playfab-sdk
Version:
Playfab SDK for node.js applications
900 lines (855 loc) • 181 kB
TypeScript
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