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<h1><a href="gameservices_v1.html">Game Services API</a> . <a href="gameservices_v1.projects.html">projects</a> . <a href="gameservices_v1.projects.locations.html">locations</a> . <a href="gameservices_v1.projects.locations.gameServerDeployments.html">gameServerDeployments</a> . <a href="gameservices_v1.projects.locations.gameServerDeployments.configs.html">configs</a></h1>
<h2>Instance Methods</h2>
<p class="toc_element">
<code><a href="#create">create(parent, body=None, configId=None, x__xgafv=None)</a></code></p>
<p class="firstline">Creates a new game server config in a given project, location, and game</p>
<p class="toc_element">
<code><a href="#delete">delete(name, x__xgafv=None)</a></code></p>
<p class="firstline">Deletes a single game server config. The deletion will fail if the game</p>
<p class="toc_element">
<code><a href="#get">get(name, x__xgafv=None)</a></code></p>
<p class="firstline">Gets details of a single game server config.</p>
<p class="toc_element">
<code><a href="#list">list(parent, orderBy=None, filter=None, pageToken=None, pageSize=None, x__xgafv=None)</a></code></p>
<p class="firstline">Lists game server configs in a given project, location, and game server</p>
<p class="toc_element">
<code><a href="#list_next">list_next(previous_request, previous_response)</a></code></p>
<p class="firstline">Retrieves the next page of results.</p>
<h3>Method Details</h3>
<div class="method">
<code class="details" id="create">create(parent, body=None, configId=None, x__xgafv=None)</code>
<pre>Creates a new game server config in a given project, location, and game
server deployment. Game server configs are immutable, and are not applied
until referenced in the game server deployment rollout resource.
Args:
parent: string, Required. The parent resource name. Uses the form:
`projects/{project}/locations/{location}/gameServerDeployments/{deployment}/`. (required)
body: object, The request body.
The object takes the form of:
{ # A game server config resource.
&quot;fleetConfigs&quot;: [ # FleetConfig contains a list of Agones fleet specs. Only one FleetConfig
# is allowed.
{ # Fleet configs for Agones.
&quot;name&quot;: &quot;A String&quot;, # The name of the FleetConfig.
&quot;fleetSpec&quot;: &quot;A String&quot;, # Agones fleet spec. Example spec:
# `https://agones.dev/site/docs/reference/fleet/`.
},
],
&quot;labels&quot;: { # The labels associated with this game server config. Each label is a
# key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;description&quot;: &quot;A String&quot;, # The description of the game server config.
&quot;name&quot;: &quot;A String&quot;, # The resource name of the game server config. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`.
# For example,
#
# `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`.
&quot;scalingConfigs&quot;: [ # The autoscaling settings.
{ # Autoscaling config for an Agones fleet.
&quot;selectors&quot;: [ # Labels used to identify the game server clusters to which this Agones
# scaling config applies. A game server cluster is subject to this Agones
# scaling config if its labels match any of the selector entries.
{ # The label selector, used to group labels on the resources.
&quot;labels&quot;: { # Resource labels for this selector.
&quot;a_key&quot;: &quot;A String&quot;,
},
},
],
&quot;fleetAutoscalerSpec&quot;: &quot;A String&quot;, # Required. Agones fleet autoscaler spec. Example spec:
# https://agones.dev/site/docs/reference/fleetautoscaler/
&quot;name&quot;: &quot;A String&quot;, # Required. The name of the Scaling Config
&quot;schedules&quot;: [ # The schedules to which this Scaling Config applies.
{ # The schedule of a recurring or one time event. The event&#x27;s time span is
# specified by start_time and end_time. If the scheduled event&#x27;s timespan is
# larger than the cron_spec + cron_job_duration, the event will be recurring.
# If only cron_spec + cron_job_duration are specified, the event is effective
# starting at the local time specified by cron_spec, and is recurring.
#
# start_time|-------[cron job]-------[cron job]-------[cron job]---|end_time
# cron job: cron spec start time + duration
&quot;cronJobDuration&quot;: &quot;A String&quot;, # The duration for the cron job event. The duration of the event is effective
# after the cron job&#x27;s start time.
&quot;cronSpec&quot;: &quot;A String&quot;, # The cron definition of the scheduled event. See
# https://en.wikipedia.org/wiki/Cron. Cron spec specifies the local time as
# defined by the realm.
&quot;endTime&quot;: &quot;A String&quot;, # The end time of the event.
&quot;startTime&quot;: &quot;A String&quot;, # The start time of the event.
},
],
},
],
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
}
configId: string, Required. The ID of the game server config resource to be created.
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # This resource represents a long-running operation that is the result of a
# network API call.
&quot;name&quot;: &quot;A String&quot;, # The server-assigned name, which is only unique within the same service that
# originally returns it. If you use the default HTTP mapping, the
# `name` should be a resource name ending with `operations/{unique_id}`.
&quot;metadata&quot;: { # Service-specific metadata associated with the operation. It typically
# contains progress information and common metadata such as create time.
# Some services might not provide such metadata. Any method that returns a
# long-running operation should document the metadata type, if any.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
&quot;error&quot;: { # The `Status` type defines a logical error model that is suitable for # The error result of the operation in case of failure or cancellation.
# different programming environments, including REST APIs and RPC APIs. It is
# used by [gRPC](https://github.com/grpc). Each `Status` message contains
# three pieces of data: error code, error message, and error details.
#
# You can find out more about this error model and how to work with it in the
# [API Design Guide](https://cloud.google.com/apis/design/errors).
&quot;message&quot;: &quot;A String&quot;, # A developer-facing error message, which should be in English. Any
# user-facing error message should be localized and sent in the
# google.rpc.Status.details field, or localized by the client.
&quot;code&quot;: 42, # The status code, which should be an enum value of google.rpc.Code.
&quot;details&quot;: [ # A list of messages that carry the error details. There is a common set of
# message types for APIs to use.
{
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
],
},
&quot;done&quot;: True or False, # If the value is `false`, it means the operation is still in progress.
# If `true`, the operation is completed, and either `error` or `response` is
# available.
&quot;response&quot;: { # The normal response of the operation in case of success. If the original
# method returns no data on success, such as `Delete`, the response is
# `google.protobuf.Empty`. If the original method is standard
# `Get`/`Create`/`Update`, the response should be the resource. For other
# methods, the response should have the type `XxxResponse`, where `Xxx`
# is the original method name. For example, if the original method name
# is `TakeSnapshot()`, the inferred response type is
# `TakeSnapshotResponse`.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
}</pre>
</div>
<div class="method">
<code class="details" id="delete">delete(name, x__xgafv=None)</code>
<pre>Deletes a single game server config. The deletion will fail if the game
server config is referenced in a game server deployment rollout.
Args:
name: string, Required. The name of the game server config to delete. Uses the form:
`projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`. (required)
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # This resource represents a long-running operation that is the result of a
# network API call.
&quot;name&quot;: &quot;A String&quot;, # The server-assigned name, which is only unique within the same service that
# originally returns it. If you use the default HTTP mapping, the
# `name` should be a resource name ending with `operations/{unique_id}`.
&quot;metadata&quot;: { # Service-specific metadata associated with the operation. It typically
# contains progress information and common metadata such as create time.
# Some services might not provide such metadata. Any method that returns a
# long-running operation should document the metadata type, if any.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
&quot;error&quot;: { # The `Status` type defines a logical error model that is suitable for # The error result of the operation in case of failure or cancellation.
# different programming environments, including REST APIs and RPC APIs. It is
# used by [gRPC](https://github.com/grpc). Each `Status` message contains
# three pieces of data: error code, error message, and error details.
#
# You can find out more about this error model and how to work with it in the
# [API Design Guide](https://cloud.google.com/apis/design/errors).
&quot;message&quot;: &quot;A String&quot;, # A developer-facing error message, which should be in English. Any
# user-facing error message should be localized and sent in the
# google.rpc.Status.details field, or localized by the client.
&quot;code&quot;: 42, # The status code, which should be an enum value of google.rpc.Code.
&quot;details&quot;: [ # A list of messages that carry the error details. There is a common set of
# message types for APIs to use.
{
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
],
},
&quot;done&quot;: True or False, # If the value is `false`, it means the operation is still in progress.
# If `true`, the operation is completed, and either `error` or `response` is
# available.
&quot;response&quot;: { # The normal response of the operation in case of success. If the original
# method returns no data on success, such as `Delete`, the response is
# `google.protobuf.Empty`. If the original method is standard
# `Get`/`Create`/`Update`, the response should be the resource. For other
# methods, the response should have the type `XxxResponse`, where `Xxx`
# is the original method name. For example, if the original method name
# is `TakeSnapshot()`, the inferred response type is
# `TakeSnapshotResponse`.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
}</pre>
</div>
<div class="method">
<code class="details" id="get">get(name, x__xgafv=None)</code>
<pre>Gets details of a single game server config.
Args:
name: string, Required. The name of the game server config to retrieve. Uses the form:
`projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`. (required)
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # A game server config resource.
&quot;fleetConfigs&quot;: [ # FleetConfig contains a list of Agones fleet specs. Only one FleetConfig
# is allowed.
{ # Fleet configs for Agones.
&quot;name&quot;: &quot;A String&quot;, # The name of the FleetConfig.
&quot;fleetSpec&quot;: &quot;A String&quot;, # Agones fleet spec. Example spec:
# `https://agones.dev/site/docs/reference/fleet/`.
},
],
&quot;labels&quot;: { # The labels associated with this game server config. Each label is a
# key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;description&quot;: &quot;A String&quot;, # The description of the game server config.
&quot;name&quot;: &quot;A String&quot;, # The resource name of the game server config. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`.
# For example,
#
# `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`.
&quot;scalingConfigs&quot;: [ # The autoscaling settings.
{ # Autoscaling config for an Agones fleet.
&quot;selectors&quot;: [ # Labels used to identify the game server clusters to which this Agones
# scaling config applies. A game server cluster is subject to this Agones
# scaling config if its labels match any of the selector entries.
{ # The label selector, used to group labels on the resources.
&quot;labels&quot;: { # Resource labels for this selector.
&quot;a_key&quot;: &quot;A String&quot;,
},
},
],
&quot;fleetAutoscalerSpec&quot;: &quot;A String&quot;, # Required. Agones fleet autoscaler spec. Example spec:
# https://agones.dev/site/docs/reference/fleetautoscaler/
&quot;name&quot;: &quot;A String&quot;, # Required. The name of the Scaling Config
&quot;schedules&quot;: [ # The schedules to which this Scaling Config applies.
{ # The schedule of a recurring or one time event. The event&#x27;s time span is
# specified by start_time and end_time. If the scheduled event&#x27;s timespan is
# larger than the cron_spec + cron_job_duration, the event will be recurring.
# If only cron_spec + cron_job_duration are specified, the event is effective
# starting at the local time specified by cron_spec, and is recurring.
#
# start_time|-------[cron job]-------[cron job]-------[cron job]---|end_time
# cron job: cron spec start time + duration
&quot;cronJobDuration&quot;: &quot;A String&quot;, # The duration for the cron job event. The duration of the event is effective
# after the cron job&#x27;s start time.
&quot;cronSpec&quot;: &quot;A String&quot;, # The cron definition of the scheduled event. See
# https://en.wikipedia.org/wiki/Cron. Cron spec specifies the local time as
# defined by the realm.
&quot;endTime&quot;: &quot;A String&quot;, # The end time of the event.
&quot;startTime&quot;: &quot;A String&quot;, # The start time of the event.
},
],
},
],
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
}</pre>
</div>
<div class="method">
<code class="details" id="list">list(parent, orderBy=None, filter=None, pageToken=None, pageSize=None, x__xgafv=None)</code>
<pre>Lists game server configs in a given project, location, and game server
deployment.
Args:
parent: string, Required. The parent resource name. Uses the form:
`projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/*`. (required)
orderBy: string, Optional. Specifies the ordering of results following syntax at
https://cloud.google.com/apis/design/design_patterns#sorting_order.
filter: string, Optional. The filter to apply to list results.
pageToken: string, Optional. The next_page_token value returned from a previous list request, if any.
pageSize: integer, Optional. The maximum number of items to return. If unspecified, server
will pick an appropriate default. Server may return fewer items than
requested. A caller should only rely on response&#x27;s
next_page_token to
determine if there are more GameServerConfigs left to be queried.
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # Response message for GameServerConfigsService.ListGameServerConfigs.
&quot;unreachable&quot;: [ # List of locations that could not be reached.
&quot;A String&quot;,
],
&quot;gameServerConfigs&quot;: [ # The list of game server configs.
{ # A game server config resource.
&quot;fleetConfigs&quot;: [ # FleetConfig contains a list of Agones fleet specs. Only one FleetConfig
# is allowed.
{ # Fleet configs for Agones.
&quot;name&quot;: &quot;A String&quot;, # The name of the FleetConfig.
&quot;fleetSpec&quot;: &quot;A String&quot;, # Agones fleet spec. Example spec:
# `https://agones.dev/site/docs/reference/fleet/`.
},
],
&quot;labels&quot;: { # The labels associated with this game server config. Each label is a
# key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;description&quot;: &quot;A String&quot;, # The description of the game server config.
&quot;name&quot;: &quot;A String&quot;, # The resource name of the game server config. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`.
# For example,
#
# `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`.
&quot;scalingConfigs&quot;: [ # The autoscaling settings.
{ # Autoscaling config for an Agones fleet.
&quot;selectors&quot;: [ # Labels used to identify the game server clusters to which this Agones
# scaling config applies. A game server cluster is subject to this Agones
# scaling config if its labels match any of the selector entries.
{ # The label selector, used to group labels on the resources.
&quot;labels&quot;: { # Resource labels for this selector.
&quot;a_key&quot;: &quot;A String&quot;,
},
},
],
&quot;fleetAutoscalerSpec&quot;: &quot;A String&quot;, # Required. Agones fleet autoscaler spec. Example spec:
# https://agones.dev/site/docs/reference/fleetautoscaler/
&quot;name&quot;: &quot;A String&quot;, # Required. The name of the Scaling Config
&quot;schedules&quot;: [ # The schedules to which this Scaling Config applies.
{ # The schedule of a recurring or one time event. The event&#x27;s time span is
# specified by start_time and end_time. If the scheduled event&#x27;s timespan is
# larger than the cron_spec + cron_job_duration, the event will be recurring.
# If only cron_spec + cron_job_duration are specified, the event is effective
# starting at the local time specified by cron_spec, and is recurring.
#
# start_time|-------[cron job]-------[cron job]-------[cron job]---|end_time
# cron job: cron spec start time + duration
&quot;cronJobDuration&quot;: &quot;A String&quot;, # The duration for the cron job event. The duration of the event is effective
# after the cron job&#x27;s start time.
&quot;cronSpec&quot;: &quot;A String&quot;, # The cron definition of the scheduled event. See
# https://en.wikipedia.org/wiki/Cron. Cron spec specifies the local time as
# defined by the realm.
&quot;endTime&quot;: &quot;A String&quot;, # The end time of the event.
&quot;startTime&quot;: &quot;A String&quot;, # The start time of the event.
},
],
},
],
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
},
],
&quot;nextPageToken&quot;: &quot;A String&quot;, # Token to retrieve the next page of results, or empty if there are no more
# results in the list.
}</pre>
</div>
<div class="method">
<code class="details" id="list_next">list_next(previous_request, previous_response)</code>
<pre>Retrieves the next page of results.
Args:
previous_request: The request for the previous page. (required)
previous_response: The response from the request for the previous page. (required)
Returns:
A request object that you can call &#x27;execute()&#x27; on to request the next
page. Returns None if there are no more items in the collection.
</pre>
</div>
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