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PlumberUltimateAds/Assets/PlayFabSDK/Multiplayer/PlayFabMultiplayerModels.cs

5358 lines
199 KiB
C#

#if !DISABLE_PLAYFABENTITY_API
using System;
using System.Collections.Generic;
using PlayFab.SharedModels;
namespace PlayFab.MultiplayerModels
{
public enum AccessPolicy
{
Public,
Friends,
Private
}
[Serializable]
public class AssetReference : PlayFabBaseModel
{
/// <summary>
/// The asset's file name. This is a filename with the .zip, .tar, or .tar.gz extension.
/// </summary>
public string FileName;
/// <summary>
/// The asset's mount path.
/// </summary>
public string MountPath;
}
[Serializable]
public class AssetReferenceParams : PlayFabBaseModel
{
/// <summary>
/// The asset's file name.
/// </summary>
public string FileName;
/// <summary>
/// The asset's mount path.
/// </summary>
public string MountPath;
}
[Serializable]
public class AssetSummary : PlayFabBaseModel
{
/// <summary>
/// The asset's file name. This is a filename with the .zip, .tar, or .tar.gz extension.
/// </summary>
public string FileName;
/// <summary>
/// The metadata associated with the asset.
/// </summary>
public Dictionary<string,string> Metadata;
}
public enum AttributeMergeFunction
{
Min,
Max,
Average
}
public enum AttributeNotSpecifiedBehavior
{
UseDefault,
MatchAny
}
public enum AttributeSource
{
User,
PlayerEntity
}
public enum AzureRegion
{
AustraliaEast,
AustraliaSoutheast,
BrazilSouth,
CentralUs,
EastAsia,
EastUs,
EastUs2,
JapanEast,
JapanWest,
NorthCentralUs,
NorthEurope,
SouthCentralUs,
SoutheastAsia,
WestEurope,
WestUs,
SouthAfricaNorth,
WestCentralUs,
KoreaCentral,
FranceCentral,
WestUs2,
CentralIndia,
UaeNorth,
UkSouth,
SwedenCentral
}
public enum AzureVmFamily
{
A,
Av2,
Dv2,
Dv3,
F,
Fsv2,
Dasv4,
Dav4,
Dadsv5,
Eav4,
Easv4,
Ev4,
Esv4,
Dsv3,
Dsv2,
NCasT4_v3,
Ddv4,
Ddsv4,
HBv3,
Ddv5,
Ddsv5
}
public enum AzureVmSize
{
Standard_A1,
Standard_A2,
Standard_A3,
Standard_A4,
Standard_A1_v2,
Standard_A2_v2,
Standard_A4_v2,
Standard_A8_v2,
Standard_D1_v2,
Standard_D2_v2,
Standard_D3_v2,
Standard_D4_v2,
Standard_D5_v2,
Standard_D2_v3,
Standard_D4_v3,
Standard_D8_v3,
Standard_D16_v3,
Standard_F1,
Standard_F2,
Standard_F4,
Standard_F8,
Standard_F16,
Standard_F2s_v2,
Standard_F4s_v2,
Standard_F8s_v2,
Standard_F16s_v2,
Standard_D2as_v4,
Standard_D4as_v4,
Standard_D8as_v4,
Standard_D16as_v4,
Standard_D2a_v4,
Standard_D4a_v4,
Standard_D8a_v4,
Standard_D16a_v4,
Standard_D2ads_v5,
Standard_D4ads_v5,
Standard_D8ads_v5,
Standard_D16ads_v5,
Standard_E2a_v4,
Standard_E4a_v4,
Standard_E8a_v4,
Standard_E16a_v4,
Standard_E2as_v4,
Standard_E4as_v4,
Standard_E8as_v4,
Standard_E16as_v4,
Standard_D2s_v3,
Standard_D4s_v3,
Standard_D8s_v3,
Standard_D16s_v3,
Standard_DS1_v2,
Standard_DS2_v2,
Standard_DS3_v2,
Standard_DS4_v2,
Standard_DS5_v2,
Standard_NC4as_T4_v3,
Standard_D2d_v4,
Standard_D4d_v4,
Standard_D8d_v4,
Standard_D16d_v4,
Standard_D2ds_v4,
Standard_D4ds_v4,
Standard_D8ds_v4,
Standard_D16ds_v4,
Standard_HB120_16rs_v3,
Standard_HB120_32rs_v3,
Standard_HB120_64rs_v3,
Standard_HB120_96rs_v3,
Standard_HB120rs_v3,
Standard_D2d_v5,
Standard_D4d_v5,
Standard_D8d_v5,
Standard_D16d_v5,
Standard_D32d_v5,
Standard_D2ds_v5,
Standard_D4ds_v5,
Standard_D8ds_v5,
Standard_D16ds_v5,
Standard_D32ds_v5
}
[Serializable]
public class BuildAliasDetailsResponse : PlayFabResultCommon
{
/// <summary>
/// The guid string alias Id of the alias to be created or updated.
/// </summary>
public string AliasId;
/// <summary>
/// The alias name.
/// </summary>
public string AliasName;
/// <summary>
/// Array of build selection criteria.
/// </summary>
public List<BuildSelectionCriterion> BuildSelectionCriteria;
}
[Serializable]
public class BuildAliasParams : PlayFabBaseModel
{
/// <summary>
/// The guid string alias ID to use for the request.
/// </summary>
public string AliasId;
}
[Serializable]
public class BuildRegion : PlayFabBaseModel
{
/// <summary>
/// The current multiplayer server stats for the region.
/// </summary>
public CurrentServerStats CurrentServerStats;
/// <summary>
/// Optional settings to control dynamic adjustment of standby target
/// </summary>
public DynamicStandbySettings DynamicStandbySettings;
/// <summary>
/// Whether the game assets provided for the build have been replicated to this region.
/// </summary>
public bool IsAssetReplicationComplete;
/// <summary>
/// The maximum number of multiplayer servers for the region.
/// </summary>
public int MaxServers;
/// <summary>
/// Regional override for the number of multiplayer servers to host on a single VM of the build.
/// </summary>
public int? MultiplayerServerCountPerVm;
/// <summary>
/// The build region.
/// </summary>
public string Region;
/// <summary>
/// Optional settings to set the standby target to specified values during the supplied schedules
/// </summary>
public ScheduledStandbySettings ScheduledStandbySettings;
/// <summary>
/// The target number of standby multiplayer servers for the region.
/// </summary>
public int StandbyServers;
/// <summary>
/// The status of multiplayer servers in the build region. Valid values are - Unknown, Initialized, Deploying, Deployed,
/// Unhealthy, Deleting, Deleted.
/// </summary>
public string Status;
/// <summary>
/// Regional override for the VM size the build was created on.
/// </summary>
public AzureVmSize? VmSize;
}
[Serializable]
public class BuildRegionParams : PlayFabBaseModel
{
/// <summary>
/// Optional settings to control dynamic adjustment of standby target. If not specified, dynamic standby is disabled
/// </summary>
public DynamicStandbySettings DynamicStandbySettings;
/// <summary>
/// The maximum number of multiplayer servers for the region.
/// </summary>
public int MaxServers;
/// <summary>
/// Regional override for the number of multiplayer servers to host on a single VM of the build.
/// </summary>
public int? MultiplayerServerCountPerVm;
/// <summary>
/// The build region.
/// </summary>
public string Region;
/// <summary>
/// Optional settings to set the standby target to specified values during the supplied schedules
/// </summary>
public ScheduledStandbySettings ScheduledStandbySettings;
/// <summary>
/// The number of standby multiplayer servers for the region.
/// </summary>
public int StandbyServers;
/// <summary>
/// Regional override for the VM size the build was created on.
/// </summary>
public AzureVmSize? VmSize;
}
[Serializable]
public class BuildSelectionCriterion : PlayFabBaseModel
{
/// <summary>
/// Dictionary of build ids and their respective weights for distribution of allocation requests.
/// </summary>
public Dictionary<string,uint> BuildWeightDistribution;
}
[Serializable]
public class BuildSummary : PlayFabBaseModel
{
/// <summary>
/// The guid string build ID of the build.
/// </summary>
public string BuildId;
/// <summary>
/// The build name.
/// </summary>
public string BuildName;
/// <summary>
/// The time the build was created in UTC.
/// </summary>
public DateTime? CreationTime;
/// <summary>
/// The metadata of the build.
/// </summary>
public Dictionary<string,string> Metadata;
/// <summary>
/// The configuration and status for each region in the build.
/// </summary>
public List<BuildRegion> RegionConfigurations;
}
/// <summary>
/// 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).
/// </summary>
[Serializable]
public class CancelAllMatchmakingTicketsForPlayerRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The entity key of the player whose tickets should be canceled.
/// </summary>
public EntityKey Entity;
/// <summary>
/// The name of the queue from which a player's tickets should be canceled.
/// </summary>
public string QueueName;
}
[Serializable]
public class CancelAllMatchmakingTicketsForPlayerResult : PlayFabResultCommon
{
}
/// <summary>
/// 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".
/// </summary>
[Serializable]
public class CancelAllServerBackfillTicketsForPlayerRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The entity key of the player whose backfill tickets should be canceled.
/// </summary>
public EntityKey Entity;
/// <summary>
/// The name of the queue from which a player's backfill tickets should be canceled.
/// </summary>
public string QueueName;
}
[Serializable]
public class CancelAllServerBackfillTicketsForPlayerResult : PlayFabResultCommon
{
}
public enum CancellationReason
{
Requested,
Internal,
Timeout
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class CancelMatchmakingTicketRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The name of the queue the ticket is in.
/// </summary>
public string QueueName;
/// <summary>
/// The Id of the ticket to find a match for.
/// </summary>
public string TicketId;
}
[Serializable]
public class CancelMatchmakingTicketResult : PlayFabResultCommon
{
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class CancelServerBackfillTicketRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The name of the queue the ticket is in.
/// </summary>
public string QueueName;
/// <summary>
/// The Id of the ticket to find a match for.
/// </summary>
public string TicketId;
}
[Serializable]
public class CancelServerBackfillTicketResult : PlayFabResultCommon
{
}
[Serializable]
public class Certificate : PlayFabBaseModel
{
/// <summary>
/// Base64 encoded string contents of the certificate.
/// </summary>
public string Base64EncodedValue;
/// <summary>
/// A name for the certificate. This is used to reference certificates in build configurations.
/// </summary>
public string Name;
/// <summary>
/// If required for your PFX certificate, use this field to provide a password that will be used to install the certificate
/// on the container.
/// </summary>
public string Password;
}
[Serializable]
public class CertificateSummary : PlayFabBaseModel
{
/// <summary>
/// The name of the certificate.
/// </summary>
public string Name;
/// <summary>
/// The thumbprint for the certificate.
/// </summary>
public string Thumbprint;
}
[Serializable]
public class ConnectedPlayer : PlayFabBaseModel
{
/// <summary>
/// The player ID of the player connected to the multiplayer server.
/// </summary>
public string PlayerId;
}
public enum ContainerFlavor
{
ManagedWindowsServerCore,
CustomLinux,
ManagedWindowsServerCorePreview,
Invalid
}
[Serializable]
public class ContainerImageReference : PlayFabBaseModel
{
/// <summary>
/// The container image name.
/// </summary>
public string ImageName;
/// <summary>
/// The container tag.
/// </summary>
public string Tag;
}
[Serializable]
public class CoreCapacity : PlayFabBaseModel
{
/// <summary>
/// The available core capacity for the (Region, VmFamily)
/// </summary>
public int Available;
/// <summary>
/// The AzureRegion
/// </summary>
public string Region;
/// <summary>
/// The total core capacity for the (Region, VmFamily)
/// </summary>
public int Total;
/// <summary>
/// The AzureVmFamily
/// </summary>
public AzureVmFamily? VmFamily;
}
[Serializable]
public class CoreCapacityChange : PlayFabBaseModel
{
/// <summary>
/// New quota core limit for the given vm family/region.
/// </summary>
public int NewCoreLimit;
/// <summary>
/// Region to change.
/// </summary>
public string Region;
/// <summary>
/// Virtual machine family to change.
/// </summary>
public AzureVmFamily VmFamily;
}
/// <summary>
/// Creates a multiplayer server build alias and returns the created alias.
/// </summary>
[Serializable]
public class CreateBuildAliasRequest : PlayFabRequestCommon
{
/// <summary>
/// The alias name.
/// </summary>
public string AliasName;
/// <summary>
/// Array of build selection criteria.
/// </summary>
public List<BuildSelectionCriterion> BuildSelectionCriteria;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
/// <summary>
/// Creates a multiplayer server build with a custom container and returns information about the build creation request.
/// </summary>
[Serializable]
public class CreateBuildWithCustomContainerRequest : PlayFabRequestCommon
{
/// <summary>
/// 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.
/// </summary>
public bool? AreAssetsReadonly;
/// <summary>
/// The build name.
/// </summary>
public string BuildName;
/// <summary>
/// The flavor of container to create a build from.
/// </summary>
public ContainerFlavor? ContainerFlavor;
/// <summary>
/// The container reference, consisting of the image name and tag.
/// </summary>
public ContainerImageReference ContainerImageReference;
/// <summary>
/// The container command to run when the multiplayer server has been allocated, including any arguments.
/// </summary>
public string ContainerRunCommand;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The list of game assets related to the build.
/// </summary>
public List<AssetReferenceParams> GameAssetReferences;
/// <summary>
/// The game certificates for the build.
/// </summary>
public List<GameCertificateReferenceParams> GameCertificateReferences;
/// <summary>
/// The game secrets for the build.
/// </summary>
public List<GameSecretReferenceParams> GameSecretReferences;
/// <summary>
/// The Linux instrumentation configuration for the build.
/// </summary>
public LinuxInstrumentationConfiguration LinuxInstrumentationConfiguration;
/// <summary>
/// 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
/// </summary>
public Dictionary<string,string> Metadata;
/// <summary>
/// The configuration for the monitoring application on the build
/// </summary>
public MonitoringApplicationConfigurationParams MonitoringApplicationConfiguration;
/// <summary>
/// The number of multiplayer servers to host on a single VM.
/// </summary>
public int MultiplayerServerCountPerVm;
/// <summary>
/// The ports to map the build on.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The region configurations for the build.
/// </summary>
public List<BuildRegionParams> RegionConfigurations;
/// <summary>
/// The resource constraints to apply to each server on the VM (EXPERIMENTAL API)
/// </summary>
public ServerResourceConstraintParams ServerResourceConstraints;
/// <summary>
/// The VM size to create the build on.
/// </summary>
public AzureVmSize? VmSize;
/// <summary>
/// The configuration for the VmStartupScript for the build
/// </summary>
public VmStartupScriptParams VmStartupScriptConfiguration;
}
[Serializable]
public class CreateBuildWithCustomContainerResponse : PlayFabResultCommon
{
/// <summary>
/// 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.
/// </summary>
public bool? AreAssetsReadonly;
/// <summary>
/// The guid string build ID. Must be unique for every build.
/// </summary>
public string BuildId;
/// <summary>
/// The build name.
/// </summary>
public string BuildName;
/// <summary>
/// The flavor of container of the build.
/// </summary>
public ContainerFlavor? ContainerFlavor;
/// <summary>
/// The container command to run when the multiplayer server has been allocated, including any arguments.
/// </summary>
public string ContainerRunCommand;
/// <summary>
/// The time the build was created in UTC.
/// </summary>
public DateTime? CreationTime;
/// <summary>
/// The custom game container image reference information.
/// </summary>
public ContainerImageReference CustomGameContainerImage;
/// <summary>
/// The game assets for the build.
/// </summary>
public List<AssetReference> GameAssetReferences;
/// <summary>
/// The game certificates for the build.
/// </summary>
public List<GameCertificateReference> GameCertificateReferences;
/// <summary>
/// The game secrets for the build.
/// </summary>
public List<GameSecretReference> GameSecretReferences;
/// <summary>
/// The Linux instrumentation configuration for this build.
/// </summary>
public LinuxInstrumentationConfiguration LinuxInstrumentationConfiguration;
/// <summary>
/// The metadata of the build.
/// </summary>
public Dictionary<string,string> Metadata;
/// <summary>
/// The configuration for the monitoring application for the build
/// </summary>
public MonitoringApplicationConfiguration MonitoringApplicationConfiguration;
/// <summary>
/// The number of multiplayer servers to host on a single VM of the build.
/// </summary>
public int MultiplayerServerCountPerVm;
/// <summary>
/// The OS platform used for running the game process.
/// </summary>
public string OsPlatform;
/// <summary>
/// The ports the build is mapped on.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The region configuration for the build.
/// </summary>
public List<BuildRegion> RegionConfigurations;
/// <summary>
/// The resource constraints to apply to each server on the VM (EXPERIMENTAL API)
/// </summary>
public ServerResourceConstraintParams ServerResourceConstraints;
/// <summary>
/// The type of game server being hosted.
/// </summary>
public string ServerType;
/// <summary>
/// When true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
/// disc.
/// </summary>
public bool? UseStreamingForAssetDownloads;
/// <summary>
/// The VM size the build was created on.
/// </summary>
public AzureVmSize? VmSize;
/// <summary>
/// The configuration for the VmStartupScript feature for the build
/// </summary>
public VmStartupScriptConfiguration VmStartupScriptConfiguration;
}
/// <summary>
/// Creates a multiplayer server build with a managed container and returns information about the build creation request.
/// </summary>
[Serializable]
public class CreateBuildWithManagedContainerRequest : PlayFabRequestCommon
{
/// <summary>
/// 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.
/// </summary>
public bool? AreAssetsReadonly;
/// <summary>
/// The build name.
/// </summary>
public string BuildName;
/// <summary>
/// The flavor of container to create a build from.
/// </summary>
public ContainerFlavor? ContainerFlavor;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The list of game assets related to the build.
/// </summary>
public List<AssetReferenceParams> GameAssetReferences;
/// <summary>
/// The game certificates for the build.
/// </summary>
public List<GameCertificateReferenceParams> GameCertificateReferences;
/// <summary>
/// The game secrets for the build.
/// </summary>
public List<GameSecretReferenceParams> GameSecretReferences;
/// <summary>
/// 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.
/// </summary>
public string GameWorkingDirectory;
/// <summary>
/// The instrumentation configuration for the build.
/// </summary>
public InstrumentationConfiguration InstrumentationConfiguration;
/// <summary>
/// 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
/// </summary>
public Dictionary<string,string> Metadata;
/// <summary>
/// The configuration for the monitoring application on the build
/// </summary>
public MonitoringApplicationConfigurationParams MonitoringApplicationConfiguration;
/// <summary>
/// The number of multiplayer servers to host on a single VM.
/// </summary>
public int MultiplayerServerCountPerVm;
/// <summary>
/// The ports to map the build on.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The region configurations for the build.
/// </summary>
public List<BuildRegionParams> RegionConfigurations;
/// <summary>
/// The resource constraints to apply to each server on the VM (EXPERIMENTAL API)
/// </summary>
public ServerResourceConstraintParams ServerResourceConstraints;
/// <summary>
/// The command to run when the multiplayer server is started, including any arguments.
/// </summary>
public string StartMultiplayerServerCommand;
/// <summary>
/// The VM size to create the build on.
/// </summary>
public AzureVmSize? VmSize;
/// <summary>
/// The configuration for the VmStartupScript for the build
/// </summary>
public VmStartupScriptParams VmStartupScriptConfiguration;
/// <summary>
/// The crash dump configuration for the build.
/// </summary>
public WindowsCrashDumpConfiguration WindowsCrashDumpConfiguration;
}
[Serializable]
public class CreateBuildWithManagedContainerResponse : PlayFabResultCommon
{
/// <summary>
/// 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.
/// </summary>
public bool? AreAssetsReadonly;
/// <summary>
/// The guid string build ID. Must be unique for every build.
/// </summary>
public string BuildId;
/// <summary>
/// The build name.
/// </summary>
public string BuildName;
/// <summary>
/// The flavor of container of the build.
/// </summary>
public ContainerFlavor? ContainerFlavor;
/// <summary>
/// The time the build was created in UTC.
/// </summary>
public DateTime? CreationTime;
/// <summary>
/// The game assets for the build.
/// </summary>
public List<AssetReference> GameAssetReferences;
/// <summary>
/// The game certificates for the build.
/// </summary>
public List<GameCertificateReference> GameCertificateReferences;
/// <summary>
/// The game secrets for the build.
/// </summary>
public List<GameSecretReference> GameSecretReferences;
/// <summary>
/// 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.
/// </summary>
public string GameWorkingDirectory;
/// <summary>
/// The instrumentation configuration for this build.
/// </summary>
public InstrumentationConfiguration InstrumentationConfiguration;
/// <summary>
/// The metadata of the build.
/// </summary>
public Dictionary<string,string> Metadata;
/// <summary>
/// The configuration for the monitoring application for the build
/// </summary>
public MonitoringApplicationConfiguration MonitoringApplicationConfiguration;
/// <summary>
/// The number of multiplayer servers to host on a single VM of the build.
/// </summary>
public int MultiplayerServerCountPerVm;
/// <summary>
/// The OS platform used for running the game process.
/// </summary>
public string OsPlatform;
/// <summary>
/// The ports the build is mapped on.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The region configuration for the build.
/// </summary>
public List<BuildRegion> RegionConfigurations;
/// <summary>
/// The resource constraints to apply to each server on the VM (EXPERIMENTAL API)
/// </summary>
public ServerResourceConstraintParams ServerResourceConstraints;
/// <summary>
/// The type of game server being hosted.
/// </summary>
public string ServerType;
/// <summary>
/// The command to run when the multiplayer server has been allocated, including any arguments.
/// </summary>
public string StartMultiplayerServerCommand;
/// <summary>
/// When true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
/// disc.
/// </summary>
public bool? UseStreamingForAssetDownloads;
/// <summary>
/// The VM size the build was created on.
/// </summary>
public AzureVmSize? VmSize;
/// <summary>
/// The configuration for the VmStartupScript feature for the build
/// </summary>
public VmStartupScriptConfiguration VmStartupScriptConfiguration;
}
/// <summary>
/// Creates a multiplayer server build with the game server running as a process and returns information about the build
/// creation request.
/// </summary>
[Serializable]
public class CreateBuildWithProcessBasedServerRequest : PlayFabRequestCommon
{
/// <summary>
/// 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.
/// </summary>
public bool? AreAssetsReadonly;
/// <summary>
/// The build name.
/// </summary>
public string BuildName;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The list of game assets related to the build.
/// </summary>
public List<AssetReferenceParams> GameAssetReferences;
/// <summary>
/// The game certificates for the build.
/// </summary>
public List<GameCertificateReferenceParams> GameCertificateReferences;
/// <summary>
/// The game secrets for the build.
/// </summary>
public List<GameSecretReferenceParams> GameSecretReferences;
/// <summary>
/// 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.
/// </summary>
public string GameWorkingDirectory;
/// <summary>
/// The instrumentation configuration for the Build. Used only if it is a Windows Build.
/// </summary>
public InstrumentationConfiguration InstrumentationConfiguration;
/// <summary>
/// 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.
/// </summary>
public bool? IsOSPreview;
/// <summary>
/// The Linux instrumentation configuration for the Build. Used only if it is a Linux Build.
/// </summary>
public LinuxInstrumentationConfiguration LinuxInstrumentationConfiguration;
/// <summary>
/// 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
/// </summary>
public Dictionary<string,string> Metadata;
/// <summary>
/// The configuration for the monitoring application on the build
/// </summary>
public MonitoringApplicationConfigurationParams MonitoringApplicationConfiguration;
/// <summary>
/// The number of multiplayer servers to host on a single VM.
/// </summary>
public int MultiplayerServerCountPerVm;
/// <summary>
/// The OS platform used for running the game process.
/// </summary>
public string OsPlatform;
/// <summary>
/// The ports to map the build on.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The region configurations for the build.
/// </summary>
public List<BuildRegionParams> RegionConfigurations;
/// <summary>
/// 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.
/// </summary>
public string StartMultiplayerServerCommand;
/// <summary>
/// The VM size to create the build on.
/// </summary>
public AzureVmSize? VmSize;
/// <summary>
/// The configuration for the VmStartupScript for the build
/// </summary>
public VmStartupScriptParams VmStartupScriptConfiguration;
}
[Serializable]
public class CreateBuildWithProcessBasedServerResponse : PlayFabResultCommon
{
/// <summary>
/// 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.
/// </summary>
public bool? AreAssetsReadonly;
/// <summary>
/// The guid string build ID. Must be unique for every build.
/// </summary>
public string BuildId;
/// <summary>
/// The build name.
/// </summary>
public string BuildName;
/// <summary>
/// The flavor of container of the build.
/// </summary>
public ContainerFlavor? ContainerFlavor;
/// <summary>
/// The time the build was created in UTC.
/// </summary>
public DateTime? CreationTime;
/// <summary>
/// The game assets for the build.
/// </summary>
public List<AssetReference> GameAssetReferences;
/// <summary>
/// The game certificates for the build.
/// </summary>
public List<GameCertificateReference> GameCertificateReferences;
/// <summary>
/// The game secrets for the build.
/// </summary>
public List<GameSecretReference> GameSecretReferences;
/// <summary>
/// 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.
/// </summary>
public string GameWorkingDirectory;
/// <summary>
/// The instrumentation configuration for this build.
/// </summary>
public InstrumentationConfiguration InstrumentationConfiguration;
/// <summary>
/// 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.
/// </summary>
public bool? IsOSPreview;
/// <summary>
/// The Linux instrumentation configuration for this build.
/// </summary>
public LinuxInstrumentationConfiguration LinuxInstrumentationConfiguration;
/// <summary>
/// The metadata of the build.
/// </summary>
public Dictionary<string,string> Metadata;
/// <summary>
/// The configuration for the monitoring application for the build
/// </summary>
public MonitoringApplicationConfiguration MonitoringApplicationConfiguration;
/// <summary>
/// The number of multiplayer servers to host on a single VM of the build.
/// </summary>
public int MultiplayerServerCountPerVm;
/// <summary>
/// The OS platform used for running the game process.
/// </summary>
public string OsPlatform;
/// <summary>
/// The ports the build is mapped on.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The region configuration for the build.
/// </summary>
public List<BuildRegion> RegionConfigurations;
/// <summary>
/// The type of game server being hosted.
/// </summary>
public string ServerType;
/// <summary>
/// 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.
/// </summary>
public string StartMultiplayerServerCommand;
/// <summary>
/// When true, assets will be downloaded and uncompressed in memory, without the compressedversion being written first to
/// disc.
/// </summary>
public bool? UseStreamingForAssetDownloads;
/// <summary>
/// The VM size the build was created on.
/// </summary>
public AzureVmSize? VmSize;
/// <summary>
/// The configuration for the VmStartupScript feature for the build
/// </summary>
public VmStartupScriptConfiguration VmStartupScriptConfiguration;
}
/// <summary>
/// Request to create a lobby. A Server or client can create a lobby.
/// </summary>
[Serializable]
public class CreateLobbyRequest : PlayFabRequestCommon
{
/// <summary>
/// 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.
/// </summary>
public AccessPolicy? AccessPolicy;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The private key-value pairs which are visible to all entities in 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.
/// </summary>
public Dictionary<string,string> LobbyData;
/// <summary>
/// The maximum number of players allowed in the lobby. The value must be between 2 and 128.
/// </summary>
public uint MaxPlayers;
/// <summary>
/// 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.
/// </summary>
public List<Member> Members;
/// <summary>
/// The lobby owner. Must be the calling entity.
/// </summary>
public EntityKey Owner;
/// <summary>
/// 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.
/// </summary>
public OwnerMigrationPolicy? OwnerMigrationPolicy;
/// <summary>
/// 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.
/// </summary>
public Dictionary<string,string> SearchData;
/// <summary>
/// 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.
/// </summary>
public bool UseConnections;
}
[Serializable]
public class CreateLobbyResult : PlayFabResultCommon
{
/// <summary>
/// A field which indicates which lobby the user will be joining.
/// </summary>
public string ConnectionString;
/// <summary>
/// Id to uniquely identify a lobby.
/// </summary>
public string LobbyId;
}
/// <summary>
/// The client specifies the creator's attributes and optionally a list of other users to match with.
/// </summary>
[Serializable]
public class CreateMatchmakingTicketRequest : PlayFabRequestCommon
{
/// <summary>
/// The User who created this ticket.
/// </summary>
public MatchmakingPlayer Creator;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// How long to attempt matching this ticket in seconds.
/// </summary>
public int GiveUpAfterSeconds;
/// <summary>
/// A list of Entity Keys of other users to match with.
/// </summary>
public List<EntityKey> MembersToMatchWith;
/// <summary>
/// The Id of a match queue.
/// </summary>
public string QueueName;
}
[Serializable]
public class CreateMatchmakingTicketResult : PlayFabResultCommon
{
/// <summary>
/// The Id of the ticket to find a match for.
/// </summary>
public string TicketId;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class CreateRemoteUserRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string build ID of to create the remote user for.
/// </summary>
public string BuildId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The expiration time for the remote user created. Defaults to expiring in one day if not specified.
/// </summary>
public DateTime? ExpirationTime;
/// <summary>
/// The region of virtual machine to create the remote user for.
/// </summary>
public string Region;
/// <summary>
/// The username to create the remote user with.
/// </summary>
public string Username;
/// <summary>
/// The virtual machine ID the multiplayer server is located on.
/// </summary>
public string VmId;
}
[Serializable]
public class CreateRemoteUserResponse : PlayFabResultCommon
{
/// <summary>
/// The expiration time for the remote user created.
/// </summary>
public DateTime? ExpirationTime;
/// <summary>
/// The generated password for the remote user that was created.
/// </summary>
public string Password;
/// <summary>
/// The username for the remote user that was created.
/// </summary>
public string Username;
}
/// <summary>
/// The server specifies all the members, their teams and their attributes, and the server details if applicable.
/// </summary>
[Serializable]
public class CreateServerBackfillTicketRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// How long to attempt matching this ticket in seconds.
/// </summary>
public int GiveUpAfterSeconds;
/// <summary>
/// The users who will be part of this ticket, along with their team assignments.
/// </summary>
public List<MatchmakingPlayerWithTeamAssignment> Members;
/// <summary>
/// The Id of a match queue.
/// </summary>
public string QueueName;
/// <summary>
/// The details of the server the members are connected to.
/// </summary>
public ServerDetails ServerDetails;
}
[Serializable]
public class CreateServerBackfillTicketResult : PlayFabResultCommon
{
/// <summary>
/// The Id of the ticket to find a match for.
/// </summary>
public string TicketId;
}
/// <summary>
/// The server specifies all the members and their attributes.
/// </summary>
[Serializable]
public class CreateServerMatchmakingTicketRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// How long to attempt matching this ticket in seconds.
/// </summary>
public int GiveUpAfterSeconds;
/// <summary>
/// The users who will be part of this ticket.
/// </summary>
public List<MatchmakingPlayer> Members;
/// <summary>
/// The Id of a match queue.
/// </summary>
public string QueueName;
}
/// <summary>
/// Creates a request to change a title's multiplayer server quotas.
/// </summary>
[Serializable]
public class CreateTitleMultiplayerServersQuotaChangeRequest : PlayFabRequestCommon
{
/// <summary>
/// A brief description of the requested changes.
/// </summary>
public string ChangeDescription;
/// <summary>
/// Changes to make to the titles cores quota.
/// </summary>
public List<CoreCapacityChange> Changes;
/// <summary>
/// Email to be contacted by our team about this request. Only required when a request is not approved.
/// </summary>
public string ContactEmail;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Additional information about this request that our team can use to better understand the requirements.
/// </summary>
public string Notes;
/// <summary>
/// When these changes would need to be in effect. Only required when a request is not approved.
/// </summary>
public DateTime? StartDate;
}
[Serializable]
public class CreateTitleMultiplayerServersQuotaChangeResponse : PlayFabResultCommon
{
/// <summary>
/// Id of the change request that was created.
/// </summary>
public string RequestId;
/// <summary>
/// Determines if the request was approved or not. When false, our team is reviewing and may respond within 2 business days.
/// </summary>
public bool WasApproved;
}
[Serializable]
public class CurrentServerStats : PlayFabBaseModel
{
/// <summary>
/// The number of active multiplayer servers.
/// </summary>
public int Active;
/// <summary>
/// The number of multiplayer servers still downloading game resources (such as assets).
/// </summary>
public int Propping;
/// <summary>
/// The number of standingby multiplayer servers.
/// </summary>
public int StandingBy;
/// <summary>
/// The total number of multiplayer servers.
/// </summary>
public int Total;
}
[Serializable]
public class CustomDifferenceRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// Manually specify the values to use for each expansion interval (this overrides Difference, Delta, and MaxDifference).
/// </summary>
public List<OverrideDouble> DifferenceOverrides;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class CustomRegionSelectionRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// Manually specify the maximum latency to use for each expansion interval.
/// </summary>
public List<OverrideUnsignedInt> MaxLatencyOverrides;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class CustomSetIntersectionRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// Manually specify the values to use for each expansion interval.
/// </summary>
public List<OverrideUnsignedInt> MinIntersectionSizeOverrides;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class CustomTeamDifferenceRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// Manually specify the team difference value to use for each expansion interval.
/// </summary>
public List<OverrideDouble> DifferenceOverrides;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class CustomTeamSizeBalanceRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// Manually specify the team size difference to use for each expansion interval.
/// </summary>
public List<OverrideUnsignedInt> DifferenceOverrides;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
/// <summary>
/// Deletes a multiplayer server game asset for a title.
/// </summary>
[Serializable]
public class DeleteAssetRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The filename of the asset to delete.
/// </summary>
public string FileName;
}
/// <summary>
/// Deletes a multiplayer server build alias.
/// </summary>
[Serializable]
public class DeleteBuildAliasRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string alias ID of the alias to perform the action on.
/// </summary>
public string AliasId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
/// <summary>
/// Removes a multiplayer server build's region.
/// </summary>
[Serializable]
public class DeleteBuildRegionRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string ID of the build we want to update regions for.
/// </summary>
public string BuildId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The build region to delete.
/// </summary>
public string Region;
}
/// <summary>
/// Deletes a multiplayer server build.
/// </summary>
[Serializable]
public class DeleteBuildRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string build ID of the build to delete.
/// </summary>
public string BuildId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
/// <summary>
/// Deletes a multiplayer server game certificate.
/// </summary>
[Serializable]
public class DeleteCertificateRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The name of the certificate.
/// </summary>
public string Name;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class DeleteContainerImageRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The container image repository we want to delete.
/// </summary>
public string ImageName;
}
/// <summary>
/// Request to delete a lobby. Only servers can delete lobbies.
/// </summary>
[Serializable]
public class DeleteLobbyRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The id of the lobby.
/// </summary>
public string LobbyId;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class DeleteRemoteUserRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string build ID of the multiplayer server where the remote user is to delete.
/// </summary>
public string BuildId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The region of the multiplayer server where the remote user is to delete.
/// </summary>
public string Region;
/// <summary>
/// The username of the remote user to delete.
/// </summary>
public string Username;
/// <summary>
/// The virtual machine ID the multiplayer server is located on.
/// </summary>
public string VmId;
}
/// <summary>
/// Deletes a multiplayer server game secret.
/// </summary>
[Serializable]
public class DeleteSecretRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The name of the secret.
/// </summary>
public string Name;
}
[Serializable]
public class DifferenceRule : PlayFabBaseModel
{
/// <summary>
/// Description of the attribute used by this rule to match tickets.
/// </summary>
public QueueRuleAttribute Attribute;
/// <summary>
/// Describes the behavior when an attribute is not specified in the ticket creation request or in the user's entity
/// profile.
/// </summary>
public AttributeNotSpecifiedBehavior AttributeNotSpecifiedBehavior;
/// <summary>
/// Collection of fields relating to expanding this rule at set intervals. Only one expansion can be set per rule. When this
/// is set, Difference is ignored.
/// </summary>
public CustomDifferenceRuleExpansion CustomExpansion;
/// <summary>
/// The default value assigned to tickets that are missing the attribute specified by AttributePath (assuming that
/// AttributeNotSpecifiedBehavior is false). Optional.
/// </summary>
public double? DefaultAttributeValue;
/// <summary>
/// The allowed difference between any two tickets at the start of matchmaking.
/// </summary>
public double Difference;
/// <summary>
/// Collection of fields relating to expanding this rule at set intervals. Only one expansion can be set per rule.
/// </summary>
public LinearDifferenceRuleExpansion LinearExpansion;
/// <summary>
/// How values are treated when there are multiple players in a single ticket.
/// </summary>
public AttributeMergeFunction MergeFunction;
/// <summary>
/// Friendly name chosen by developer.
/// </summary>
public string Name;
/// <summary>
/// How many seconds before this rule is no longer enforced (but tickets that comply with this rule will still be
/// prioritized over those that don't). Leave blank if this rule is always enforced.
/// </summary>
public uint? SecondsUntilOptional;
/// <summary>
/// The relative weight of this rule compared to others.
/// </summary>
public double Weight;
}
public enum DirectPeerConnectivityOptions
{
None,
SamePlatformType,
DifferentPlatformType,
AnyPlatformType,
SameEntityLoginProvider,
DifferentEntityLoginProvider,
AnyEntityLoginProvider,
AnyPlatformTypeAndEntityLoginProvider,
OnlyServers
}
[Serializable]
public class DynamicStandbySettings : PlayFabBaseModel
{
/// <summary>
/// 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%
/// </summary>
public List<DynamicStandbyThreshold> DynamicFloorMultiplierThresholds;
/// <summary>
/// When true, dynamic standby will be enabled
/// </summary>
public bool IsEnabled;
/// <summary>
/// The time it takes to reduce target standing by to configured floor value after an increase. Defaults to 30 minutes
/// </summary>
public int? RampDownSeconds;
}
[Serializable]
public class DynamicStandbyThreshold : PlayFabBaseModel
{
/// <summary>
/// When the trigger threshold is reached, multiply by this value
/// </summary>
public double Multiplier;
/// <summary>
/// The multiplier will be applied when the actual standby divided by target standby floor is less than this value
/// </summary>
public double TriggerThresholdPercentage;
}
[Serializable]
public class EmptyResponse : PlayFabResultCommon
{
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class EnableMultiplayerServersForTitleRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
[Serializable]
public class EnableMultiplayerServersForTitleResponse : PlayFabResultCommon
{
/// <summary>
/// The enabled status for the multiplayer server features for the title.
/// </summary>
public TitleMultiplayerServerEnabledStatus? Status;
}
/// <summary>
/// Combined entity type and ID structure which uniquely identifies a single entity.
/// </summary>
[Serializable]
public class EntityKey : PlayFabBaseModel
{
/// <summary>
/// Unique ID of the entity.
/// </summary>
public string Id;
/// <summary>
/// Entity type. See https://docs.microsoft.com/gaming/playfab/features/data/entities/available-built-in-entity-types
/// </summary>
public string Type;
}
public enum ExternalFriendSources
{
None,
Steam,
Facebook,
Xbox,
Psn,
All
}
/// <summary>
/// Request to find friends lobbies. Only a client can find friend lobbies.
/// </summary>
[Serializable]
public class FindFriendLobbiesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Indicates which other platforms' friends this query should link to.
/// </summary>
public ExternalFriendSources? ExternalPlatformFriends;
/// <summary>
/// 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/memberCountRemaining (remaining number of players who can be allowed in a lobby), lobby/membershipLock (must equal
/// 'Unlocked' or 'Locked'), lobby/amOwner (required to equal "true"), lobby/amMember (required to equal "true").
/// </summary>
public string Filter;
/// <summary>
/// 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",
/// "lobby/memberCountRemaining desc" 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.
/// </summary>
public string OrderBy;
/// <summary>
/// Request pagination information.
/// </summary>
public PaginationRequest Pagination;
/// <summary>
/// Xbox token if Xbox friends should be included. Requires Xbox be configured on PlayFab.
/// </summary>
public string XboxToken;
}
[Serializable]
public class FindFriendLobbiesResult : PlayFabResultCommon
{
/// <summary>
/// Array of lobbies found that matched FindFriendLobbies request.
/// </summary>
public List<FriendLobbySummary> Lobbies;
/// <summary>
/// Pagination response for FindFriendLobbies request.
/// </summary>
public PaginationResponse Pagination;
}
/// <summary>
/// Request to find lobbies.
/// </summary>
[Serializable]
public class FindLobbiesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// 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/memberCountRemaining (remaining number of players who can be allowed in a lobby), lobby/membershipLock (must equal
/// 'Unlocked' or 'Locked'), lobby/amOwner (required to equal "true"), lobby/amMember (required to equal "true").
/// </summary>
public string Filter;
/// <summary>
/// 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",
/// "lobby/memberCountRemaining desc" 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.
/// </summary>
public string OrderBy;
/// <summary>
/// Request pagination information.
/// </summary>
public PaginationRequest Pagination;
}
[Serializable]
public class FindLobbiesResult : PlayFabResultCommon
{
/// <summary>
/// Array of lobbies found that matched FindLobbies request.
/// </summary>
public List<LobbySummary> Lobbies;
/// <summary>
/// Pagination response for FindLobbies request.
/// </summary>
public PaginationResponse Pagination;
}
[Serializable]
public class FriendLobbySummary : PlayFabBaseModel
{
/// <summary>
/// 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.
/// </summary>
public string ConnectionString;
/// <summary>
/// The current number of players in the lobby.
/// </summary>
public uint CurrentPlayers;
/// <summary>
/// Friends in Lobby.
/// </summary>
public List<EntityKey> Friends;
/// <summary>
/// Id to uniquely identify a lobby.
/// </summary>
public string LobbyId;
/// <summary>
/// The maximum number of players allowed in the lobby.
/// </summary>
public uint MaxPlayers;
/// <summary>
/// A setting indicating whether members are allowed to join this lobby. When Locked new members are prevented from joining.
/// </summary>
public MembershipLock? MembershipLock;
/// <summary>
/// The client or server entity which owns this lobby.
/// </summary>
public EntityKey Owner;
/// <summary>
/// Search data.
/// </summary>
public Dictionary<string,string> SearchData;
}
[Serializable]
public class GameCertificateReference : PlayFabBaseModel
{
/// <summary>
/// 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.
/// </summary>
public string GsdkAlias;
/// <summary>
/// The name of the game certificate. This name should match the name of a certificate that was previously uploaded to this
/// title.
/// </summary>
public string Name;
}
[Serializable]
public class GameCertificateReferenceParams : PlayFabBaseModel
{
/// <summary>
/// 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.
/// </summary>
public string GsdkAlias;
/// <summary>
/// The name of the game certificate. This name should match the name of a certificate that was previously uploaded to this
/// title.
/// </summary>
public string Name;
}
[Serializable]
public class GameSecretReference : PlayFabBaseModel
{
/// <summary>
/// The name of the game secret. This name should match the name of a secret that was previously added to this title.
/// </summary>
public string Name;
}
[Serializable]
public class GameSecretReferenceParams : PlayFabBaseModel
{
/// <summary>
/// The name of the game secret. This name should match the name of a secret that was previously added to this title.
/// </summary>
public string Name;
}
/// <summary>
/// Gets a URL that can be used to download the specified asset.
/// </summary>
[Serializable]
public class GetAssetDownloadUrlRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The asset's file name to get the download URL for.
/// </summary>
public string FileName;
}
[Serializable]
public class GetAssetDownloadUrlResponse : PlayFabResultCommon
{
/// <summary>
/// The asset's download URL.
/// </summary>
public string AssetDownloadUrl;
/// <summary>
/// The asset's file name to get the download URL for.
/// </summary>
public string FileName;
}
/// <summary>
/// Gets the URL to upload assets to.
/// </summary>
[Serializable]
public class GetAssetUploadUrlRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The asset's file name to get the upload URL for.
/// </summary>
public string FileName;
}
[Serializable]
public class GetAssetUploadUrlResponse : PlayFabResultCommon
{
/// <summary>
/// The asset's upload URL.
/// </summary>
public string AssetUploadUrl;
/// <summary>
/// The asset's file name to get the upload URL for.
/// </summary>
public string FileName;
}
/// <summary>
/// Returns the details about a multiplayer server build alias.
/// </summary>
[Serializable]
public class GetBuildAliasRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string alias ID of the alias to perform the action on.
/// </summary>
public string AliasId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
/// <summary>
/// Returns the details about a multiplayer server build.
/// </summary>
[Serializable]
public class GetBuildRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string build ID of the build to get.
/// </summary>
public string BuildId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
[Serializable]
public class GetBuildResponse : PlayFabResultCommon
{
/// <summary>
/// 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.
/// </summary>
public bool? AreAssetsReadonly;
/// <summary>
/// The guid string build ID of the build.
/// </summary>
public string BuildId;
/// <summary>
/// The build name.
/// </summary>
public string BuildName;
/// <summary>
/// The current build status. Valid values are - Deploying, Deployed, DeletingRegion, Unhealthy.
/// </summary>
public string BuildStatus;
/// <summary>
/// The flavor of container of he build.
/// </summary>
public ContainerFlavor? ContainerFlavor;
/// <summary>
/// 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.
/// </summary>
public string ContainerRunCommand;
/// <summary>
/// The time the build was created in UTC.
/// </summary>
public DateTime? CreationTime;
/// <summary>
/// The custom game container image for a custom build.
/// </summary>
public ContainerImageReference CustomGameContainerImage;
/// <summary>
/// The game assets for the build.
/// </summary>
public List<AssetReference> GameAssetReferences;
/// <summary>
/// The game certificates for the build.
/// </summary>
public List<GameCertificateReference> GameCertificateReferences;
/// <summary>
/// The instrumentation configuration of the build.
/// </summary>
public InstrumentationConfiguration InstrumentationConfiguration;
/// <summary>
/// Metadata of the build. The keys are case insensitive. The build metadata is made available to the server through Game
/// Server SDK (GSDK).
/// </summary>
public Dictionary<string,string> Metadata;
/// <summary>
/// The number of multiplayer servers to hosted on a single VM of the build.
/// </summary>
public int MultiplayerServerCountPerVm;
/// <summary>
/// The OS platform used for running the game process.
/// </summary>
public string OsPlatform;
/// <summary>
/// The ports the build is mapped on.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The region configuration for the build.
/// </summary>
public List<BuildRegion> RegionConfigurations;
/// <summary>
/// The resource constraints to apply to each server on the VM.
/// </summary>
public ServerResourceConstraintParams ServerResourceConstraints;
/// <summary>
/// The type of game server being hosted.
/// </summary>
public string ServerType;
/// <summary>
/// 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.
/// </summary>
public string StartMultiplayerServerCommand;
/// <summary>
/// The VM size the build was created on.
/// </summary>
public AzureVmSize? VmSize;
/// <summary>
/// The configuration for the VmStartupScript feature for the build
/// </summary>
public VmStartupScriptConfiguration VmStartupScriptConfiguration;
}
/// <summary>
/// Gets credentials to the container registry where game developers can upload custom container images to before creating a
/// new build.
/// </summary>
[Serializable]
public class GetContainerRegistryCredentialsRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
[Serializable]
public class GetContainerRegistryCredentialsResponse : PlayFabResultCommon
{
/// <summary>
/// The url of the container registry.
/// </summary>
public string DnsName;
/// <summary>
/// The password for accessing the container registry.
/// </summary>
public string Password;
/// <summary>
/// The username for accessing the container registry.
/// </summary>
public string Username;
}
/// <summary>
/// Request to get a lobby.
/// </summary>
[Serializable]
public class GetLobbyRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The id of the lobby.
/// </summary>
public string LobbyId;
}
[Serializable]
public class GetLobbyResult : PlayFabResultCommon
{
/// <summary>
/// The information pertaining to the requested lobby.
/// </summary>
public Lobby Lobby;
}
/// <summary>
/// Gets the current configuration for a queue.
/// </summary>
[Serializable]
public class GetMatchmakingQueueRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The Id of the matchmaking queue to retrieve.
/// </summary>
public string QueueName;
}
[Serializable]
public class GetMatchmakingQueueResult : PlayFabResultCommon
{
/// <summary>
/// The matchmaking queue config.
/// </summary>
public MatchmakingQueueConfig MatchmakingQueue;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class GetMatchmakingTicketRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Determines whether the matchmaking attributes will be returned as an escaped JSON string or as an un-escaped JSON
/// object.
/// </summary>
public bool EscapeObject;
/// <summary>
/// The name of the queue to find a match for.
/// </summary>
public string QueueName;
/// <summary>
/// The Id of the ticket to find a match for.
/// </summary>
public string TicketId;
}
[Serializable]
public class GetMatchmakingTicketResult : PlayFabResultCommon
{
/// <summary>
/// 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.
/// </summary>
public string CancellationReasonString;
/// <summary>
/// Change number used for differentiating older matchmaking status updates from newer ones.
/// </summary>
public uint? ChangeNumber;
/// <summary>
/// The server date and time at which ticket was created.
/// </summary>
public DateTime Created;
/// <summary>
/// The Creator's entity key.
/// </summary>
public EntityKey Creator;
/// <summary>
/// How long to attempt matching this ticket in seconds.
/// </summary>
public int GiveUpAfterSeconds;
/// <summary>
/// The Id of a match.
/// </summary>
public string MatchId;
/// <summary>
/// A list of Users that have joined this ticket.
/// </summary>
public List<MatchmakingPlayer> Members;
/// <summary>
/// A list of PlayFab Ids of Users to match with.
/// </summary>
public List<EntityKey> MembersToMatchWith;
/// <summary>
/// The Id of a match queue.
/// </summary>
public string QueueName;
/// <summary>
/// The current ticket status. Possible values are: WaitingForPlayers, WaitingForMatch, WaitingForServer, Canceled and
/// Matched.
/// </summary>
public string Status;
/// <summary>
/// The Id of the ticket to find a match for.
/// </summary>
public string TicketId;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class GetMatchRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Determines whether the matchmaking attributes will be returned as an escaped JSON string or as an un-escaped JSON
/// object.
/// </summary>
public bool EscapeObject;
/// <summary>
/// The Id of a match.
/// </summary>
public string MatchId;
/// <summary>
/// The name of the queue to join.
/// </summary>
public string QueueName;
/// <summary>
/// Determines whether the matchmaking attributes for each user should be returned in the response for match request.
/// </summary>
public bool ReturnMemberAttributes;
}
[Serializable]
public class GetMatchResult : PlayFabResultCommon
{
/// <summary>
/// A string that is used by players that are matched together to join an arranged lobby.
/// </summary>
public string ArrangementString;
/// <summary>
/// The Id of a match.
/// </summary>
public string MatchId;
/// <summary>
/// A list of Users that are matched together, along with their team assignments.
/// </summary>
public List<MatchmakingPlayerWithTeamAssignment> Members;
/// <summary>
/// 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.
/// </summary>
public List<string> RegionPreferences;
/// <summary>
/// The details of the server that the match has been allocated to.
/// </summary>
public ServerDetails ServerDetails;
}
/// <summary>
/// Gets multiplayer server session details for a build in a specific region.
/// </summary>
[Serializable]
public class GetMultiplayerServerDetailsRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The title generated guid string session ID of the multiplayer server to get details for. This is to keep track of
/// multiplayer server sessions.
/// </summary>
public string SessionId;
}
[Serializable]
public class GetMultiplayerServerDetailsResponse : PlayFabResultCommon
{
/// <summary>
/// The identity of the build in which the server was allocated.
/// </summary>
public string BuildId;
/// <summary>
/// The connected players in the multiplayer server.
/// </summary>
public List<ConnectedPlayer> ConnectedPlayers;
/// <summary>
/// The fully qualified domain name of the virtual machine that is hosting this multiplayer server.
/// </summary>
public string FQDN;
/// <summary>
/// The public IPv4 address of the virtual machine that is hosting this multiplayer server.
/// </summary>
public string IPV4Address;
/// <summary>
/// The time (UTC) at which a change in the multiplayer server state was observed.
/// </summary>
public DateTime? LastStateTransitionTime;
/// <summary>
/// The ports the multiplayer server uses.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The list of public Ipv4 addresses associated with the server.
/// </summary>
public List<PublicIpAddress> PublicIPV4Addresses;
/// <summary>
/// The region the multiplayer server is located in.
/// </summary>
public string Region;
/// <summary>
/// The string server ID of the multiplayer server generated by PlayFab.
/// </summary>
public string ServerId;
/// <summary>
/// The guid string session ID of the multiplayer server.
/// </summary>
public string SessionId;
/// <summary>
/// The state of the multiplayer server.
/// </summary>
public string State;
/// <summary>
/// The virtual machine ID that the multiplayer server is located on.
/// </summary>
public string VmId;
}
/// <summary>
/// Gets multiplayer server logs for a specific server id in a region. The logs are available only after a server has
/// terminated.
/// </summary>
[Serializable]
public class GetMultiplayerServerLogsRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The server ID of multiplayer server to get logs for.
/// </summary>
public string ServerId;
}
[Serializable]
public class GetMultiplayerServerLogsResponse : PlayFabResultCommon
{
/// <summary>
/// URL for logs download.
/// </summary>
public string LogDownloadUrl;
}
/// <summary>
/// Gets multiplayer server logs for a specific server id in a region. The logs are available only after a server has
/// terminated.
/// </summary>
[Serializable]
public class GetMultiplayerSessionLogsBySessionIdRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The server ID of multiplayer server to get logs for.
/// </summary>
public string SessionId;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class GetQueueStatisticsRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The name of the queue.
/// </summary>
public string QueueName;
}
[Serializable]
public class GetQueueStatisticsResult : PlayFabResultCommon
{
/// <summary>
/// The current number of players in the matchmaking queue, who are waiting to be matched.
/// </summary>
public uint? NumberOfPlayersMatching;
/// <summary>
/// Statistics representing the time (in seconds) it takes for tickets to find a match.
/// </summary>
public Statistics TimeToMatchStatisticsInSeconds;
}
/// <summary>
/// Gets a remote login endpoint to a VM that is hosting a multiplayer server build in a specific region.
/// </summary>
[Serializable]
public class GetRemoteLoginEndpointRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string build ID of the multiplayer server to get remote login information for.
/// </summary>
public string BuildId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The region of the multiplayer server to get remote login information for.
/// </summary>
public string Region;
/// <summary>
/// The virtual machine ID the multiplayer server is located on.
/// </summary>
public string VmId;
}
[Serializable]
public class GetRemoteLoginEndpointResponse : PlayFabResultCommon
{
/// <summary>
/// The remote login IPV4 address of multiplayer server.
/// </summary>
public string IPV4Address;
/// <summary>
/// The remote login port of multiplayer server.
/// </summary>
public int Port;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class GetServerBackfillTicketRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Determines whether the matchmaking attributes will be returned as an escaped JSON string or as an un-escaped JSON
/// object.
/// </summary>
public bool EscapeObject;
/// <summary>
/// The name of the queue to find a match for.
/// </summary>
public string QueueName;
/// <summary>
/// The Id of the ticket to find a match for.
/// </summary>
public string TicketId;
}
[Serializable]
public class GetServerBackfillTicketResult : PlayFabResultCommon
{
/// <summary>
/// The reason why the current ticket was canceled. This field is only set if the ticket is in canceled state.
/// </summary>
public string CancellationReasonString;
/// <summary>
/// The server date and time at which ticket was created.
/// </summary>
public DateTime Created;
/// <summary>
/// How long to attempt matching this ticket in seconds.
/// </summary>
public int GiveUpAfterSeconds;
/// <summary>
/// The Id of a match.
/// </summary>
public string MatchId;
/// <summary>
/// A list of Users that are part of this ticket, along with their team assignments.
/// </summary>
public List<MatchmakingPlayerWithTeamAssignment> Members;
/// <summary>
/// The Id of a match queue.
/// </summary>
public string QueueName;
/// <summary>
/// The details of the server the members are connected to.
/// </summary>
public ServerDetails ServerDetails;
/// <summary>
/// The current ticket status. Possible values are: WaitingForMatch, Canceled and Matched.
/// </summary>
public string Status;
/// <summary>
/// The Id of the ticket to find a match for.
/// </summary>
public string TicketId;
}
/// <summary>
/// Gets the status of whether a title is enabled for the multiplayer server feature. The enabled status can be
/// Initializing, Enabled, and Disabled.
/// </summary>
[Serializable]
public class GetTitleEnabledForMultiplayerServersStatusRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
[Serializable]
public class GetTitleEnabledForMultiplayerServersStatusResponse : PlayFabResultCommon
{
/// <summary>
/// The enabled status for the multiplayer server features for the title.
/// </summary>
public TitleMultiplayerServerEnabledStatus? Status;
}
/// <summary>
/// Gets a title's server quota change request.
/// </summary>
[Serializable]
public class GetTitleMultiplayerServersQuotaChangeRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Id of the change request to get.
/// </summary>
public string RequestId;
}
[Serializable]
public class GetTitleMultiplayerServersQuotaChangeResponse : PlayFabResultCommon
{
/// <summary>
/// The change request for this title.
/// </summary>
public QuotaChange Change;
}
/// <summary>
/// Gets the quotas for a title in relation to multiplayer servers.
/// </summary>
[Serializable]
public class GetTitleMultiplayerServersQuotasRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
[Serializable]
public class GetTitleMultiplayerServersQuotasResponse : PlayFabResultCommon
{
/// <summary>
/// The various quotas for multiplayer servers for the title.
/// </summary>
public TitleMultiplayerServersQuotas Quotas;
}
[Serializable]
public class InstrumentationConfiguration : PlayFabBaseModel
{
/// <summary>
/// Designates whether windows instrumentation configuration will be enabled for this Build
/// </summary>
public bool? IsEnabled;
/// <summary>
/// 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 ]
/// </summary>
public List<string> ProcessesToMonitor;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class InviteToLobbyRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The entity invited to the lobby.
/// </summary>
public EntityKey InviteeEntity;
/// <summary>
/// The id of the lobby.
/// </summary>
public string LobbyId;
/// <summary>
/// The member entity sending the invite. Must be a member of the lobby.
/// </summary>
public EntityKey MemberEntity;
}
/// <summary>
/// Request to join an arranged lobby. Only a client can join an arranged lobby.
/// </summary>
[Serializable]
public class JoinArrangedLobbyRequest : PlayFabRequestCommon
{
/// <summary>
/// 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.
/// </summary>
public AccessPolicy? AccessPolicy;
/// <summary>
/// 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.
/// </summary>
public string ArrangementString;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The maximum number of players allowed in the lobby. The value must be between 2 and 128.
/// </summary>
public uint MaxPlayers;
/// <summary>
/// The private key-value pairs used by the member to communicate information to other members and the owner. Visible to all
/// entities in 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.
/// </summary>
public Dictionary<string,string> MemberData;
/// <summary>
/// The member entity who is joining the lobby. The first member to join will be the lobby owner.
/// </summary>
public EntityKey MemberEntity;
/// <summary>
/// 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.
/// </summary>
public OwnerMigrationPolicy? OwnerMigrationPolicy;
/// <summary>
/// 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.
/// </summary>
public bool UseConnections;
}
/// <summary>
/// Preview: Request to join a lobby as a server. Only callable by a game_server entity and this is restricted to client
/// owned lobbies which are using connections.
/// </summary>
[Serializable]
public class JoinLobbyAsServerRequest : PlayFabRequestCommon
{
/// <summary>
/// A field which indicates which lobby the game_server will be joining. This field is opaque to everyone except the Lobby
/// service.
/// </summary>
public string ConnectionString;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The private key-value pairs which are visible to all entities in the lobby but can only be modified by the joined
/// server.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 serverData values may not exceed 4096 bytes.
/// </summary>
public Dictionary<string,string> ServerData;
/// <summary>
/// The game_server entity which is joining the Lobby. If a different game_server entity has already joined the request will
/// fail unless the joined entity is disconnected, in which case the incoming game_server entity will replace the
/// disconnected entity.
/// </summary>
public EntityKey ServerEntity;
}
[Serializable]
public class JoinLobbyAsServerResult : PlayFabResultCommon
{
/// <summary>
/// Successfully joined lobby's id.
/// </summary>
public string LobbyId;
}
/// <summary>
/// Request to join a lobby. Only a client can join a lobby.
/// </summary>
[Serializable]
public class JoinLobbyRequest : PlayFabRequestCommon
{
/// <summary>
/// A field which indicates which lobby the user will be joining. This field is opaque to everyone except the Lobby service.
/// </summary>
public string ConnectionString;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The private key-value pairs used by the member to communicate information to other members and the owner. Visible to all
/// entities in 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.
/// </summary>
public Dictionary<string,string> MemberData;
/// <summary>
/// The member entity who is joining the lobby.
/// </summary>
public EntityKey MemberEntity;
}
[Serializable]
public class JoinLobbyResult : PlayFabResultCommon
{
/// <summary>
/// Successfully joined lobby's id.
/// </summary>
public string LobbyId;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class JoinMatchmakingTicketRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The User who wants to join the ticket. Their Id must be listed in PlayFabIdsToMatchWith.
/// </summary>
public MatchmakingPlayer Member;
/// <summary>
/// The name of the queue to join.
/// </summary>
public string QueueName;
/// <summary>
/// The Id of the ticket to find a match for.
/// </summary>
public string TicketId;
}
[Serializable]
public class JoinMatchmakingTicketResult : PlayFabResultCommon
{
}
/// <summary>
/// Preview: Request for server to leave a lobby. Only a game_server entity can leave and this is restricted to client owned
/// lobbies which are using connections.
/// </summary>
[Serializable]
public class LeaveLobbyAsServerRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The id of the lobby.
/// </summary>
public string LobbyId;
/// <summary>
/// The game_server entity leaving the lobby. If the game_server was subscribed to notifications, it will be unsubscribed.
/// If a the given game_server entity is not in the lobby, it will fail.
/// </summary>
public EntityKey ServerEntity;
}
/// <summary>
/// Request to leave a lobby. Only a client can leave a lobby.
/// </summary>
[Serializable]
public class LeaveLobbyRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The id of the lobby.
/// </summary>
public string LobbyId;
/// <summary>
/// The member entity leaving the lobby.
/// </summary>
public EntityKey MemberEntity;
}
[Serializable]
public class LinearDifferenceRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// This value gets added to Difference at every expansion interval.
/// </summary>
public double Delta;
/// <summary>
/// Once the total difference reaches this value, expansion stops. Optional.
/// </summary>
public double? Limit;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class LinearRegionSelectionRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// This value gets added to MaxLatency at every expansion interval.
/// </summary>
public uint Delta;
/// <summary>
/// Once the max Latency reaches this value, expansion stops.
/// </summary>
public uint Limit;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class LinearSetIntersectionRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// This value gets added to MinIntersectionSize at every expansion interval.
/// </summary>
public uint Delta;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class LinearTeamDifferenceRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// This value gets added to Difference at every expansion interval.
/// </summary>
public double Delta;
/// <summary>
/// Once the total difference reaches this value, expansion stops. Optional.
/// </summary>
public double? Limit;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class LinearTeamSizeBalanceRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// This value gets added to Difference at every expansion interval.
/// </summary>
public uint Delta;
/// <summary>
/// Once the total difference reaches this value, expansion stops. Optional.
/// </summary>
public uint? Limit;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class LinuxInstrumentationConfiguration : PlayFabBaseModel
{
/// <summary>
/// Designates whether Linux instrumentation configuration will be enabled for this Build
/// </summary>
public bool IsEnabled;
}
/// <summary>
/// Returns a list of multiplayer server game asset summaries for a title.
/// </summary>
[Serializable]
public class ListAssetSummariesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The page size for the request.
/// </summary>
public int? PageSize;
/// <summary>
/// The skip token for the paged request.
/// </summary>
public string SkipToken;
}
[Serializable]
public class ListAssetSummariesResponse : PlayFabResultCommon
{
/// <summary>
/// The list of asset summaries.
/// </summary>
public List<AssetSummary> AssetSummaries;
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
}
/// <summary>
/// Returns a list of summarized details of all multiplayer server builds for a title.
/// </summary>
[Serializable]
public class ListBuildAliasesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The page size for the request.
/// </summary>
public int? PageSize;
/// <summary>
/// The skip token for the paged request.
/// </summary>
public string SkipToken;
}
[Serializable]
public class ListBuildAliasesResponse : PlayFabResultCommon
{
/// <summary>
/// The list of build aliases for the title
/// </summary>
public List<BuildAliasDetailsResponse> BuildAliases;
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
}
/// <summary>
/// Returns a list of summarized details of all multiplayer server builds for a title.
/// </summary>
[Serializable]
public class ListBuildSummariesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The page size for the request.
/// </summary>
public int? PageSize;
/// <summary>
/// The skip token for the paged request.
/// </summary>
public string SkipToken;
}
[Serializable]
public class ListBuildSummariesResponse : PlayFabResultCommon
{
/// <summary>
/// The list of build summaries for a title.
/// </summary>
public List<BuildSummary> BuildSummaries;
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
}
/// <summary>
/// Returns a list of multiplayer server game certificates for a title.
/// </summary>
[Serializable]
public class ListCertificateSummariesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The page size for the request.
/// </summary>
public int? PageSize;
/// <summary>
/// The skip token for the paged request.
/// </summary>
public string SkipToken;
}
[Serializable]
public class ListCertificateSummariesResponse : PlayFabResultCommon
{
/// <summary>
/// The list of game certificates.
/// </summary>
public List<CertificateSummary> CertificateSummaries;
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
}
/// <summary>
/// Returns a list of the container images that have been uploaded to the container registry for a title.
/// </summary>
[Serializable]
public class ListContainerImagesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The page size for the request.
/// </summary>
public int? PageSize;
/// <summary>
/// The skip token for the paged request.
/// </summary>
public string SkipToken;
}
[Serializable]
public class ListContainerImagesResponse : PlayFabResultCommon
{
/// <summary>
/// The list of container images.
/// </summary>
public List<string> Images;
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
}
/// <summary>
/// Returns a list of the tags for a particular container image that exists in the container registry for a title.
/// </summary>
[Serializable]
public class ListContainerImageTagsRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The container images we want to list tags for.
/// </summary>
public string ImageName;
/// <summary>
/// The page size for the request.
/// </summary>
public int? PageSize;
/// <summary>
/// The skip token for the paged request.
/// </summary>
public string SkipToken;
}
[Serializable]
public class ListContainerImageTagsResponse : PlayFabResultCommon
{
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
/// <summary>
/// The list of tags for a particular container image.
/// </summary>
public List<string> Tags;
}
/// <summary>
/// Gets a list of all the matchmaking queue configurations for the title.
/// </summary>
[Serializable]
public class ListMatchmakingQueuesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
[Serializable]
public class ListMatchmakingQueuesResult : PlayFabResultCommon
{
/// <summary>
/// The list of matchmaking queue configs for this title.
/// </summary>
public List<MatchmakingQueueConfig> MatchMakingQueues;
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class ListMatchmakingTicketsForPlayerRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The entity key for which to find the ticket Ids.
/// </summary>
public EntityKey Entity;
/// <summary>
/// The name of the queue to find a match for.
/// </summary>
public string QueueName;
}
[Serializable]
public class ListMatchmakingTicketsForPlayerResult : PlayFabResultCommon
{
/// <summary>
/// The list of ticket Ids the user is a member of.
/// </summary>
public List<string> TicketIds;
}
/// <summary>
/// Returns a list of multiplayer servers for a build in a specific region.
/// </summary>
[Serializable]
public class ListMultiplayerServersRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string build ID of the multiplayer servers to list.
/// </summary>
public string BuildId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The page size for the request.
/// </summary>
public int? PageSize;
/// <summary>
/// The region the multiplayer servers to list.
/// </summary>
public string Region;
/// <summary>
/// The skip token for the paged request.
/// </summary>
public string SkipToken;
}
[Serializable]
public class ListMultiplayerServersResponse : PlayFabResultCommon
{
/// <summary>
/// The list of multiplayer server summary details.
/// </summary>
public List<MultiplayerServerSummary> MultiplayerServerSummaries;
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
}
/// <summary>
/// Returns a list of quality of service servers for party.
/// </summary>
[Serializable]
public class ListPartyQosServersRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
[Serializable]
public class ListPartyQosServersResponse : PlayFabResultCommon
{
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The list of QoS servers.
/// </summary>
public List<QosServer> QosServers;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
}
/// <summary>
/// Returns a list of quality of service servers for a title.
/// </summary>
[Serializable]
public class ListQosServersForTitleRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Indicates that the response should contain Qos servers for all regions, including those where there are no builds
/// deployed for the title.
/// </summary>
public bool? IncludeAllRegions;
/// <summary>
/// Indicates the Routing Preference used by the Qos servers. The default Routing Preference is Microsoft
/// </summary>
public string RoutingPreference;
}
[Serializable]
public class ListQosServersForTitleResponse : PlayFabResultCommon
{
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The list of QoS servers.
/// </summary>
public List<QosServer> QosServers;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
}
/// <summary>
/// Returns a list of multiplayer server game secrets for a title.
/// </summary>
[Serializable]
public class ListSecretSummariesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The page size for the request.
/// </summary>
public int? PageSize;
/// <summary>
/// The skip token for the paged request.
/// </summary>
public string SkipToken;
}
[Serializable]
public class ListSecretSummariesResponse : PlayFabResultCommon
{
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The list of game secret.
/// </summary>
public List<SecretSummary> SecretSummaries;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
}
/// <summary>
/// List all server backfill ticket Ids the user is a member of.
/// </summary>
[Serializable]
public class ListServerBackfillTicketsForPlayerRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The entity key for which to find the ticket Ids.
/// </summary>
public EntityKey Entity;
/// <summary>
/// The name of the queue the tickets are in.
/// </summary>
public string QueueName;
}
[Serializable]
public class ListServerBackfillTicketsForPlayerResult : PlayFabResultCommon
{
/// <summary>
/// The list of backfill ticket Ids the user is a member of.
/// </summary>
public List<string> TicketIds;
}
/// <summary>
/// List all server quota change requests for a title.
/// </summary>
[Serializable]
public class ListTitleMultiplayerServersQuotaChangesRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
[Serializable]
public class ListTitleMultiplayerServersQuotaChangesResponse : PlayFabResultCommon
{
/// <summary>
/// All change requests for this title.
/// </summary>
public List<QuotaChange> Changes;
}
/// <summary>
/// Returns a list of virtual machines for a title.
/// </summary>
[Serializable]
public class ListVirtualMachineSummariesRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string build ID of the virtual machines to list.
/// </summary>
public string BuildId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The page size for the request.
/// </summary>
public int? PageSize;
/// <summary>
/// The region of the virtual machines to list.
/// </summary>
public string Region;
/// <summary>
/// The skip token for the paged request.
/// </summary>
public string SkipToken;
}
[Serializable]
public class ListVirtualMachineSummariesResponse : PlayFabResultCommon
{
/// <summary>
/// The page size on the response.
/// </summary>
public int PageSize;
/// <summary>
/// The skip token for the paged response.
/// </summary>
public string SkipToken;
/// <summary>
/// The list of virtual machine summaries.
/// </summary>
public List<VirtualMachineSummary> VirtualMachines;
}
[Serializable]
public class Lobby : PlayFabBaseModel
{
/// <summary>
/// A setting indicating who is allowed to join this lobby, as well as see it in queries.
/// </summary>
public AccessPolicy AccessPolicy;
/// <summary>
/// A number that increments once for each request that modifies the lobby.
/// </summary>
public uint ChangeNumber;
/// <summary>
/// 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.
/// </summary>
public string ConnectionString;
/// <summary>
/// Lobby data.
/// </summary>
public Dictionary<string,string> LobbyData;
/// <summary>
/// Id to uniquely identify a lobby.
/// </summary>
public string LobbyId;
/// <summary>
/// The maximum number of players allowed in the lobby.
/// </summary>
public uint MaxPlayers;
/// <summary>
/// Array of all lobby members.
/// </summary>
public List<Member> Members;
/// <summary>
/// A setting indicating whether members are allowed to join this lobby. When Locked new members are prevented from joining.
/// </summary>
public MembershipLock MembershipLock;
/// <summary>
/// The client or server entity which owns this lobby.
/// </summary>
public EntityKey Owner;
/// <summary>
/// A setting indicating the owner migration policy. If server owned, this field is not present.
/// </summary>
public OwnerMigrationPolicy? OwnerMigrationPolicy;
/// <summary>
/// An opaque string stored on a SubscribeToLobbyResource call, which indicates the connection an owner or member has with
/// PubSub.
/// </summary>
public string PubSubConnectionHandle;
/// <summary>
/// Search data.
/// </summary>
public Dictionary<string,string> SearchData;
/// <summary>
/// Preview: Lobby joined server. This is not the server owner, rather the server that has joined a client owned lobby.
/// </summary>
public LobbyServer Server;
/// <summary>
/// A flag which determines if connections are used. Defaults to true. Only set on create.
/// </summary>
public bool UseConnections;
}
[Serializable]
public class LobbyEmptyResult : PlayFabResultCommon
{
}
[Serializable]
public class LobbyServer : PlayFabBaseModel
{
/// <summary>
/// Opaque string, stored on a Subscribe call, which indicates the connection a joined server has with PubSub.
/// </summary>
public string PubSubConnectionHandle;
/// <summary>
/// Key-value pairs specific to the joined server.
/// </summary>
public Dictionary<string,string> ServerData;
/// <summary>
/// The server entity key.
/// </summary>
public EntityKey ServerEntity;
}
[Serializable]
public class LobbySummary : PlayFabBaseModel
{
/// <summary>
/// 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.
/// </summary>
public string ConnectionString;
/// <summary>
/// The current number of players in the lobby.
/// </summary>
public uint CurrentPlayers;
/// <summary>
/// Id to uniquely identify a lobby.
/// </summary>
public string LobbyId;
/// <summary>
/// The maximum number of players allowed in the lobby.
/// </summary>
public uint MaxPlayers;
/// <summary>
/// A setting indicating whether members are allowed to join this lobby. When Locked new members are prevented from joining.
/// </summary>
public MembershipLock? MembershipLock;
/// <summary>
/// The client or server entity which owns this lobby.
/// </summary>
public EntityKey Owner;
/// <summary>
/// Search data.
/// </summary>
public Dictionary<string,string> SearchData;
}
/// <summary>
/// A user in a matchmaking ticket.
/// </summary>
[Serializable]
public class MatchmakingPlayer : PlayFabBaseModel
{
/// <summary>
/// The user's attributes custom to the title.
/// </summary>
public MatchmakingPlayerAttributes Attributes;
/// <summary>
/// The entity key of the matchmaking user.
/// </summary>
public EntityKey Entity;
}
/// <summary>
/// The matchmaking attributes for a user.
/// </summary>
[Serializable]
public class MatchmakingPlayerAttributes : PlayFabBaseModel
{
/// <summary>
/// A data object representing a user's attributes.
/// </summary>
public object DataObject;
/// <summary>
/// An escaped data object representing a user's attributes.
/// </summary>
public string EscapedDataObject;
}
/// <summary>
/// A player in a created matchmaking match with a team assignment.
/// </summary>
[Serializable]
public class MatchmakingPlayerWithTeamAssignment : PlayFabBaseModel
{
/// <summary>
/// The user's attributes custom to the title. These attributes will be null unless the request has ReturnMemberAttributes
/// flag set to true.
/// </summary>
public MatchmakingPlayerAttributes Attributes;
/// <summary>
/// The entity key of the matchmaking user.
/// </summary>
public EntityKey Entity;
/// <summary>
/// The Id of the team the User is assigned to.
/// </summary>
public string TeamId;
}
[Serializable]
public class MatchmakingQueueConfig : PlayFabBaseModel
{
/// <summary>
/// This is the buildAlias that will be used to allocate the multiplayer server for the match.
/// </summary>
public BuildAliasParams BuildAliasParams;
/// <summary>
/// This is the buildId that will be used to allocate the multiplayer server for the match.
/// </summary>
public string BuildId;
/// <summary>
/// List of difference rules used to find an optimal match.
/// </summary>
public List<DifferenceRule> DifferenceRules;
/// <summary>
/// List of match total rules used to find an optimal match.
/// </summary>
public List<MatchTotalRule> MatchTotalRules;
/// <summary>
/// Maximum number of players in a match.
/// </summary>
public uint MaxMatchSize;
/// <summary>
/// Maximum number of players in a ticket. Optional.
/// </summary>
public uint? MaxTicketSize;
/// <summary>
/// Minimum number of players in a match.
/// </summary>
public uint MinMatchSize;
/// <summary>
/// Unique identifier for a Queue. Chosen by the developer.
/// </summary>
public string Name;
/// <summary>
/// Region selection rule used to find an optimal match.
/// </summary>
public RegionSelectionRule RegionSelectionRule;
/// <summary>
/// Boolean flag to enable server allocation for the queue.
/// </summary>
public bool ServerAllocationEnabled;
/// <summary>
/// List of set intersection rules used to find an optimal match.
/// </summary>
public List<SetIntersectionRule> SetIntersectionRules;
/// <summary>
/// Controls which statistics are visible to players.
/// </summary>
public StatisticsVisibilityToPlayers StatisticsVisibilityToPlayers;
/// <summary>
/// List of string equality rules used to find an optimal match.
/// </summary>
public List<StringEqualityRule> StringEqualityRules;
/// <summary>
/// List of team difference rules used to find an optimal match.
/// </summary>
public List<TeamDifferenceRule> TeamDifferenceRules;
/// <summary>
/// The team configuration for a match. This may be null if there are no teams.
/// </summary>
public List<MatchmakingQueueTeam> Teams;
/// <summary>
/// Team size balance rule used to find an optimal match.
/// </summary>
public TeamSizeBalanceRule TeamSizeBalanceRule;
/// <summary>
/// Team ticket size similarity rule used to find an optimal match.
/// </summary>
public TeamTicketSizeSimilarityRule TeamTicketSizeSimilarityRule;
}
[Serializable]
public class MatchmakingQueueTeam : PlayFabBaseModel
{
/// <summary>
/// The maximum number of players required for the team.
/// </summary>
public uint MaxTeamSize;
/// <summary>
/// The minimum number of players required for the team.
/// </summary>
public uint MinTeamSize;
/// <summary>
/// A name to identify the team. This is case insensitive.
/// </summary>
public string Name;
}
[Serializable]
public class MatchTotalRule : PlayFabBaseModel
{
/// <summary>
/// Description of the attribute used by this rule to match tickets.
/// </summary>
public QueueRuleAttribute Attribute;
/// <summary>
/// Collection of fields relating to expanding this rule at set intervals.
/// </summary>
public MatchTotalRuleExpansion Expansion;
/// <summary>
/// The maximum total value for a group. Must be >= Min.
/// </summary>
public double Max;
/// <summary>
/// The minimum total value for a group. Must be >=2.
/// </summary>
public double Min;
/// <summary>
/// Friendly name chosen by developer.
/// </summary>
public string Name;
/// <summary>
/// How many seconds before this rule is no longer enforced (but tickets that comply with this rule will still be
/// prioritized over those that don't). Leave blank if this rule is always enforced.
/// </summary>
public uint? SecondsUntilOptional;
/// <summary>
/// The relative weight of this rule compared to others.
/// </summary>
public double Weight;
}
[Serializable]
public class MatchTotalRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// Manually specify the values to use for each expansion interval. When this is set, Max is ignored.
/// </summary>
public List<OverrideDouble> MaxOverrides;
/// <summary>
/// Manually specify the values to use for each expansion interval. When this is set, Min is ignored.
/// </summary>
public List<OverrideDouble> MinOverrides;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
[Serializable]
public class Member : PlayFabBaseModel
{
/// <summary>
/// Key-value pairs specific to member.
/// </summary>
public Dictionary<string,string> MemberData;
/// <summary>
/// The member entity key.
/// </summary>
public EntityKey MemberEntity;
/// <summary>
/// Opaque string, stored on a Subscribe call, which indicates the connection an owner or member has with PubSub.
/// </summary>
public string PubSubConnectionHandle;
}
public enum MembershipLock
{
Unlocked,
Locked
}
[Serializable]
public class MonitoringApplicationConfiguration : PlayFabBaseModel
{
/// <summary>
/// Asset which contains the monitoring application files and scripts.
/// </summary>
public AssetReference AssetReference;
/// <summary>
/// Execution script name, this will be the main executable for the monitoring application.
/// </summary>
public string ExecutionScriptName;
/// <summary>
/// Installation script name, this will be run before the ExecutionScript.
/// </summary>
public string InstallationScriptName;
/// <summary>
/// Timespan the monitoring application will be kept alive when running from the start of the VM
/// </summary>
public double? OnStartRuntimeInMinutes;
}
[Serializable]
public class MonitoringApplicationConfigurationParams : PlayFabBaseModel
{
/// <summary>
/// Asset which contains the monitoring application files and scripts.
/// </summary>
public AssetReferenceParams AssetReference;
/// <summary>
/// Execution script name, this will be the main executable for the monitoring application.
/// </summary>
public string ExecutionScriptName;
/// <summary>
/// Installation script name, this will be run before the ExecutionScript.
/// </summary>
public string InstallationScriptName;
/// <summary>
/// Timespan the monitoring application will be kept alive when running from the start of the VM
/// </summary>
public double? OnStartRuntimeInMinutes;
}
[Serializable]
public class MultiplayerServerSummary : PlayFabBaseModel
{
/// <summary>
/// The connected players in the multiplayer server.
/// </summary>
public List<ConnectedPlayer> ConnectedPlayers;
/// <summary>
/// The time (UTC) at which a change in the multiplayer server state was observed.
/// </summary>
public DateTime? LastStateTransitionTime;
/// <summary>
/// The region the multiplayer server is located in.
/// </summary>
public string Region;
/// <summary>
/// The string server ID of the multiplayer server generated by PlayFab.
/// </summary>
public string ServerId;
/// <summary>
/// The title generated guid string session ID of the multiplayer server.
/// </summary>
public string SessionId;
/// <summary>
/// The state of the multiplayer server.
/// </summary>
public string State;
/// <summary>
/// The virtual machine ID that the multiplayer server is located on.
/// </summary>
public string VmId;
}
public enum OsPlatform
{
Windows,
Linux
}
[Serializable]
public class OverrideDouble : PlayFabBaseModel
{
/// <summary>
/// The custom expansion value.
/// </summary>
public double Value;
}
[Serializable]
public class OverrideUnsignedInt : PlayFabBaseModel
{
/// <summary>
/// The custom expansion value.
/// </summary>
public uint Value;
}
public enum OwnerMigrationPolicy
{
None,
Automatic,
Manual,
Server
}
[Serializable]
public class PaginationRequest : PlayFabBaseModel
{
/// <summary>
/// Continuation token returned as a result in a previous FindLobbies call. Cannot be specified by clients.
/// </summary>
public string ContinuationToken;
/// <summary>
/// The number of lobbies that should be retrieved. Cannot be specified by servers, clients may specify any value up to 50
/// </summary>
public uint? PageSizeRequested;
}
[Serializable]
public class PaginationResponse : PlayFabBaseModel
{
/// <summary>
/// Continuation token returned by server call. Not returned for clients
/// </summary>
public string ContinuationToken;
/// <summary>
/// The number of lobbies that matched the search request.
/// </summary>
public uint? TotalMatchedLobbyCount;
}
[Serializable]
public class PartyInvitationConfiguration : PlayFabBaseModel
{
/// <summary>
/// The list of PlayFab EntityKeys that the invitation allows to authenticate into the network. If this list is empty, all
/// users are allowed to authenticate using the invitation's identifier. This list may contain no more than 1024 items.
/// </summary>
public List<EntityKey> EntityKeys;
/// <summary>
/// The invite identifier for this party. If this value is specified, it must be no longer than 127 characters.
/// </summary>
public string Identifier;
/// <summary>
/// Controls which participants can revoke this invite.
/// </summary>
public string Revocability;
}
public enum PartyInvitationRevocability
{
Creator,
Anyone
}
[Serializable]
public class PartyNetworkConfiguration : PlayFabBaseModel
{
/// <summary>
/// Controls whether and how to support direct peer-to-peer connection attempts among devices in the network.
/// </summary>
public string DirectPeerConnectivityOptions;
/// <summary>
/// The maximum number of devices allowed to connect to the network. Must be between 1 and 128, inclusive.
/// </summary>
public uint MaxDevices;
/// <summary>
/// The maximum number of devices allowed per user. Must be greater than 0.
/// </summary>
public uint MaxDevicesPerUser;
/// <summary>
/// The maximum number of endpoints allowed per device. Must be between 0 and 32, inclusive.
/// </summary>
public uint MaxEndpointsPerDevice;
/// <summary>
/// The maximum number of unique users allowed in the network. Must be greater than 0.
/// </summary>
public uint MaxUsers;
/// <summary>
/// The maximum number of users allowed per device. Must be between 1 and 8, inclusive.
/// </summary>
public uint MaxUsersPerDevice;
/// <summary>
/// An optionally-specified configuration for the initial invitation for this party. If not provided, default configuration
/// values will be used: a title-unique invitation identifier will be generated, the revocability will be Anyone, and the
/// EntityID list will be empty.
/// </summary>
public PartyInvitationConfiguration PartyInvitationConfiguration;
}
[Serializable]
public class Port : PlayFabBaseModel
{
/// <summary>
/// The name for the port.
/// </summary>
public string Name;
/// <summary>
/// The number for the port.
/// </summary>
public int Num;
/// <summary>
/// The protocol for the port.
/// </summary>
public ProtocolType Protocol;
}
public enum ProtocolType
{
TCP,
UDP
}
[Serializable]
public class PublicIpAddress : PlayFabBaseModel
{
/// <summary>
/// FQDN of the public IP
/// </summary>
public string FQDN;
/// <summary>
/// Server IP Address
/// </summary>
public string IpAddress;
/// <summary>
/// Routing Type of the public IP.
/// </summary>
public string RoutingType;
}
[Serializable]
public class QosServer : PlayFabBaseModel
{
/// <summary>
/// The region the QoS server is located in.
/// </summary>
public string Region;
/// <summary>
/// The QoS server URL.
/// </summary>
public string ServerUrl;
}
[Serializable]
public class QueueRuleAttribute : PlayFabBaseModel
{
/// <summary>
/// Specifies which attribute in a ticket to use.
/// </summary>
public string Path;
/// <summary>
/// Specifies which source the attribute comes from.
/// </summary>
public AttributeSource Source;
}
[Serializable]
public class QuotaChange : PlayFabBaseModel
{
/// <summary>
/// A brief description of the requested changes.
/// </summary>
public string ChangeDescription;
/// <summary>
/// Requested changes to make to the titles cores quota.
/// </summary>
public List<CoreCapacityChange> Changes;
/// <summary>
/// Whether or not this request is pending a review.
/// </summary>
public bool IsPendingReview;
/// <summary>
/// Additional information about this request that our team can use to better understand the requirements.
/// </summary>
public string Notes;
/// <summary>
/// Id of the change request.
/// </summary>
public string RequestId;
/// <summary>
/// Comments by our team when a request is reviewed.
/// </summary>
public string ReviewComments;
/// <summary>
/// Whether or not this request was approved.
/// </summary>
public bool WasApproved;
}
[Serializable]
public class RegionSelectionRule : PlayFabBaseModel
{
/// <summary>
/// Controls how the Max Latency parameter expands over time. Only one expansion can be set per rule. When this is set,
/// MaxLatency is ignored.
/// </summary>
public CustomRegionSelectionRuleExpansion CustomExpansion;
/// <summary>
/// Controls how the Max Latency parameter expands over time. Only one expansion can be set per rule.
/// </summary>
public LinearRegionSelectionRuleExpansion LinearExpansion;
/// <summary>
/// Specifies the maximum latency that is allowed between the client and the selected server. The value is in milliseconds.
/// </summary>
public uint MaxLatency;
/// <summary>
/// Friendly name chosen by developer.
/// </summary>
public string Name;
/// <summary>
/// Specifies which attribute in a ticket to use.
/// </summary>
public string Path;
/// <summary>
/// How many seconds before this rule is no longer enforced (but tickets that comply with this rule will still be
/// prioritized over those that don't). Leave blank if this rule is always enforced.
/// </summary>
public uint? SecondsUntilOptional;
/// <summary>
/// The relative weight of this rule compared to others.
/// </summary>
public double Weight;
}
/// <summary>
/// Deletes the configuration for a queue. This will permanently delete the configuration and players will no longer be able
/// to match in the queue. All outstanding matchmaking tickets will be cancelled.
/// </summary>
[Serializable]
public class RemoveMatchmakingQueueRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The Id of the matchmaking queue to remove.
/// </summary>
public string QueueName;
}
[Serializable]
public class RemoveMatchmakingQueueResult : PlayFabResultCommon
{
}
/// <summary>
/// Request to remove a member from a lobby. Owners may remove other members from a lobby. Members cannot remove themselves
/// (use LeaveLobby instead).
/// </summary>
[Serializable]
public class RemoveMemberFromLobbyRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The id of the lobby.
/// </summary>
public string LobbyId;
/// <summary>
/// The member entity to be removed from the lobby.
/// </summary>
public EntityKey MemberEntity;
/// <summary>
/// If true, removed member can never rejoin this lobby.
/// </summary>
public bool PreventRejoin;
}
/// <summary>
/// Requests a multiplayer server session from a particular build in any of the given preferred regions.
/// </summary>
[Serializable]
public class RequestMultiplayerServerRequest : PlayFabRequestCommon
{
/// <summary>
/// The identifiers of the build alias to use for the request.
/// </summary>
public BuildAliasParams BuildAliasParams;
/// <summary>
/// The guid string build ID of the multiplayer server to request.
/// </summary>
public string BuildId;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// 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.
/// </summary>
public List<string> InitialPlayers;
/// <summary>
/// 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.
/// </summary>
public List<string> PreferredRegions;
/// <summary>
/// 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.
/// </summary>
public string SessionCookie;
/// <summary>
/// A guid string session ID created track the multiplayer server session over its life.
/// </summary>
public string SessionId;
}
[Serializable]
public class RequestMultiplayerServerResponse : PlayFabResultCommon
{
/// <summary>
/// The identity of the build in which the server was allocated.
/// </summary>
public string BuildId;
/// <summary>
/// The connected players in the multiplayer server.
/// </summary>
public List<ConnectedPlayer> ConnectedPlayers;
/// <summary>
/// The fully qualified domain name of the virtual machine that is hosting this multiplayer server.
/// </summary>
public string FQDN;
/// <summary>
/// The public IPv4 address of the virtual machine that is hosting this multiplayer server.
/// </summary>
public string IPV4Address;
/// <summary>
/// The time (UTC) at which a change in the multiplayer server state was observed.
/// </summary>
public DateTime? LastStateTransitionTime;
/// <summary>
/// The ports the multiplayer server uses.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The list of public Ipv4 addresses associated with the server.
/// </summary>
public List<PublicIpAddress> PublicIPV4Addresses;
/// <summary>
/// The region the multiplayer server is located in.
/// </summary>
public string Region;
/// <summary>
/// The string server ID of the multiplayer server generated by PlayFab.
/// </summary>
public string ServerId;
/// <summary>
/// The guid string session ID of the multiplayer server.
/// </summary>
public string SessionId;
/// <summary>
/// The state of the multiplayer server.
/// </summary>
public string State;
/// <summary>
/// The virtual machine ID that the multiplayer server is located on.
/// </summary>
public string VmId;
}
/// <summary>
/// Requests a party session from a particular set of builds if build alias params is provided, in any of the given
/// preferred regions.
/// </summary>
[Serializable]
public class RequestPartyServiceRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The network configuration for this request.
/// </summary>
public PartyNetworkConfiguration NetworkConfiguration;
/// <summary>
/// A guid string party ID created track the party session over its life.
/// </summary>
public string PartyId;
/// <summary>
/// The preferred regions to request a party session from. The party service will iterate through the regions in the
/// specified order and allocate a party session from the first one that is available.
/// </summary>
public List<string> PreferredRegions;
}
[Serializable]
public class RequestPartyServiceResponse : PlayFabResultCommon
{
/// <summary>
/// The invitation identifier supplied in the PartyInvitationConfiguration, or the PlayFab-generated guid if none was
/// supplied.
/// </summary>
public string InvitationId;
/// <summary>
/// The guid string party ID of the party session.
/// </summary>
public string PartyId;
/// <summary>
/// A base-64 encoded string containing the serialized network descriptor for this party.
/// </summary>
public string SerializedNetworkDescriptor;
}
/// <summary>
/// Gets new credentials to the container registry where game developers can upload custom container images to before
/// creating a new build.
/// </summary>
[Serializable]
public class RolloverContainerRegistryCredentialsRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
[Serializable]
public class RolloverContainerRegistryCredentialsResponse : PlayFabResultCommon
{
/// <summary>
/// The url of the container registry.
/// </summary>
public string DnsName;
/// <summary>
/// The password for accessing the container registry.
/// </summary>
public string Password;
/// <summary>
/// The username for accessing the container registry.
/// </summary>
public string Username;
}
public enum RoutingType
{
Microsoft,
Internet
}
[Serializable]
public class Schedule : PlayFabBaseModel
{
/// <summary>
/// A short description about this schedule. For example, "Game launch on July 15th".
/// </summary>
public string Description;
/// <summary>
/// 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.
/// </summary>
public DateTime EndTime;
/// <summary>
/// Disables the schedule.
/// </summary>
public bool IsDisabled;
/// <summary>
/// If true, the StartTime and EndTime will get renewed every week.
/// </summary>
public bool IsRecurringWeekly;
/// <summary>
/// The date and time in UTC at which the schedule starts.
/// </summary>
public DateTime StartTime;
/// <summary>
/// The standby target to maintain for the duration of the schedule.
/// </summary>
public int TargetStandby;
}
[Serializable]
public class ScheduledStandbySettings : PlayFabBaseModel
{
/// <summary>
/// When true, scheduled standby will be enabled
/// </summary>
public bool IsEnabled;
/// <summary>
/// A list of non-overlapping schedules
/// </summary>
public List<Schedule> ScheduleList;
}
[Serializable]
public class Secret : PlayFabBaseModel
{
/// <summary>
/// Optional secret expiration date.
/// </summary>
public DateTime? ExpirationDate;
/// <summary>
/// A name for the secret. This is used to reference secrets in build configurations.
/// </summary>
public string Name;
/// <summary>
/// Secret value.
/// </summary>
public string Value;
}
[Serializable]
public class SecretSummary : PlayFabBaseModel
{
/// <summary>
/// Optional secret expiration date.
/// </summary>
public DateTime? ExpirationDate;
/// <summary>
/// The name of the secret.
/// </summary>
public string Name;
/// <summary>
/// The secret version auto-generated after upload.
/// </summary>
public string Version;
}
[Serializable]
public class ServerDetails : PlayFabBaseModel
{
/// <summary>
/// The fully qualified domain name of the virtual machine that is hosting this multiplayer server.
/// </summary>
public string Fqdn;
/// <summary>
/// The IPv4 address of the virtual machine that is hosting this multiplayer server.
/// </summary>
public string IPV4Address;
/// <summary>
/// The ports the multiplayer server uses.
/// </summary>
public List<Port> Ports;
/// <summary>
/// The server's region.
/// </summary>
public string Region;
/// <summary>
/// The string server ID of the multiplayer server generated by PlayFab.
/// </summary>
public string ServerId;
}
[Serializable]
public class ServerResourceConstraintParams : PlayFabBaseModel
{
/// <summary>
/// The maximum number of cores that each server is allowed to use.
/// </summary>
public double CpuLimit;
/// <summary>
/// The maximum number of GiB of memory that each server is allowed to use. WARNING: After exceeding this limit, the server
/// will be killed
/// </summary>
public double MemoryLimitGB;
}
public enum ServerType
{
Container,
Process
}
[Serializable]
public class SetIntersectionRule : PlayFabBaseModel
{
/// <summary>
/// Description of the attribute used by this rule to match tickets.
/// </summary>
public QueueRuleAttribute Attribute;
/// <summary>
/// Describes the behavior when an attribute is not specified in the ticket creation request or in the user's entity
/// profile.
/// </summary>
public AttributeNotSpecifiedBehavior AttributeNotSpecifiedBehavior;
/// <summary>
/// Collection of fields relating to expanding this rule at set intervals. Only one expansion can be set per rule. When this
/// is set, MinIntersectionSize is ignored.
/// </summary>
public CustomSetIntersectionRuleExpansion CustomExpansion;
/// <summary>
/// The default value assigned to tickets that are missing the attribute specified by AttributePath (assuming that
/// AttributeNotSpecifiedBehavior is UseDefault). Values must be unique.
/// </summary>
public List<string> DefaultAttributeValue;
/// <summary>
/// Collection of fields relating to expanding this rule at set intervals. Only one expansion can be set per rule.
/// </summary>
public LinearSetIntersectionRuleExpansion LinearExpansion;
/// <summary>
/// The minimum number of values that must match between sets.
/// </summary>
public uint MinIntersectionSize;
/// <summary>
/// Friendly name chosen by developer.
/// </summary>
public string Name;
/// <summary>
/// How many seconds before this rule is no longer enforced (but tickets that comply with this rule will still be
/// prioritized over those that don't). Leave blank if this rule is always enforced.
/// </summary>
public uint? SecondsUntilOptional;
/// <summary>
/// The relative weight of this rule compared to others.
/// </summary>
public double Weight;
}
/// <summary>
/// Use this API to create or update matchmaking queue configurations. The queue configuration defines the matchmaking
/// rules. The matchmaking service will match tickets together according to the configured rules. Queue resources are not
/// spun up by calling this API. Queues are created when the first ticket is submitted.
/// </summary>
[Serializable]
public class SetMatchmakingQueueRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The matchmaking queue config.
/// </summary>
public MatchmakingQueueConfig MatchmakingQueue;
}
[Serializable]
public class SetMatchmakingQueueResult : PlayFabResultCommon
{
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class ShutdownMultiplayerServerRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// A guid string session ID of the multiplayer server to shut down.
/// </summary>
public string SessionId;
}
[Serializable]
public class Statistics : PlayFabBaseModel
{
/// <summary>
/// The average.
/// </summary>
public double Average;
/// <summary>
/// The 50th percentile.
/// </summary>
public double Percentile50;
/// <summary>
/// The 90th percentile.
/// </summary>
public double Percentile90;
/// <summary>
/// The 99th percentile.
/// </summary>
public double Percentile99;
}
[Serializable]
public class StatisticsVisibilityToPlayers : PlayFabBaseModel
{
/// <summary>
/// Whether to allow players to view the current number of players in the matchmaking queue.
/// </summary>
public bool ShowNumberOfPlayersMatching;
/// <summary>
/// Whether to allow players to view statistics representing the time it takes for tickets to find a match.
/// </summary>
public bool ShowTimeToMatch;
}
[Serializable]
public class StringEqualityRule : PlayFabBaseModel
{
/// <summary>
/// Description of the attribute used by this rule to match tickets.
/// </summary>
public QueueRuleAttribute Attribute;
/// <summary>
/// Describes the behavior when an attribute is not specified in the ticket creation request or in the user's entity
/// profile.
/// </summary>
public AttributeNotSpecifiedBehavior AttributeNotSpecifiedBehavior;
/// <summary>
/// The default value assigned to tickets that are missing the attribute specified by AttributePath (assuming that
/// AttributeNotSpecifiedBehavior is false).
/// </summary>
public string DefaultAttributeValue;
/// <summary>
/// Collection of fields relating to expanding this rule at set intervals. For StringEqualityRules, this is limited to
/// turning the rule off or on during different intervals.
/// </summary>
public StringEqualityRuleExpansion Expansion;
/// <summary>
/// Friendly name chosen by developer.
/// </summary>
public string Name;
/// <summary>
/// How many seconds before this rule is no longer enforced (but tickets that comply with this rule will still be
/// prioritized over those that don't). Leave blank if this rule is always enforced.
/// </summary>
public uint? SecondsUntilOptional;
/// <summary>
/// The relative weight of this rule compared to others.
/// </summary>
public double Weight;
}
[Serializable]
public class StringEqualityRuleExpansion : PlayFabBaseModel
{
/// <summary>
/// List of bools specifying whether the rule is applied during this expansion.
/// </summary>
public List<bool> EnabledOverrides;
/// <summary>
/// How many seconds before this rule is expanded.
/// </summary>
public uint SecondsBetweenExpansions;
}
/// <summary>
/// Request to subscribe to lobby resource notifications.
/// </summary>
[Serializable]
public class SubscribeToLobbyResourceRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The entity performing the subscription.
/// </summary>
public EntityKey EntityKey;
/// <summary>
/// Opaque string, given to a client upon creating a connection with PubSub.
/// </summary>
public string PubSubConnectionHandle;
/// <summary>
/// The name of the resource to subscribe to.
/// </summary>
public string ResourceId;
/// <summary>
/// Version number for the subscription of this resource.
/// </summary>
public uint SubscriptionVersion;
/// <summary>
/// Subscription type.
/// </summary>
public SubscriptionType Type;
}
[Serializable]
public class SubscribeToLobbyResourceResult : PlayFabResultCommon
{
/// <summary>
/// Topic will be returned in all notifications that are the result of this subscription.
/// </summary>
public string Topic;
}
/// <summary>
/// Subscribe to match resource notifications. Match subscriptions have two types; MatchInvite and MatchTicketStatusChange
/// </summary>
[Serializable]
public class SubscribeToMatchResourceRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The entity performing the subscription. The entity must be authorized to use this connectionHandle.
/// </summary>
public EntityKey EntityKey;
/// <summary>
/// Opaque string, given to a client upon creating a connection with PubSub. Notifications will be sent to the connection
/// associated with this handle.
/// </summary>
public string PubSubConnectionHandle;
/// <summary>
/// The name of the resource to subscribe to. It follows the format {queueName}|{ticketId} for MatchTicketStatusChange. For
/// MatchInvite, ResourceId is @me.
/// </summary>
public string ResourceId;
/// <summary>
/// Version number for the subscription of this resource. Current supported version must be 1.
/// </summary>
public uint SubscriptionVersion;
/// <summary>
/// Subscription type. MatchInvite subscriptions are per-player. MatchTicketStatusChange subscriptions are per-ticket.
/// Subscribe calls are idempotent. Subscribing on the same resource for the same connection results in success.
/// </summary>
public string Type;
}
[Serializable]
public class SubscribeToMatchResourceResult : PlayFabResultCommon
{
/// <summary>
/// Matchmaking resource
/// </summary>
public string Topic;
}
public enum SubscriptionType
{
LobbyChange,
LobbyInvite
}
[Serializable]
public class TeamDifferenceRule : PlayFabBaseModel
{
/// <summary>
/// Description of the attribute used by this rule to match teams.
/// </summary>
public QueueRuleAttribute Attribute;
/// <summary>
/// Collection of fields relating to expanding this rule at set intervals. Only one expansion can be set per rule. When this
/// is set, Difference is ignored.
/// </summary>
public CustomTeamDifferenceRuleExpansion CustomExpansion;
/// <summary>
/// The default value assigned to tickets that are missing the attribute specified by AttributePath (assuming that
/// AttributeNotSpecifiedBehavior is false).
/// </summary>
public double DefaultAttributeValue;
/// <summary>
/// The allowed difference between any two teams at the start of matchmaking.
/// </summary>
public double Difference;
/// <summary>
/// Collection of fields relating to expanding this rule at set intervals. Only one expansion can be set per rule.
/// </summary>
public LinearTeamDifferenceRuleExpansion LinearExpansion;
/// <summary>
/// Friendly name chosen by developer.
/// </summary>
public string Name;
/// <summary>
/// How many seconds before this rule is no longer enforced (but tickets that comply with this rule will still be
/// prioritized over those that don't). Leave blank if this rule is always enforced.
/// </summary>
public uint? SecondsUntilOptional;
}
[Serializable]
public class TeamSizeBalanceRule : PlayFabBaseModel
{
/// <summary>
/// Controls how the Difference parameter expands over time. Only one expansion can be set per rule. When this is set,
/// Difference is ignored.
/// </summary>
public CustomTeamSizeBalanceRuleExpansion CustomExpansion;
/// <summary>
/// The allowed difference in team size between any two teams.
/// </summary>
public uint Difference;
/// <summary>
/// Controls how the Difference parameter expands over time. Only one expansion can be set per rule.
/// </summary>
public LinearTeamSizeBalanceRuleExpansion LinearExpansion;
/// <summary>
/// Friendly name chosen by developer.
/// </summary>
public string Name;
/// <summary>
/// How many seconds before this rule is no longer enforced (but tickets that comply with this rule will still be
/// prioritized over those that don't). Leave blank if this rule is always enforced.
/// </summary>
public uint? SecondsUntilOptional;
}
[Serializable]
public class TeamTicketSizeSimilarityRule : PlayFabBaseModel
{
/// <summary>
/// Friendly name chosen by developer.
/// </summary>
public string Name;
/// <summary>
/// How many seconds before this rule is no longer enforced (but tickets that comply with this rule will still be
/// prioritized over those that don't). Leave blank if this rule is always enforced.
/// </summary>
public uint? SecondsUntilOptional;
}
public enum TitleMultiplayerServerEnabledStatus
{
Initializing,
Enabled,
Disabled
}
[Serializable]
public class TitleMultiplayerServersQuotas : PlayFabBaseModel
{
/// <summary>
/// The core capacity for the various regions and VM Family
/// </summary>
public List<CoreCapacity> CoreCapacities;
}
/// <summary>
/// Request to unsubscribe from lobby notifications.
/// </summary>
[Serializable]
public class UnsubscribeFromLobbyResourceRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The entity which performed the subscription.
/// </summary>
public EntityKey EntityKey;
/// <summary>
/// Opaque string, given to a client upon creating a connection with PubSub.
/// </summary>
public string PubSubConnectionHandle;
/// <summary>
/// The name of the resource to unsubscribe from.
/// </summary>
public string ResourceId;
/// <summary>
/// Version number passed for the subscription of this resource.
/// </summary>
public uint SubscriptionVersion;
/// <summary>
/// Subscription type.
/// </summary>
public SubscriptionType Type;
}
/// <summary>
/// Unsubscribe from a Match resource's notifications. For MatchInvite, players are expected to unsubscribe once they can no
/// longer accept invites. For MatchTicketStatusChange, players are expected to unsusbcribe once the ticket has reached a
/// canceled or matched state.
/// </summary>
[Serializable]
public class UnsubscribeFromMatchResourceRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The entity performing the unsubscription. The entity must be authorized to use this connectionHandle.
/// </summary>
public EntityKey EntityKey;
/// <summary>
/// Opaque string, given to a client upon creating a connection with PubSub.
/// </summary>
public string PubSubConnectionHandle;
/// <summary>
/// The name of the resource to unsubscribe from. It follows the format {queueName}|{ticketId} for MatchTicketStatusChange.
/// For MatchInvite, ResourceId is @me.
/// </summary>
public string ResourceId;
/// <summary>
/// Version number for the unsubscription from this resource.
/// </summary>
public uint SubscriptionVersion;
/// <summary>
/// Type of the subscription to be canceled.
/// </summary>
public string Type;
}
[Serializable]
public class UnsubscribeFromMatchResourceResult : PlayFabResultCommon
{
}
/// <summary>
/// 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.
/// </summary>
[Serializable]
public class UntagContainerImageRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The container image which tag we want to remove.
/// </summary>
public string ImageName;
/// <summary>
/// The tag we want to remove.
/// </summary>
public string Tag;
}
/// <summary>
/// Creates a multiplayer server build alias and returns the created alias.
/// </summary>
[Serializable]
public class UpdateBuildAliasRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string alias Id of the alias to be updated.
/// </summary>
public string AliasId;
/// <summary>
/// The alias name.
/// </summary>
public string AliasName;
/// <summary>
/// Array of build selection criteria.
/// </summary>
public List<BuildSelectionCriterion> BuildSelectionCriteria;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
/// <summary>
/// Updates a multiplayer server build's name.
/// </summary>
[Serializable]
public class UpdateBuildNameRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string ID of the build we want to update the name of.
/// </summary>
public string BuildId;
/// <summary>
/// The build name.
/// </summary>
public string BuildName;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
/// <summary>
/// Updates a multiplayer server build's region.
/// </summary>
[Serializable]
public class UpdateBuildRegionRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string ID of the build we want to update regions for.
/// </summary>
public string BuildId;
/// <summary>
/// The updated region configuration that should be applied to the specified build.
/// </summary>
public BuildRegionParams BuildRegion;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
/// <summary>
/// Updates a multiplayer server build's regions.
/// </summary>
[Serializable]
public class UpdateBuildRegionsRequest : PlayFabRequestCommon
{
/// <summary>
/// The guid string ID of the build we want to update regions for.
/// </summary>
public string BuildId;
/// <summary>
/// The updated region configuration that should be applied to the specified build.
/// </summary>
public List<BuildRegionParams> BuildRegions;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
}
/// <summary>
/// Preview: Request to update the serverData and serverEntity in case of migration. Only a game_server entity can update
/// this information and this is restricted to client owned lobbies which are using connections.
/// </summary>
[Serializable]
public class UpdateLobbyAsServerRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The id of the lobby.
/// </summary>
public string LobbyId;
/// <summary>
/// The private key-value pairs which are visible to all entities in the lobby and modifiable by the joined server.
/// Optional. Sets or updates key-value pairs on the lobby. Only the current lobby lobby server can set serverData. Keys may
/// be an arbitrary string of at most 30 characters. The total size of all serverData 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.
/// </summary>
public Dictionary<string,string> ServerData;
/// <summary>
/// The keys to delete from the lobby serverData. Optional. Optional. Deletes key-value pairs on the lobby. Only the current
/// joined lobby server can delete serverData. All the specified keys will be removed from the serverData. Keys that do not
/// exist in the lobby are a no-op. If the key to delete exists in the serverData (same request) it will result in a bad
/// request.
/// </summary>
public List<string> ServerDataToDelete;
/// <summary>
/// The lobby server. Optional. Set a different server as the joined server of the lobby (there can only be 1 joined
/// server). When changing the server the previous server will automatically be unsubscribed.
/// </summary>
public EntityKey ServerEntity;
}
/// <summary>
/// Request to update a lobby.
/// </summary>
[Serializable]
public class UpdateLobbyRequest : PlayFabRequestCommon
{
/// <summary>
/// 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.
/// </summary>
public AccessPolicy? AccessPolicy;
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// The private key-value pairs which are visible to all entities in 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.
/// </summary>
public Dictionary<string,string> LobbyData;
/// <summary>
/// The keys to delete from the lobby LobbyData. Optional. Behaves similar to searchDataToDelete, but applies to lobbyData.
/// </summary>
public List<string> LobbyDataToDelete;
/// <summary>
/// The id of the lobby.
/// </summary>
public string LobbyId;
/// <summary>
/// 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.
/// </summary>
public uint? MaxPlayers;
/// <summary>
/// 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 entities in 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.
/// </summary>
public Dictionary<string,string> MemberData;
/// <summary>
/// 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.
/// </summary>
public List<string> MemberDataToDelete;
/// <summary>
/// The member entity whose data is being modified. Servers cannot specify this.
/// </summary>
public EntityKey MemberEntity;
/// <summary>
/// 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.
/// </summary>
public MembershipLock? MembershipLock;
/// <summary>
/// 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.
/// </summary>
public EntityKey Owner;
/// <summary>
/// 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.
/// </summary>
public Dictionary<string,string> SearchData;
/// <summary>
/// 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.
/// </summary>
public List<string> SearchDataToDelete;
}
/// <summary>
/// Uploads a multiplayer server game certificate.
/// </summary>
[Serializable]
public class UploadCertificateRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Forces the certificate renewal if the certificate already exists. Default is false
/// </summary>
public bool? ForceUpdate;
/// <summary>
/// The game certificate to upload.
/// </summary>
public Certificate GameCertificate;
}
/// <summary>
/// Uploads a multiplayer server game secret.
/// </summary>
[Serializable]
public class UploadSecretRequest : PlayFabRequestCommon
{
/// <summary>
/// The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
/// </summary>
public Dictionary<string,string> CustomTags;
/// <summary>
/// Forces the secret renewal if the secret already exists. Default is false
/// </summary>
public bool? ForceUpdate;
/// <summary>
/// The game secret to add.
/// </summary>
public Secret GameSecret;
}
[Serializable]
public class VirtualMachineSummary : PlayFabBaseModel
{
/// <summary>
/// The virtual machine health status.
/// </summary>
public string HealthStatus;
/// <summary>
/// The virtual machine state.
/// </summary>
public string State;
/// <summary>
/// The virtual machine ID.
/// </summary>
public string VmId;
}
[Serializable]
public class VmStartupScriptConfiguration : PlayFabBaseModel
{
/// <summary>
/// Optional port requests (name/protocol) that will be used by the VmStartupScript. Max of 5 requests.
/// </summary>
public List<VmStartupScriptPortRequest> PortRequests;
/// <summary>
/// Asset which contains the VmStartupScript script and any other required files.
/// </summary>
public AssetReference VmStartupScriptAssetReference;
}
[Serializable]
public class VmStartupScriptParams : PlayFabBaseModel
{
/// <summary>
/// Optional port requests (name/protocol) that will be used by the VmStartupScript. Max of 5 requests.
/// </summary>
public List<VmStartupScriptPortRequestParams> PortRequests;
/// <summary>
/// Asset which contains the VmStartupScript script and any other required files.
/// </summary>
public AssetReferenceParams VmStartupScriptAssetReference;
}
[Serializable]
public class VmStartupScriptPortRequest : PlayFabBaseModel
{
/// <summary>
/// The name for the port.
/// </summary>
public string Name;
/// <summary>
/// The protocol for the port.
/// </summary>
public ProtocolType Protocol;
}
[Serializable]
public class VmStartupScriptPortRequestParams : PlayFabBaseModel
{
/// <summary>
/// The name for the port.
/// </summary>
public string Name;
/// <summary>
/// The protocol for the port.
/// </summary>
public ProtocolType Protocol;
}
[Serializable]
public class WindowsCrashDumpConfiguration : PlayFabBaseModel
{
/// <summary>
/// See https://docs.microsoft.com/en-us/windows/win32/wer/collecting-user-mode-dumps for valid values.
/// </summary>
public int? CustomDumpFlags;
/// <summary>
/// See https://docs.microsoft.com/en-us/windows/win32/wer/collecting-user-mode-dumps for valid values.
/// </summary>
public int? DumpType;
/// <summary>
/// Designates whether automatic crash dump capturing will be enabled for this Build.
/// </summary>
public bool IsEnabled;
}
}
#endif