342 lines
21 KiB
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342 lines
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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.gameServerDeployments.html">gameServerDeployments</a> . <a href="gameservices_v1beta.projects.locations.gameServerDeployments.configs.html">configs</a></h1>
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<h2>Instance Methods</h2>
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<p class="toc_element">
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<code><a href="#close">close()</a></code></p>
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<p class="firstline">Close httplib2 connections.</p>
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<p class="toc_element">
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<code><a href="#create">create(parent, body=None, configId=None, x__xgafv=None)</a></code></p>
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<p class="firstline">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.</p>
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<p class="toc_element">
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<code><a href="#delete">delete(name, x__xgafv=None)</a></code></p>
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<p class="firstline">Deletes a single game server config. The deletion will fail if the game server config is referenced in a game server deployment rollout.</p>
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<p class="toc_element">
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<code><a href="#get">get(name, x__xgafv=None)</a></code></p>
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<p class="firstline">Gets details of a single game server config.</p>
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<p class="toc_element">
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<code><a href="#list">list(parent, filter=None, orderBy=None, pageSize=None, pageToken=None, x__xgafv=None)</a></code></p>
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<p class="firstline">Lists game server configs in a given project, location, and game server deployment.</p>
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<p class="toc_element">
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<code><a href="#list_next">list_next(previous_request, previous_response)</a></code></p>
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<p class="firstline">Retrieves the next page of results.</p>
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<h3>Method Details</h3>
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<div class="method">
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<code class="details" id="close">close()</code>
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<pre>Close httplib2 connections.</pre>
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</div>
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<div class="method">
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<code class="details" id="create">create(parent, body=None, configId=None, x__xgafv=None)</code>
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<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.
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Args:
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parent: string, Required. The parent resource name, in the following form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/`. (required)
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body: object, The request body.
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The object takes the form of:
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{ # A game server config resource.
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"createTime": "A String", # Output only. The creation time.
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"description": "A String", # The description of the game server config.
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"fleetConfigs": [ # FleetConfig contains a list of Agones fleet specs. Only one FleetConfig is allowed.
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{ # Fleet configs for Agones.
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"fleetSpec": "A String", # Agones fleet spec. Example spec: `https://agones.dev/site/docs/reference/fleet/`.
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"name": "A String", # The name of the FleetConfig.
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},
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],
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"labels": { # The labels associated with this game server config. Each label is a key-value pair.
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"a_key": "A String",
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},
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"name": "A String", # The resource name of the game server config, in the following form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`. For example, `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`.
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"scalingConfigs": [ # The autoscaling settings.
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{ # Autoscaling config for an Agones fleet.
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"fleetAutoscalerSpec": "A String", # Required. Agones fleet autoscaler spec. Example spec: https://agones.dev/site/docs/reference/fleetautoscaler/
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"name": "A String", # Required. The name of the Scaling Config
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"schedules": [ # The schedules to which this Scaling Config applies.
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{ # The schedule of a recurring or one time event. The event's time span is specified by start_time and end_time. If the scheduled event'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 ```
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"cronJobDuration": "A String", # The duration for the cron job event. The duration of the event is effective after the cron job's start time.
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"cronSpec": "A String", # 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.
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"endTime": "A String", # The end time of the event.
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"startTime": "A String", # The start time of the event.
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},
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],
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"selectors": [ # 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.
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{ # The label selector, used to group labels on the resources.
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"labels": { # Resource labels for this selector.
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"a_key": "A String",
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},
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},
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],
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},
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],
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"updateTime": "A String", # Output only. The last-modified time.
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}
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configId: string, Required. The ID of the game server config resource to be created.
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x__xgafv: string, V1 error format.
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Allowed values
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1 - v1 error format
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2 - v2 error format
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Returns:
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An object of the form:
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{ # This resource represents a long-running operation that is the result of a network API call.
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"done": 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.
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"error": { # The `Status` type defines a logical error model that is suitable for 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). # The error result of the operation in case of failure or cancellation.
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"code": 42, # The status code, which should be an enum value of google.rpc.Code.
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"details": [ # A list of messages that carry the error details. There is a common set of message types for APIs to use.
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{
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"a_key": "", # Properties of the object. Contains field @type with type URL.
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},
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],
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"message": "A String", # 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.
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},
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"metadata": { # 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.
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"a_key": "", # Properties of the object. Contains field @type with type URL.
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},
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"name": "A String", # 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}`.
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"response": { # 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`.
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"a_key": "", # Properties of the object. Contains field @type with type URL.
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},
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}</pre>
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</div>
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<div class="method">
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<code class="details" id="delete">delete(name, x__xgafv=None)</code>
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<pre>Deletes a single game server config. The deletion will fail if the game server config is referenced in a game server deployment rollout.
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Args:
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name: string, Required. The name of the game server config to delete, in the following form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`. (required)
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x__xgafv: string, V1 error format.
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Allowed values
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1 - v1 error format
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2 - v2 error format
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Returns:
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An object of the form:
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{ # This resource represents a long-running operation that is the result of a network API call.
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"done": 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.
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"error": { # The `Status` type defines a logical error model that is suitable for 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). # The error result of the operation in case of failure or cancellation.
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"code": 42, # The status code, which should be an enum value of google.rpc.Code.
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"details": [ # A list of messages that carry the error details. There is a common set of message types for APIs to use.
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{
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"a_key": "", # Properties of the object. Contains field @type with type URL.
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},
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],
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"message": "A String", # 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.
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},
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"metadata": { # 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.
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"a_key": "", # Properties of the object. Contains field @type with type URL.
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},
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"name": "A String", # 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}`.
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"response": { # 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`.
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"a_key": "", # Properties of the object. Contains field @type with type URL.
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},
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}</pre>
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</div>
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<div class="method">
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<code class="details" id="get">get(name, x__xgafv=None)</code>
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<pre>Gets details of a single game server config.
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Args:
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name: string, Required. The name of the game server config to retrieve, in the following form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`. (required)
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x__xgafv: string, V1 error format.
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Allowed values
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1 - v1 error format
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2 - v2 error format
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Returns:
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An object of the form:
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{ # A game server config resource.
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"createTime": "A String", # Output only. The creation time.
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"description": "A String", # The description of the game server config.
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"fleetConfigs": [ # FleetConfig contains a list of Agones fleet specs. Only one FleetConfig is allowed.
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{ # Fleet configs for Agones.
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"fleetSpec": "A String", # Agones fleet spec. Example spec: `https://agones.dev/site/docs/reference/fleet/`.
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"name": "A String", # The name of the FleetConfig.
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},
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],
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"labels": { # The labels associated with this game server config. Each label is a key-value pair.
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"a_key": "A String",
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},
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"name": "A String", # The resource name of the game server config, in the following form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`. For example, `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`.
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"scalingConfigs": [ # The autoscaling settings.
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{ # Autoscaling config for an Agones fleet.
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"fleetAutoscalerSpec": "A String", # Required. Agones fleet autoscaler spec. Example spec: https://agones.dev/site/docs/reference/fleetautoscaler/
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"name": "A String", # Required. The name of the Scaling Config
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"schedules": [ # The schedules to which this Scaling Config applies.
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{ # The schedule of a recurring or one time event. The event's time span is specified by start_time and end_time. If the scheduled event'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 ```
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"cronJobDuration": "A String", # The duration for the cron job event. The duration of the event is effective after the cron job's start time.
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"cronSpec": "A String", # 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.
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"endTime": "A String", # The end time of the event.
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"startTime": "A String", # The start time of the event.
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},
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],
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"selectors": [ # 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.
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{ # The label selector, used to group labels on the resources.
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"labels": { # Resource labels for this selector.
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"a_key": "A String",
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},
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},
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],
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},
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],
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"updateTime": "A String", # Output only. The last-modified time.
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}</pre>
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</div>
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<div class="method">
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<code class="details" id="list">list(parent, filter=None, orderBy=None, pageSize=None, pageToken=None, x__xgafv=None)</code>
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<pre>Lists game server configs in a given project, location, and game server deployment.
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Args:
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parent: string, Required. The parent resource name, in the following form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/*`. (required)
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filter: string, Optional. The filter to apply to list results.
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orderBy: string, Optional. Specifies the ordering of results following syntax at https://cloud.google.com/apis/design/design_patterns#sorting_order.
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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's next_page_token to determine if there are more GameServerConfigs left to be queried.
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pageToken: string, Optional. The next_page_token value returned from a previous list request, if any.
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x__xgafv: string, V1 error format.
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Allowed values
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1 - v1 error format
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2 - v2 error format
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Returns:
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An object of the form:
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{ # Response message for GameServerConfigsService.ListGameServerConfigs.
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"gameServerConfigs": [ # The list of game server configs.
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{ # A game server config resource.
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"createTime": "A String", # Output only. The creation time.
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"description": "A String", # The description of the game server config.
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"fleetConfigs": [ # FleetConfig contains a list of Agones fleet specs. Only one FleetConfig is allowed.
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{ # Fleet configs for Agones.
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"fleetSpec": "A String", # Agones fleet spec. Example spec: `https://agones.dev/site/docs/reference/fleet/`.
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"name": "A String", # The name of the FleetConfig.
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},
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],
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"labels": { # The labels associated with this game server config. Each label is a key-value pair.
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"a_key": "A String",
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},
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"name": "A String", # The resource name of the game server config, in the following form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment}/configs/{config}`. For example, `projects/my-project/locations/global/gameServerDeployments/my-game/configs/my-config`.
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"scalingConfigs": [ # The autoscaling settings.
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{ # Autoscaling config for an Agones fleet.
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"fleetAutoscalerSpec": "A String", # Required. Agones fleet autoscaler spec. Example spec: https://agones.dev/site/docs/reference/fleetautoscaler/
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"name": "A String", # Required. The name of the Scaling Config
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"schedules": [ # The schedules to which this Scaling Config applies.
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{ # The schedule of a recurring or one time event. The event's time span is specified by start_time and end_time. If the scheduled event'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 ```
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"cronJobDuration": "A String", # The duration for the cron job event. The duration of the event is effective after the cron job's start time.
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"cronSpec": "A String", # 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.
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"endTime": "A String", # The end time of the event.
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"startTime": "A String", # The start time of the event.
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},
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],
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"selectors": [ # 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.
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{ # The label selector, used to group labels on the resources.
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"labels": { # Resource labels for this selector.
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"a_key": "A String",
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},
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},
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],
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},
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],
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"updateTime": "A String", # Output only. The last-modified time.
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},
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],
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"nextPageToken": "A String", # Token to retrieve the next page of results, or empty if there are no more results in the list.
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"unreachable": [ # List of locations that could not be reached.
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"A String",
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],
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}</pre>
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</div>
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<div class="method">
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<code class="details" id="list_next">list_next(previous_request, previous_response)</code>
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<pre>Retrieves the next page of results.
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Args:
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previous_request: The request for the previous page. (required)
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previous_response: The response from the request for the previous page. (required)
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Returns:
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A request object that you can call 'execute()' on to request the next
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page. Returns None if there are no more items in the collection.
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</pre>
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</div>
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</body></html> |