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<h1><a href="gameservices_v1beta.html">Game Services API</a> . <a href="gameservices_v1beta.projects.html">projects</a> . <a href="gameservices_v1beta.projects.locations.html">locations</a> . <a href="gameservices_v1beta.projects.locations.realms.html">realms</a> . <a href="gameservices_v1beta.projects.locations.realms.gameServerClusters.html">gameServerClusters</a></h1>
<h2>Instance Methods</h2>
<p class="toc_element">
<code><a href="#create">create(parent, body=None, gameServerClusterId=None, x__xgafv=None)</a></code></p>
<p class="firstline">Creates a new game server cluster in a given project and location.</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 cluster.</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 cluster.</p>
<p class="toc_element">
<code><a href="#list">list(parent, pageToken=None, pageSize=None, orderBy=None, filter=None, x__xgafv=None)</a></code></p>
<p class="firstline">Lists game server clusters in a given project and location.</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>
<p class="toc_element">
<code><a href="#patch">patch(name, body=None, updateMask=None, x__xgafv=None)</a></code></p>
<p class="firstline">Patches a single game server cluster.</p>
<p class="toc_element">
<code><a href="#previewCreate">previewCreate(parent, body=None, previewTime=None, gameServerClusterId=None, x__xgafv=None)</a></code></p>
<p class="firstline">Previews creation of a new game server cluster in a given project and</p>
<p class="toc_element">
<code><a href="#previewDelete">previewDelete(name, previewTime=None, x__xgafv=None)</a></code></p>
<p class="firstline">Previews deletion of a single game server cluster.</p>
<p class="toc_element">
<code><a href="#previewUpdate">previewUpdate(name, body=None, updateMask=None, previewTime=None, x__xgafv=None)</a></code></p>
<p class="firstline">Previews updating a GameServerCluster.</p>
<h3>Method Details</h3>
<div class="method">
<code class="details" id="create">create(parent, body=None, gameServerClusterId=None, x__xgafv=None)</code>
<pre>Creates a new game server cluster in a given project and location.
Args:
parent: string, Required. The parent resource name. Uses the form:
`projects/{project}/locations/{location}/realms/{realm-id}`. (required)
body: object, The request body.
The object takes the form of:
{ # A game server cluster resource.
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a
# key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to
# manage game server clusters.
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game
# server instances will be created. Existence of the namespace will be
# validated during creation.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following
# forms:
# * `projects/{project}/locations/{location}/clusters/{cluster}`
# * `locations/{location}/clusters/{cluster}`
# * `{cluster}`
# If project and location are not specified, the project and location of the
# GameServerCluster resource are used to generate the full name of the
# GKE cluster.
},
},
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster. Uses the form:
#
# `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
# For example,
#
# `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
}
gameServerClusterId: string, Required. The ID of the game server cluster 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;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;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;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;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;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;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 cluster.
Args:
name: string, Required. The name of the game server cluster to delete. Uses the form:
`projects/{project}/locations/{location}/gameServerClusters/{cluster}`. (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;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;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;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;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;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;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 cluster.
Args:
name: string, Required. The name of the game server cluster to retrieve. Uses the form:
`projects/{project}/locations/{location}/realms/{realm-id}/gameServerClusters/{cluster}`. (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 cluster resource.
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a
# key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to
# manage game server clusters.
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game
# server instances will be created. Existence of the namespace will be
# validated during creation.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following
# forms:
# * `projects/{project}/locations/{location}/clusters/{cluster}`
# * `locations/{location}/clusters/{cluster}`
# * `{cluster}`
# If project and location are not specified, the project and location of the
# GameServerCluster resource are used to generate the full name of the
# GKE cluster.
},
},
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster. Uses the form:
#
# `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
# For example,
#
# `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
}</pre>
</div>
<div class="method">
<code class="details" id="list">list(parent, pageToken=None, pageSize=None, orderBy=None, filter=None, x__xgafv=None)</code>
<pre>Lists game server clusters in a given project and location.
Args:
parent: string, Required. The parent resource name. Uses the form:
&quot;projects/{project}/locations/{location}/realms/{realm}&quot;. (required)
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, the server
will pick an appropriate default. The 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 GameServerClusters left to be queried.
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.
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 GameServerClustersService.ListGameServerClusters.
&quot;gameServerClusters&quot;: [ # The list of game server clusters.
{ # A game server cluster resource.
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a
# key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to
# manage game server clusters.
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game
# server instances will be created. Existence of the namespace will be
# validated during creation.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following
# forms:
# * `projects/{project}/locations/{location}/clusters/{cluster}`
# * `locations/{location}/clusters/{cluster}`
# * `{cluster}`
# If project and location are not specified, the project and location of the
# GameServerCluster resource are used to generate the full name of the
# GKE cluster.
},
},
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster. Uses the form:
#
# `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
# For example,
#
# `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
},
],
&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.
&quot;unreachable&quot;: [ # List of locations that could not be reached.
&quot;A String&quot;,
],
}</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>
<div class="method">
<code class="details" id="patch">patch(name, body=None, updateMask=None, x__xgafv=None)</code>
<pre>Patches a single game server cluster.
Args:
name: string, Required. The resource name of the game server cluster. Uses the form:
`projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
For example,
`projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`. (required)
body: object, The request body.
The object takes the form of:
{ # A game server cluster resource.
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a
# key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to
# manage game server clusters.
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game
# server instances will be created. Existence of the namespace will be
# validated during creation.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following
# forms:
# * `projects/{project}/locations/{location}/clusters/{cluster}`
# * `locations/{location}/clusters/{cluster}`
# * `{cluster}`
# If project and location are not specified, the project and location of the
# GameServerCluster resource are used to generate the full name of the
# GKE cluster.
},
},
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster. Uses the form:
#
# `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
# For example,
#
# `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
}
updateMask: string, Required. Mask of fields to update. At least one path must be supplied in
this field. For the `FieldMask` definition, see
https:
//developers.google.com/protocol-buffers
// /docs/reference/google.protobuf#fieldmask
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;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;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;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;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;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;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="previewCreate">previewCreate(parent, body=None, previewTime=None, gameServerClusterId=None, x__xgafv=None)</code>
<pre>Previews creation of a new game server cluster in a given project and
location.
Args:
parent: string, Required. The parent resource name. Uses the form:
`projects/{project}/locations/{location}/realms/{realm}`. (required)
body: object, The request body.
The object takes the form of:
{ # A game server cluster resource.
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a
# key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to
# manage game server clusters.
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game
# server instances will be created. Existence of the namespace will be
# validated during creation.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following
# forms:
# * `projects/{project}/locations/{location}/clusters/{cluster}`
# * `locations/{location}/clusters/{cluster}`
# * `{cluster}`
# If project and location are not specified, the project and location of the
# GameServerCluster resource are used to generate the full name of the
# GKE cluster.
},
},
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster. Uses the form:
#
# `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
# For example,
#
# `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
}
previewTime: string, Optional. The target timestamp to compute the preview.
gameServerClusterId: string, Required. The ID of the game server cluster 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:
{ # Response message for
# GameServerClustersService.PreviewCreateGameServerCluster.
&quot;targetState&quot;: { # Encapsulates the Target state. # The target state.
&quot;details&quot;: [ # Details about Agones fleets.
{ # Details about the Agones resources.
&quot;fleetDetails&quot;: [ # Agones fleet details for game server clusters and game server deployments.
{ # Details of the target Agones fleet.
&quot;fleet&quot;: { # Target Agones fleet specification. # Reference to target Agones fleet.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones fleet.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec.
# The Agones fleet spec source.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive
# the Agones fleet or Agones autoscaler spec.
},
},
&quot;autoscaler&quot;: { # Target Agones autoscaler policy reference. # Reference to target Agones fleet autoscaling policy.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones autoscaler.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec.
# Details about the Agones autoscaler spec.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive
# the Agones fleet or Agones autoscaler spec.
},
},
},
],
&quot;gameServerClusterName&quot;: &quot;A String&quot;, # The game server cluster name. Uses the form:
#
# `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
&quot;gameServerDeploymentName&quot;: &quot;A String&quot;, # The game server deployment name. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}`.
},
],
},
&quot;etag&quot;: &quot;A String&quot;, # The ETag of the game server cluster.
}</pre>
</div>
<div class="method">
<code class="details" id="previewDelete">previewDelete(name, previewTime=None, x__xgafv=None)</code>
<pre>Previews deletion of a single game server cluster.
Args:
name: string, Required. The name of the game server cluster to delete. Uses the form:
`projects/{project}/locations/{location}/gameServerClusters/{cluster}`. (required)
previewTime: string, Optional. The target timestamp to compute the preview.
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
# GameServerClustersService.PreviewDeleteGameServerCluster.
&quot;targetState&quot;: { # Encapsulates the Target state. # The target state.
&quot;details&quot;: [ # Details about Agones fleets.
{ # Details about the Agones resources.
&quot;fleetDetails&quot;: [ # Agones fleet details for game server clusters and game server deployments.
{ # Details of the target Agones fleet.
&quot;fleet&quot;: { # Target Agones fleet specification. # Reference to target Agones fleet.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones fleet.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec.
# The Agones fleet spec source.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive
# the Agones fleet or Agones autoscaler spec.
},
},
&quot;autoscaler&quot;: { # Target Agones autoscaler policy reference. # Reference to target Agones fleet autoscaling policy.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones autoscaler.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec.
# Details about the Agones autoscaler spec.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive
# the Agones fleet or Agones autoscaler spec.
},
},
},
],
&quot;gameServerClusterName&quot;: &quot;A String&quot;, # The game server cluster name. Uses the form:
#
# `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
&quot;gameServerDeploymentName&quot;: &quot;A String&quot;, # The game server deployment name. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}`.
},
],
},
&quot;etag&quot;: &quot;A String&quot;, # The ETag of the game server cluster.
}</pre>
</div>
<div class="method">
<code class="details" id="previewUpdate">previewUpdate(name, body=None, updateMask=None, previewTime=None, x__xgafv=None)</code>
<pre>Previews updating a GameServerCluster.
Args:
name: string, Required. The resource name of the game server cluster. Uses the form:
`projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
For example,
`projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`. (required)
body: object, The request body.
The object takes the form of:
{ # A game server cluster resource.
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a
# key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to
# manage game server clusters.
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game
# server instances will be created. Existence of the namespace will be
# validated during creation.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following
# forms:
# * `projects/{project}/locations/{location}/clusters/{cluster}`
# * `locations/{location}/clusters/{cluster}`
# * `{cluster}`
# If project and location are not specified, the project and location of the
# GameServerCluster resource are used to generate the full name of the
# GKE cluster.
},
},
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster. Uses the form:
#
# `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
# For example,
#
# `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
}
updateMask: string, Required. Mask of fields to update. At least one path must be supplied in
this field. For the `FieldMask` definition, see
https:
//developers.google.com/protocol-buffers
// /docs/reference/google.protobuf#fieldmask
previewTime: string, Optional. The target timestamp to compute the preview.
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 GameServerClustersService.PreviewUpdateGameServerCluster
&quot;targetState&quot;: { # Encapsulates the Target state. # The target state.
&quot;details&quot;: [ # Details about Agones fleets.
{ # Details about the Agones resources.
&quot;fleetDetails&quot;: [ # Agones fleet details for game server clusters and game server deployments.
{ # Details of the target Agones fleet.
&quot;fleet&quot;: { # Target Agones fleet specification. # Reference to target Agones fleet.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones fleet.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec.
# The Agones fleet spec source.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive
# the Agones fleet or Agones autoscaler spec.
},
},
&quot;autoscaler&quot;: { # Target Agones autoscaler policy reference. # Reference to target Agones fleet autoscaling policy.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones autoscaler.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec.
# Details about the Agones autoscaler spec.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive
# the Agones fleet or Agones autoscaler spec.
},
},
},
],
&quot;gameServerClusterName&quot;: &quot;A String&quot;, # The game server cluster name. Uses the form:
#
# `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
&quot;gameServerDeploymentName&quot;: &quot;A String&quot;, # The game server deployment name. Uses the form:
#
# `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}`.
},
],
},
&quot;etag&quot;: &quot;A String&quot;, # The ETag of the game server cluster.
}</pre>
</div>
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