.
	PortRequests []VmStartupScriptPortRequestParamsModel `json:"PortRequests,omitempty"`
	// VmStartupScriptAssetReference asset which contains the VmStartupScript script and any other required files.
	VmStartupScriptAssetReference *AssetReferenceParamsModel `json:"VmStartupScriptAssetReference,omitempty"`
}

VmStartupScriptParams

type VmStartupScriptPortRequestModel

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

VmStartupScriptPortRequest

type VmStartupScriptPortRequestParamsModel

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

VmStartupScriptPortRequestParams

type WindowsCrashDumpConfigurationModel

type WindowsCrashDumpConfigurationModel struct {
	// CustomDumpFlags see https://docs.microsoft.com/en-us/windows/win32/wer/collecting-user-mode-dumps for valid values.
	CustomDumpFlags int32 `json:"CustomDumpFlags,omitempty"`
	// DumpType see https://docs.microsoft.com/en-us/windows/win32/wer/collecting-user-mode-dumps for valid values.
	DumpType int32 `json:"DumpType,omitempty"`
	// IsEnabled designates whether automatic crash dump capturing will be enabled for this Build.
	IsEnabled bool `json:"IsEnabled"`
}

WindowsCrashDumpConfiguration

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