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playfab-sdk

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Playfab SDK for node.js applications

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declare module PlayFabMultiplayerModule { export interface IPlayFabMultiplayer { settings: PlayFabModule.IPlayFabSettings; // Cancel all active tickets the player is a member of in a given queue. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/cancelallmatchmakingticketsforplayer CancelAllMatchmakingTicketsForPlayer( request: PlayFabMultiplayerModels.CancelAllMatchmakingTicketsForPlayerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CancelAllMatchmakingTicketsForPlayerResult> | null, ): void; // Cancel all active backfill tickets the player is a member of in a given queue. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/cancelallserverbackfillticketsforplayer CancelAllServerBackfillTicketsForPlayer( request: PlayFabMultiplayerModels.CancelAllServerBackfillTicketsForPlayerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CancelAllServerBackfillTicketsForPlayerResult> | null, ): void; // Cancel a matchmaking ticket. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/cancelmatchmakingticket CancelMatchmakingTicket( request: PlayFabMultiplayerModels.CancelMatchmakingTicketRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CancelMatchmakingTicketResult> | null, ): void; // Cancel a server backfill ticket. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/cancelserverbackfillticket CancelServerBackfillTicket( request: PlayFabMultiplayerModels.CancelServerBackfillTicketRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CancelServerBackfillTicketResult> | null, ): void; // Creates a multiplayer server build alias. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/createbuildalias CreateBuildAlias( request: PlayFabMultiplayerModels.CreateBuildAliasRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.BuildAliasDetailsResponse> | null, ): void; // Creates a multiplayer server build with a custom container. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/createbuildwithcustomcontainer CreateBuildWithCustomContainer( request: PlayFabMultiplayerModels.CreateBuildWithCustomContainerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CreateBuildWithCustomContainerResponse> | null, ): void; // Creates a multiplayer server build with a managed container. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/createbuildwithmanagedcontainer CreateBuildWithManagedContainer( request: PlayFabMultiplayerModels.CreateBuildWithManagedContainerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CreateBuildWithManagedContainerResponse> | null, ): void; // Creates a multiplayer server build with the server running as a process. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/createbuildwithprocessbasedserver CreateBuildWithProcessBasedServer( request: PlayFabMultiplayerModels.CreateBuildWithProcessBasedServerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CreateBuildWithProcessBasedServerResponse> | null, ): void; // Create a lobby. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/createlobby CreateLobby( request: PlayFabMultiplayerModels.CreateLobbyRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CreateLobbyResult> | null, ): void; // Create a matchmaking ticket as a client. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/creatematchmakingticket CreateMatchmakingTicket( request: PlayFabMultiplayerModels.CreateMatchmakingTicketRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CreateMatchmakingTicketResult> | null, ): void; // Creates a remote user to log on to a VM for a multiplayer server build. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/createremoteuser CreateRemoteUser( request: PlayFabMultiplayerModels.CreateRemoteUserRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CreateRemoteUserResponse> | null, ): void; // Create a backfill matchmaking ticket as a server. A backfill ticket represents an ongoing game. The matchmaking service // automatically starts matching the backfill ticket against other matchmaking tickets. Backfill tickets cannot match with // other backfill tickets. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/createserverbackfillticket CreateServerBackfillTicket( request: PlayFabMultiplayerModels.CreateServerBackfillTicketRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CreateServerBackfillTicketResult> | null, ): void; // Create a matchmaking ticket as a server. The matchmaking service automatically starts matching the ticket against other // matchmaking tickets. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/createservermatchmakingticket CreateServerMatchmakingTicket( request: PlayFabMultiplayerModels.CreateServerMatchmakingTicketRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CreateMatchmakingTicketResult> | null, ): void; // Creates a request to change a title's multiplayer server quotas. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/createtitlemultiplayerserversquotachange CreateTitleMultiplayerServersQuotaChange( request: PlayFabMultiplayerModels.CreateTitleMultiplayerServersQuotaChangeRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.CreateTitleMultiplayerServersQuotaChangeResponse> | null, ): void; // Deletes a multiplayer server game asset for a title. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/deleteasset DeleteAsset( request: PlayFabMultiplayerModels.DeleteAssetRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Deletes a multiplayer server build. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/deletebuild DeleteBuild( request: PlayFabMultiplayerModels.DeleteBuildRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Deletes a multiplayer server build alias. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/deletebuildalias DeleteBuildAlias( request: PlayFabMultiplayerModels.DeleteBuildAliasRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Removes a multiplayer server build's region. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/deletebuildregion DeleteBuildRegion( request: PlayFabMultiplayerModels.DeleteBuildRegionRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Deletes a multiplayer server game certificate. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/deletecertificate DeleteCertificate( request: PlayFabMultiplayerModels.DeleteCertificateRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Deletes a container image repository. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/deletecontainerimagerepository DeleteContainerImageRepository( request: PlayFabMultiplayerModels.DeleteContainerImageRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Delete a lobby. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/deletelobby DeleteLobby( request: PlayFabMultiplayerModels.DeleteLobbyRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.LobbyEmptyResult> | null, ): void; // Deletes a remote user to log on to a VM for a multiplayer server build. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/deleteremoteuser DeleteRemoteUser( request: PlayFabMultiplayerModels.DeleteRemoteUserRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Deletes a multiplayer server game secret. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/deletesecret DeleteSecret( request: PlayFabMultiplayerModels.DeleteSecretRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Enables the multiplayer server feature for a title. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/enablemultiplayerserversfortitle EnableMultiplayerServersForTitle( request: PlayFabMultiplayerModels.EnableMultiplayerServersForTitleRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EnableMultiplayerServersForTitleResponse> | null, ): void; // Find lobbies which match certain criteria, and which friends are in. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/findfriendlobbies FindFriendLobbies( request: PlayFabMultiplayerModels.FindFriendLobbiesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.FindFriendLobbiesResult> | null, ): void; // Find all the lobbies that match certain criteria. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/findlobbies FindLobbies( request: PlayFabMultiplayerModels.FindLobbiesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.FindLobbiesResult> | null, ): void; // Gets a URL that can be used to download the specified asset. A sample pre-authenticated url - // https://sampleStorageAccount.blob.core.windows.net/gameassets/gameserver.zip?sv=2015-04-05&ss=b&srt=sco&sp=rw&st=startDate&se=endDate&spr=https&sig=sampleSig&api-version=2017-07-29 // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/getassetdownloadurl GetAssetDownloadUrl( request: PlayFabMultiplayerModels.GetAssetDownloadUrlRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetAssetDownloadUrlResponse> | null, ): void; // Gets the URL to upload assets to. A sample pre-authenticated url - // https://sampleStorageAccount.blob.core.windows.net/gameassets/gameserver.zip?sv=2015-04-05&ss=b&srt=sco&sp=rw&st=startDate&se=endDate&spr=https&sig=sampleSig&api-version=2017-07-29 // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/getassetuploadurl GetAssetUploadUrl( request: PlayFabMultiplayerModels.GetAssetUploadUrlRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetAssetUploadUrlResponse> | null, ): void; // Gets a multiplayer server build. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/getbuild GetBuild( request: PlayFabMultiplayerModels.GetBuildRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetBuildResponse> | null, ): void; // Gets a multiplayer server build alias. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/getbuildalias GetBuildAlias( request: PlayFabMultiplayerModels.GetBuildAliasRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.BuildAliasDetailsResponse> | null, ): void; // Gets the credentials to the container registry. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/getcontainerregistrycredentials GetContainerRegistryCredentials( request: PlayFabMultiplayerModels.GetContainerRegistryCredentialsRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetContainerRegistryCredentialsResponse> | null, ): void; // Get a lobby. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/getlobby GetLobby( request: PlayFabMultiplayerModels.GetLobbyRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetLobbyResult> | null, ): void; // Get a match. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/getmatch GetMatch( request: PlayFabMultiplayerModels.GetMatchRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetMatchResult> | null, ): void; // SDK support is limited to C# and Java for this API. Get a matchmaking queue configuration. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking-admin/getmatchmakingqueue GetMatchmakingQueue( request: PlayFabMultiplayerModels.GetMatchmakingQueueRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetMatchmakingQueueResult> | null, ): void; // Get a matchmaking ticket by ticket Id. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/getmatchmakingticket GetMatchmakingTicket( request: PlayFabMultiplayerModels.GetMatchmakingTicketRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetMatchmakingTicketResult> | null, ): void; // Gets multiplayer server session details for a build. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/getmultiplayerserverdetails GetMultiplayerServerDetails( request: PlayFabMultiplayerModels.GetMultiplayerServerDetailsRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetMultiplayerServerDetailsResponse> | null, ): void; // Gets multiplayer server logs after a server has terminated. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/getmultiplayerserverlogs GetMultiplayerServerLogs( request: PlayFabMultiplayerModels.GetMultiplayerServerLogsRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetMultiplayerServerLogsResponse> | null, ): void; // Gets multiplayer server logs after a server has terminated. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/getmultiplayersessionlogsbysessionid GetMultiplayerSessionLogsBySessionId( request: PlayFabMultiplayerModels.GetMultiplayerSessionLogsBySessionIdRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetMultiplayerServerLogsResponse> | null, ): void; // Get the statistics for a queue. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/getqueuestatistics GetQueueStatistics( request: PlayFabMultiplayerModels.GetQueueStatisticsRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetQueueStatisticsResult> | null, ): void; // Gets a remote login endpoint to a VM that is hosting a multiplayer server build. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/getremoteloginendpoint GetRemoteLoginEndpoint( request: PlayFabMultiplayerModels.GetRemoteLoginEndpointRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetRemoteLoginEndpointResponse> | null, ): void; // Get a matchmaking backfill ticket by ticket Id. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/getserverbackfillticket GetServerBackfillTicket( request: PlayFabMultiplayerModels.GetServerBackfillTicketRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetServerBackfillTicketResult> | null, ): void; // Gets the status of whether a title is enabled for the multiplayer server feature. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/gettitleenabledformultiplayerserversstatus GetTitleEnabledForMultiplayerServersStatus( request: PlayFabMultiplayerModels.GetTitleEnabledForMultiplayerServersStatusRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetTitleEnabledForMultiplayerServersStatusResponse> | null, ): void; // Gets a title's server quota change request. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/gettitlemultiplayerserversquotachange GetTitleMultiplayerServersQuotaChange( request: PlayFabMultiplayerModels.GetTitleMultiplayerServersQuotaChangeRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetTitleMultiplayerServersQuotaChangeResponse> | null, ): void; // Gets the quotas for a title in relation to multiplayer servers. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/gettitlemultiplayerserversquotas GetTitleMultiplayerServersQuotas( request: PlayFabMultiplayerModels.GetTitleMultiplayerServersQuotasRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.GetTitleMultiplayerServersQuotasResponse> | null, ): void; // Send a notification to invite a player to a lobby. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/invitetolobby InviteToLobby( request: PlayFabMultiplayerModels.InviteToLobbyRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.LobbyEmptyResult> | null, ): void; // Join an Arranged lobby. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/joinarrangedlobby JoinArrangedLobby( request: PlayFabMultiplayerModels.JoinArrangedLobbyRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.JoinLobbyResult> | null, ): void; // Join a lobby. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/joinlobby JoinLobby( request: PlayFabMultiplayerModels.JoinLobbyRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.JoinLobbyResult> | null, ): void; // Preview: Join a lobby as a server entity. This is restricted to client lobbies which are using connections. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/joinlobbyasserver JoinLobbyAsServer( request: PlayFabMultiplayerModels.JoinLobbyAsServerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.JoinLobbyAsServerResult> | null, ): void; // Join a matchmaking ticket. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/joinmatchmakingticket JoinMatchmakingTicket( request: PlayFabMultiplayerModels.JoinMatchmakingTicketRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.JoinMatchmakingTicketResult> | null, ): void; // Leave a lobby. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/leavelobby LeaveLobby( request: PlayFabMultiplayerModels.LeaveLobbyRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.LobbyEmptyResult> | null, ): void; // Preview: Request for server to leave a lobby. This is restricted to client owned lobbies which are using connections. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/leavelobbyasserver LeaveLobbyAsServer( request: PlayFabMultiplayerModels.LeaveLobbyAsServerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.LobbyEmptyResult> | null, ): void; // Lists archived multiplayer server sessions for a build. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listarchivedmultiplayerservers ListArchivedMultiplayerServers( request: PlayFabMultiplayerModels.ListMultiplayerServersRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListMultiplayerServersResponse> | null, ): void; // Lists multiplayer server game assets for a title. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listassetsummaries ListAssetSummaries( request: PlayFabMultiplayerModels.ListAssetSummariesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListAssetSummariesResponse> | null, ): void; // Lists details of all build aliases for a title. Accepts tokens for title and if game client access is enabled, allows // game client to request list of builds with player entity token. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listbuildaliases ListBuildAliases( request: PlayFabMultiplayerModels.ListBuildAliasesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListBuildAliasesResponse> | null, ): void; // Lists summarized details of all multiplayer server builds for a title. Accepts tokens for title and if game client // access is enabled, allows game client to request list of builds with player entity token. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listbuildsummariesv2 ListBuildSummariesV2( request: PlayFabMultiplayerModels.ListBuildSummariesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListBuildSummariesResponse> | null, ): void; // Lists multiplayer server game certificates for a title. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listcertificatesummaries ListCertificateSummaries( request: PlayFabMultiplayerModels.ListCertificateSummariesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListCertificateSummariesResponse> | null, ): void; // Lists custom container images for a title. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listcontainerimages ListContainerImages( request: PlayFabMultiplayerModels.ListContainerImagesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListContainerImagesResponse> | null, ): void; // Lists the tags for a custom container image. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listcontainerimagetags ListContainerImageTags( request: PlayFabMultiplayerModels.ListContainerImageTagsRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListContainerImageTagsResponse> | null, ): void; // SDK support is limited to C# and Java for this API. List all matchmaking queue configs. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking-admin/listmatchmakingqueues ListMatchmakingQueues( request: PlayFabMultiplayerModels.ListMatchmakingQueuesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListMatchmakingQueuesResult> | null, ): void; // List all matchmaking ticket Ids the user is a member of. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/listmatchmakingticketsforplayer ListMatchmakingTicketsForPlayer( request: PlayFabMultiplayerModels.ListMatchmakingTicketsForPlayerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListMatchmakingTicketsForPlayerResult> | null, ): void; // Lists multiplayer server sessions for a build. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listmultiplayerservers ListMultiplayerServers( request: PlayFabMultiplayerModels.ListMultiplayerServersRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListMultiplayerServersResponse> | null, ): void; // Lists quality of service servers for party. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listpartyqosservers ListPartyQosServers( request: PlayFabMultiplayerModels.ListPartyQosServersRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListPartyQosServersResponse> | null, ): void; // Lists quality of service servers for the title. By default, servers are only returned for regions where a Multiplayer // Servers build has been deployed. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listqosserversfortitle ListQosServersForTitle( request: PlayFabMultiplayerModels.ListQosServersForTitleRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListQosServersForTitleResponse> | null, ): void; // Lists multiplayer server game secrets for a title. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listsecretsummaries ListSecretSummaries( request: PlayFabMultiplayerModels.ListSecretSummariesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListSecretSummariesResponse> | null, ): void; // List all server backfill ticket Ids the user is a member of. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/listserverbackfillticketsforplayer ListServerBackfillTicketsForPlayer( request: PlayFabMultiplayerModels.ListServerBackfillTicketsForPlayerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListServerBackfillTicketsForPlayerResult> | null, ): void; // List all server quota change requests for a title. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listtitlemultiplayerserversquotachanges ListTitleMultiplayerServersQuotaChanges( request: PlayFabMultiplayerModels.ListTitleMultiplayerServersQuotaChangesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListTitleMultiplayerServersQuotaChangesResponse> | null, ): void; // Lists virtual machines for a title. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/listvirtualmachinesummaries ListVirtualMachineSummaries( request: PlayFabMultiplayerModels.ListVirtualMachineSummariesRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.ListVirtualMachineSummariesResponse> | null, ): void; // SDK support is limited to C# and Java for this API. Remove a matchmaking queue config. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking-admin/removematchmakingqueue RemoveMatchmakingQueue( request: PlayFabMultiplayerModels.RemoveMatchmakingQueueRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.RemoveMatchmakingQueueResult> | null, ): void; // Remove a member from a lobby. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/removemember RemoveMember( request: PlayFabMultiplayerModels.RemoveMemberFromLobbyRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.LobbyEmptyResult> | null, ): void; // Request a multiplayer server session. Accepts tokens for title and if game client access is enabled, allows game client // to request a server with player entity token. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/requestmultiplayerserver RequestMultiplayerServer( request: PlayFabMultiplayerModels.RequestMultiplayerServerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.RequestMultiplayerServerResponse> | null, ): void; // Request a party session. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/requestpartyservice RequestPartyService( request: PlayFabMultiplayerModels.RequestPartyServiceRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.RequestPartyServiceResponse> | null, ): void; // Rolls over the credentials to the container registry. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/rollovercontainerregistrycredentials RolloverContainerRegistryCredentials( request: PlayFabMultiplayerModels.RolloverContainerRegistryCredentialsRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.RolloverContainerRegistryCredentialsResponse> | null, ): void; // SDK support is limited to C# and Java for this API. Create or update a matchmaking queue configuration. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking-admin/setmatchmakingqueue SetMatchmakingQueue( request: PlayFabMultiplayerModels.SetMatchmakingQueueRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.SetMatchmakingQueueResult> | null, ): void; // Shuts down a multiplayer server session. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/shutdownmultiplayerserver ShutdownMultiplayerServer( request: PlayFabMultiplayerModels.ShutdownMultiplayerServerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Subscribe to lobby resource notifications. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/subscribetolobbyresource SubscribeToLobbyResource( request: PlayFabMultiplayerModels.SubscribeToLobbyResourceRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.SubscribeToLobbyResourceResult> | null, ): void; // Subscribe to match resource notifications. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/subscribetomatchmakingresource SubscribeToMatchmakingResource( request: PlayFabMultiplayerModels.SubscribeToMatchResourceRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.SubscribeToMatchResourceResult> | null, ): void; // Unsubscribe from lobby notifications. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/unsubscribefromlobbyresource UnsubscribeFromLobbyResource( request: PlayFabMultiplayerModels.UnsubscribeFromLobbyResourceRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.LobbyEmptyResult> | null, ): void; // Unsubscribe from match resource notifications. // https://docs.microsoft.com/rest/api/playfab/multiplayer/matchmaking/unsubscribefrommatchmakingresource UnsubscribeFromMatchmakingResource( request: PlayFabMultiplayerModels.UnsubscribeFromMatchResourceRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.UnsubscribeFromMatchResourceResult> | null, ): void; // Untags a container image. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/untagcontainerimage UntagContainerImage( request: PlayFabMultiplayerModels.UntagContainerImageRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Creates a multiplayer server build alias. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/updatebuildalias UpdateBuildAlias( request: PlayFabMultiplayerModels.UpdateBuildAliasRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.BuildAliasDetailsResponse> | null, ): void; // Updates a multiplayer server build's name. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/updatebuildname UpdateBuildName( request: PlayFabMultiplayerModels.UpdateBuildNameRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Updates a multiplayer server build's region. If the region is not yet created, it will be created // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/updatebuildregion UpdateBuildRegion( request: PlayFabMultiplayerModels.UpdateBuildRegionRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Updates a multiplayer server build's regions. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/updatebuildregions UpdateBuildRegions( request: PlayFabMultiplayerModels.UpdateBuildRegionsRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Update a lobby. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/updatelobby UpdateLobby( request: PlayFabMultiplayerModels.UpdateLobbyRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.LobbyEmptyResult> | null, ): void; // Preview: Update fields related to a joined server in the lobby the server is in. Servers can keep a lobby from expiring // by being the one to "update" the lobby in some way. Servers have no impact on last member leave/last member disconnect // behavior. // https://docs.microsoft.com/rest/api/playfab/multiplayer/lobby/updatelobbyasserver UpdateLobbyAsServer( request: PlayFabMultiplayerModels.UpdateLobbyAsServerRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.LobbyEmptyResult> | null, ): void; // Uploads a multiplayer server game certificate. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/uploadcertificate UploadCertificate( request: PlayFabMultiplayerModels.UploadCertificateRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; // Uploads a multiplayer server game secret. // https://docs.microsoft.com/rest/api/playfab/multiplayer/multiplayerserver/uploadsecret UploadSecret( request: PlayFabMultiplayerModels.UploadSecretRequest | null, callback: PlayFabModule.ApiCallback<PlayFabMultiplayerModels.EmptyResponse> | null, ): void; } } declare module PlayFabMultiplayerModels { type AccessPolicy = "Public" | "Friends" | "Private"; export interface AssetReference { // The asset's file name. This is a filename with the .zip, .tar, or .tar.gz extension. FileName?: string; // The asset's mount path. MountPath?: string; } export interface AssetReferenceParams { // The asset's file name. FileName: string; // The asset's mount path. MountPath?: string; } export interface AssetSummary { // The asset's file name. This is a filename with the .zip, .tar, or .tar.gz extension. FileName?: string; // The metadata associated with the asset. Metadata?: { [key: string]: string | null }; } type AttributeMergeFunction = "Min" | "Max" | "Average"; type AttributeNotSpecifiedBehavior = "UseDefault" | "MatchAny"; type AttributeSource = "User" | "PlayerEntity"; type 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" | "CanadaCentral" | "MexicoCentral"; type AzureVmFamily = "A" | "Av2" | "Dv2" | "Dv3" | "F" | "Fsv2" | "Dasv4" | "Dav4" | "Dadsv5" | "Eav4" | "Easv4" | "Ev4" | "Esv4" | "Dsv3" | "Dsv2" | "NCasT4_v3" | "Ddv4" | "Ddsv4" | "HBv3" | "Ddv5" | "Ddsv5"; type 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"; export interface BuildAliasDetailsResponse extends PlayFabModule.IPlayFabResultCommon { // The guid string alias Id of the alias to be created or updated. AliasId?: string; // The alias name. AliasName?: string; // Array of build selection criteria. BuildSelectionCriteria?: BuildSelectionCriterion[]; } export interface BuildAliasParams { // The guid string alias ID to use for the request. AliasId: string; } export interface BuildRegion { // The current multiplayer server stats for the region. CurrentServerStats?: CurrentServerStats; // Optional settings to control dynamic adjustment of standby target DynamicStandbySettings?: DynamicStandbySettings; // Whether the game assets provided for the build have been replicated to this region. IsAssetReplicationComplete: boolean; // The maximum number of multiplayer servers for the region. MaxServers: number; // Regional override for the number of multiplayer servers to host on a single VM of the build. MultiplayerServerCountPerVm?: number; // The build region. Region?: string; // Optional settings to set the standby target to specified values during the supplied schedules ScheduledStandbySettings?: ScheduledStandbySettings; // The target number of standby multiplayer servers for the region. StandbyServers: number; // The status of multiplayer servers in the build region. Valid values are - Unknown, Initialized, Deploying, Deployed, // Unhealthy, Deleting, Deleted. Status?: string; // Regional override for the VM size the build was created on. VmSize?: string; } export interface BuildRegionParams { // Optional settings to control dynamic adjustment of standby target. If not specified, dynamic standby is disabled DynamicStandbySettings?: DynamicStandbySettings; // The maximum number of multiplayer servers for the region. MaxServers: number; // Regional override for the number of multiplayer servers to host on a single VM of the build. MultiplayerServerCountPerVm?: number; // The build region. Region: string; // Optional settings to set the standby target to specified values during the supplied schedules ScheduledStandbySettings?: ScheduledStandbySettings; // The number of standby multiplayer servers for the region. StandbyServers: number; // Regional override for the VM size the build was created on. VmSize?: string; } export interface BuildSelectionCriterion { // Dictionary of build ids and their respective weights for distribution of allocation requests. BuildWeightDistribution?: { [key: string]: number }; } export interface BuildSummary { // The guid string build ID of the build. BuildId?: string; // The build name. BuildName?: string; // The time the build was created in UTC. CreationTime?: string; // The metadata of the build. Metadata?: { [key: string]: string | null }; // The configuration and status for each region in the build. RegionConfigurations?: BuildRegion[]; } export interface CancelAllMatchmakingTicketsForPlayerRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // The entity key of the player whose tickets should be canceled. Entity?: EntityKey; // The name of the queue from which a player's tickets should be canceled. QueueName: string; } export interface CancelAllMatchmakingTicketsForPlayerResult extends PlayFabModule.IPlayFabResultCommon {} export interface CancelAllServerBackfillTicketsForPlayerRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // The entity key of the player whose backfill tickets should be canceled. Entity: EntityKey; // The name of the queue from which a player's backfill tickets should be canceled. QueueName: string; } export interface CancelAllServerBackfillTicketsForPlayerResult extends PlayFabModule.IPlayFabResultCommon {} type CancellationReason = "Requested" | "Internal" | "Timeout"; export interface CancelMatchmakingTicketRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // The name of the queue the ticket is in. QueueName: string; // The Id of the ticket to find a match for. TicketId: string; } export interface CancelMatchmakingTicketResult extends PlayFabModule.IPlayFabResultCommon {} export interface CancelServerBackfillTicketRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // The name of the queue the ticket is in. QueueName: string; // The Id of the ticket to find a match for. TicketId: string; } export interface CancelServerBackfillTicketResult extends PlayFabModule.IPlayFabResultCommon {} export interface Certificate { // Base64 encoded string contents of the certificate. Base64EncodedValue: string; // A name for the certificate. This is used to reference certificates in build configurations. Name: string; // If required for your PFX certificate, use this field to provide a password that will be used to install the certificate // on the container. Password?: string; } export interface CertificateSummary { // The name of the certificate. Name?: string; // The thumbprint for the certificate. Thumbprint?: string; } export interface ConnectedPlayer { // The player ID of the player connected to the multiplayer server. PlayerId?: string; } type ContainerFlavor = "ManagedWindowsServerCore" | "CustomLinux" | "ManagedWindowsServerCorePreview" | "Invalid"; export interface ContainerImageReference { // The container image name. ImageName: string; // The container tag. Tag?: string; } export interface CoreCapacity { // The available core capacity for the (Region, VmFamily) Available: number; // The AzureRegion Region?: string; // The total core capacity for the (Region, VmFamily) Total: number; // The AzureVmFamily VmFamily?: string; } export interface CoreCapacityChange { // New quota core limit for the given vm family/region. NewCoreLimit: number; // Region to change. Region: string; // Virtual machine family to change. VmFamily: string; } export interface CreateBuildAliasRequest extends PlayFabModule.IPlayFabRequestCommon { // The alias name. AliasName: string; // Array of build selection criteria. BuildSelectionCriteria?: BuildSelectionCriterion[]; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface CreateBuildWithCustomContainerRequest extends PlayFabModule.IPlayF