blob: 26e3337893bd3e236fedb7e16bc6ebb22710768e [file] [log] [blame]
<html><body>
<style>
body, h1, h2, h3, div, span, p, pre, a {
margin: 0;
padding: 0;
border: 0;
font-weight: inherit;
font-style: inherit;
font-size: 100%;
font-family: inherit;
vertical-align: baseline;
}
body {
font-size: 13px;
padding: 1em;
}
h1 {
font-size: 26px;
margin-bottom: 1em;
}
h2 {
font-size: 24px;
margin-bottom: 1em;
}
h3 {
font-size: 20px;
margin-bottom: 1em;
margin-top: 1em;
}
pre, code {
line-height: 1.5;
font-family: Monaco, 'DejaVu Sans Mono', 'Bitstream Vera Sans Mono', 'Lucida Console', monospace;
}
pre {
margin-top: 0.5em;
}
h1, h2, h3, p {
font-family: Arial, sans serif;
}
h1, h2, h3 {
border-bottom: solid #CCC 1px;
}
.toc_element {
margin-top: 0.5em;
}
.firstline {
margin-left: 2 em;
}
.method {
margin-top: 1em;
border: solid 1px #CCC;
padding: 1em;
background: #EEE;
}
.details {
font-weight: bold;
font-size: 14px;
}
</style>
<h1><a href="gameservices_v1beta.html">Game Services API</a> . <a href="gameservices_v1beta.projects.html">projects</a> . <a href="gameservices_v1beta.projects.locations.html">locations</a> . <a href="gameservices_v1beta.projects.locations.realms.html">realms</a> . <a href="gameservices_v1beta.projects.locations.realms.gameServerClusters.html">gameServerClusters</a></h1>
<h2>Instance Methods</h2>
<p class="toc_element">
<code><a href="#close">close()</a></code></p>
<p class="firstline">Close httplib2 connections.</p>
<p class="toc_element">
<code><a href="#create">create(parent, body=None, gameServerClusterId=None, x__xgafv=None)</a></code></p>
<p class="firstline">Creates a new game server cluster in a given project and location.</p>
<p class="toc_element">
<code><a href="#delete">delete(name, x__xgafv=None)</a></code></p>
<p class="firstline">Deletes a single game server cluster.</p>
<p class="toc_element">
<code><a href="#get">get(name, view=None, x__xgafv=None)</a></code></p>
<p class="firstline">Gets details of a single game server cluster.</p>
<p class="toc_element">
<code><a href="#list">list(parent, filter=None, orderBy=None, pageSize=None, pageToken=None, view=None, x__xgafv=None)</a></code></p>
<p class="firstline">Lists game server clusters in a given project and location.</p>
<p class="toc_element">
<code><a href="#list_next">list_next(previous_request, previous_response)</a></code></p>
<p class="firstline">Retrieves the next page of results.</p>
<p class="toc_element">
<code><a href="#patch">patch(name, body=None, updateMask=None, x__xgafv=None)</a></code></p>
<p class="firstline">Patches a single game server cluster.</p>
<p class="toc_element">
<code><a href="#previewCreate">previewCreate(parent, body=None, gameServerClusterId=None, previewTime=None, view=None, x__xgafv=None)</a></code></p>
<p class="firstline">Previews creation of a new game server cluster in a given project and location.</p>
<p class="toc_element">
<code><a href="#previewDelete">previewDelete(name, previewTime=None, x__xgafv=None)</a></code></p>
<p class="firstline">Previews deletion of a single game server cluster.</p>
<p class="toc_element">
<code><a href="#previewUpdate">previewUpdate(name, body=None, previewTime=None, updateMask=None, x__xgafv=None)</a></code></p>
<p class="firstline">Previews updating a GameServerCluster.</p>
<h3>Method Details</h3>
<div class="method">
<code class="details" id="close">close()</code>
<pre>Close httplib2 connections.</pre>
</div>
<div class="method">
<code class="details" id="create">create(parent, body=None, gameServerClusterId=None, x__xgafv=None)</code>
<pre>Creates a new game server cluster in a given project and location.
Args:
parent: string, Required. The parent resource name, in the following form: `projects/{project}/locations/{location}/realms/{realm-id}`. (required)
body: object, The request body.
The object takes the form of:
{ # A game server cluster resource.
&quot;allocationPriority&quot;: &quot;A String&quot;, # Optional. The allocation priority assigned to the game server cluster. Game server clusters receive new game server allocations based on the relative allocation priorites set for each cluster, if the realm is configured for multicluster allocation.
&quot;clusterState&quot;: { # The state of the Kubernetes cluster. # Output only. The state of the Kubernetes cluster, this will be available if &#x27;view&#x27; is set to `FULL` in the relevant List/Get/Preview request.
&quot;agonesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Agones currently installed in the registered Kubernetes cluster.
&quot;agonesVersionTargeted&quot;: &quot;A String&quot;, # Output only. The version of Agones that is targeted to be installed in the cluster.
&quot;installationState&quot;: &quot;A String&quot;, # Output only. The state for the installed versions of Agones/Kubernetes.
&quot;kubernetesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Kubernetes that is currently used in the registered Kubernetes cluster (as detected by the Cloud Game Servers service).
&quot;provider&quot;: &quot;A String&quot;, # Output only. The cloud provider type reported by the first node&#x27;s providerID in the list of nodes on the Kubernetes endpoint. On Kubernetes platforms that support zero-node clusters (like GKE-on-GCP), the provider type will be empty.
&quot;versionInstalledErrorMessage&quot;: &quot;A String&quot;, # Output only. The detailed error message for the installed versions of Agones/Kubernetes.
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
},
&quot;gkeHubClusterReference&quot;: { # GkeHubClusterReference represents a reference to a Kubernetes cluster registered through GKE Hub. # Reference to a Kubernetes cluster registered through GKE Hub. See https://cloud.google.com/anthos/multicluster-management/ for more information about registering Kubernetes clusters.
&quot;membership&quot;: &quot;A String&quot;, # The full or partial name of a GKE Hub membership, using one of the following forms: * `https://gkehub.googleapis.com/v1beta1/projects/{project_id}/locations/global/memberships/{membership_id}` * `projects/{project_id}/locations/global/memberships/{membership_id}` * `{membership_id}` If project is not specified, the project of the GameServerCluster resource is used to generate the full name of the GKE Hub membership.
},
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
},
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster, in the following form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`. For example, `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
}
gameServerClusterId: string, Required. The ID of the game server cluster resource to be created.
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # This resource represents a long-running operation that is the result of a network API call.
&quot;done&quot;: True or False, # If the value is `false`, it means the operation is still in progress. If `true`, the operation is completed, and either `error` or `response` is available.
&quot;error&quot;: { # The `Status` type defines a logical error model that is suitable for 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.
&quot;code&quot;: 42, # The status code, which should be an enum value of google.rpc.Code.
&quot;details&quot;: [ # A list of messages that carry the error details. There is a common set of message types for APIs to use.
{
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
],
&quot;message&quot;: &quot;A String&quot;, # A developer-facing error message, which should be in English. Any user-facing error message should be localized and sent in the google.rpc.Status.details field, or localized by the client.
},
&quot;metadata&quot;: { # Service-specific metadata associated with the operation. It typically contains progress information and common metadata such as create time. Some services might not provide such metadata. Any method that returns a long-running operation should document the metadata type, if any.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
&quot;name&quot;: &quot;A String&quot;, # The server-assigned name, which is only unique within the same service that originally returns it. If you use the default HTTP mapping, the `name` should be a resource name ending with `operations/{unique_id}`.
&quot;response&quot;: { # The normal response of the operation in case of success. If the original method returns no data on success, such as `Delete`, the response is `google.protobuf.Empty`. If the original method is standard `Get`/`Create`/`Update`, the response should be the resource. For other methods, the response should have the type `XxxResponse`, where `Xxx` is the original method name. For example, if the original method name is `TakeSnapshot()`, the inferred response type is `TakeSnapshotResponse`.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
}</pre>
</div>
<div class="method">
<code class="details" id="delete">delete(name, x__xgafv=None)</code>
<pre>Deletes a single game server cluster.
Args:
name: string, Required. The name of the game server cluster to delete, in the following form: `projects/{project}/locations/{location}/gameServerClusters/{cluster}`. (required)
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # This resource represents a long-running operation that is the result of a network API call.
&quot;done&quot;: True or False, # If the value is `false`, it means the operation is still in progress. If `true`, the operation is completed, and either `error` or `response` is available.
&quot;error&quot;: { # The `Status` type defines a logical error model that is suitable for 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.
&quot;code&quot;: 42, # The status code, which should be an enum value of google.rpc.Code.
&quot;details&quot;: [ # A list of messages that carry the error details. There is a common set of message types for APIs to use.
{
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
],
&quot;message&quot;: &quot;A String&quot;, # A developer-facing error message, which should be in English. Any user-facing error message should be localized and sent in the google.rpc.Status.details field, or localized by the client.
},
&quot;metadata&quot;: { # Service-specific metadata associated with the operation. It typically contains progress information and common metadata such as create time. Some services might not provide such metadata. Any method that returns a long-running operation should document the metadata type, if any.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
&quot;name&quot;: &quot;A String&quot;, # The server-assigned name, which is only unique within the same service that originally returns it. If you use the default HTTP mapping, the `name` should be a resource name ending with `operations/{unique_id}`.
&quot;response&quot;: { # The normal response of the operation in case of success. If the original method returns no data on success, such as `Delete`, the response is `google.protobuf.Empty`. If the original method is standard `Get`/`Create`/`Update`, the response should be the resource. For other methods, the response should have the type `XxxResponse`, where `Xxx` is the original method name. For example, if the original method name is `TakeSnapshot()`, the inferred response type is `TakeSnapshotResponse`.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
}</pre>
</div>
<div class="method">
<code class="details" id="get">get(name, view=None, x__xgafv=None)</code>
<pre>Gets details of a single game server cluster.
Args:
name: string, Required. The name of the game server cluster to retrieve, in the following form: `projects/{project}/locations/{location}/realms/{realm-id}/gameServerClusters/{cluster}`. (required)
view: string, Optional. View for the returned GameServerCluster objects. When `FULL` is specified, the `cluster_state` field is also returned in the GameServerCluster object, which includes the state of the referenced Kubernetes cluster such as versions and provider info. The default/unset value is GAME_SERVER_CLUSTER_VIEW_UNSPECIFIED, same as BASIC, which does not return the `cluster_state` field.
Allowed values
GAME_SERVER_CLUSTER_VIEW_UNSPECIFIED - The default / unset value. The API will default to the BASIC view.
BASIC - Include basic information of a GameServerCluster resource and omit `cluster_state`. This is the default value (for ListGameServerClusters, GetGameServerCluster and PreviewCreateGameServerCluster).
FULL - Include everything.
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # A game server cluster resource.
&quot;allocationPriority&quot;: &quot;A String&quot;, # Optional. The allocation priority assigned to the game server cluster. Game server clusters receive new game server allocations based on the relative allocation priorites set for each cluster, if the realm is configured for multicluster allocation.
&quot;clusterState&quot;: { # The state of the Kubernetes cluster. # Output only. The state of the Kubernetes cluster, this will be available if &#x27;view&#x27; is set to `FULL` in the relevant List/Get/Preview request.
&quot;agonesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Agones currently installed in the registered Kubernetes cluster.
&quot;agonesVersionTargeted&quot;: &quot;A String&quot;, # Output only. The version of Agones that is targeted to be installed in the cluster.
&quot;installationState&quot;: &quot;A String&quot;, # Output only. The state for the installed versions of Agones/Kubernetes.
&quot;kubernetesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Kubernetes that is currently used in the registered Kubernetes cluster (as detected by the Cloud Game Servers service).
&quot;provider&quot;: &quot;A String&quot;, # Output only. The cloud provider type reported by the first node&#x27;s providerID in the list of nodes on the Kubernetes endpoint. On Kubernetes platforms that support zero-node clusters (like GKE-on-GCP), the provider type will be empty.
&quot;versionInstalledErrorMessage&quot;: &quot;A String&quot;, # Output only. The detailed error message for the installed versions of Agones/Kubernetes.
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
},
&quot;gkeHubClusterReference&quot;: { # GkeHubClusterReference represents a reference to a Kubernetes cluster registered through GKE Hub. # Reference to a Kubernetes cluster registered through GKE Hub. See https://cloud.google.com/anthos/multicluster-management/ for more information about registering Kubernetes clusters.
&quot;membership&quot;: &quot;A String&quot;, # The full or partial name of a GKE Hub membership, using one of the following forms: * `https://gkehub.googleapis.com/v1beta1/projects/{project_id}/locations/global/memberships/{membership_id}` * `projects/{project_id}/locations/global/memberships/{membership_id}` * `{membership_id}` If project is not specified, the project of the GameServerCluster resource is used to generate the full name of the GKE Hub membership.
},
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
},
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster, in the following form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`. For example, `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
}</pre>
</div>
<div class="method">
<code class="details" id="list">list(parent, filter=None, orderBy=None, pageSize=None, pageToken=None, view=None, x__xgafv=None)</code>
<pre>Lists game server clusters in a given project and location.
Args:
parent: string, Required. The parent resource name, in the following form: &quot;projects/{project}/locations/{location}/realms/{realm}&quot;. (required)
filter: string, Optional. The filter to apply to list results.
orderBy: string, Optional. Specifies the ordering of results following syntax at https://cloud.google.com/apis/design/design_patterns#sorting_order.
pageSize: integer, Optional. The maximum number of items to return. If unspecified, the server will pick an appropriate default. The server may return fewer items than requested. A caller should only rely on response&#x27;s next_page_token to determine if there are more GameServerClusters left to be queried.
pageToken: string, Optional. The next_page_token value returned from a previous List request, if any.
view: string, Optional. View for the returned GameServerCluster objects. When `FULL` is specified, the `cluster_state` field is also returned in the GameServerCluster object, which includes the state of the referenced Kubernetes cluster such as versions and provider info. The default/unset value is GAME_SERVER_CLUSTER_VIEW_UNSPECIFIED, same as BASIC, which does not return the `cluster_state` field.
Allowed values
GAME_SERVER_CLUSTER_VIEW_UNSPECIFIED - The default / unset value. The API will default to the BASIC view.
BASIC - Include basic information of a GameServerCluster resource and omit `cluster_state`. This is the default value (for ListGameServerClusters, GetGameServerCluster and PreviewCreateGameServerCluster).
FULL - Include everything.
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # Response message for GameServerClustersService.ListGameServerClusters.
&quot;gameServerClusters&quot;: [ # The list of game server clusters.
{ # A game server cluster resource.
&quot;allocationPriority&quot;: &quot;A String&quot;, # Optional. The allocation priority assigned to the game server cluster. Game server clusters receive new game server allocations based on the relative allocation priorites set for each cluster, if the realm is configured for multicluster allocation.
&quot;clusterState&quot;: { # The state of the Kubernetes cluster. # Output only. The state of the Kubernetes cluster, this will be available if &#x27;view&#x27; is set to `FULL` in the relevant List/Get/Preview request.
&quot;agonesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Agones currently installed in the registered Kubernetes cluster.
&quot;agonesVersionTargeted&quot;: &quot;A String&quot;, # Output only. The version of Agones that is targeted to be installed in the cluster.
&quot;installationState&quot;: &quot;A String&quot;, # Output only. The state for the installed versions of Agones/Kubernetes.
&quot;kubernetesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Kubernetes that is currently used in the registered Kubernetes cluster (as detected by the Cloud Game Servers service).
&quot;provider&quot;: &quot;A String&quot;, # Output only. The cloud provider type reported by the first node&#x27;s providerID in the list of nodes on the Kubernetes endpoint. On Kubernetes platforms that support zero-node clusters (like GKE-on-GCP), the provider type will be empty.
&quot;versionInstalledErrorMessage&quot;: &quot;A String&quot;, # Output only. The detailed error message for the installed versions of Agones/Kubernetes.
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
},
&quot;gkeHubClusterReference&quot;: { # GkeHubClusterReference represents a reference to a Kubernetes cluster registered through GKE Hub. # Reference to a Kubernetes cluster registered through GKE Hub. See https://cloud.google.com/anthos/multicluster-management/ for more information about registering Kubernetes clusters.
&quot;membership&quot;: &quot;A String&quot;, # The full or partial name of a GKE Hub membership, using one of the following forms: * `https://gkehub.googleapis.com/v1beta1/projects/{project_id}/locations/global/memberships/{membership_id}` * `projects/{project_id}/locations/global/memberships/{membership_id}` * `{membership_id}` If project is not specified, the project of the GameServerCluster resource is used to generate the full name of the GKE Hub membership.
},
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
},
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster, in the following form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`. For example, `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
},
],
&quot;nextPageToken&quot;: &quot;A String&quot;, # Token to retrieve the next page of results, or empty if there are no more results in the list.
&quot;unreachable&quot;: [ # List of locations that could not be reached.
&quot;A String&quot;,
],
}</pre>
</div>
<div class="method">
<code class="details" id="list_next">list_next(previous_request, previous_response)</code>
<pre>Retrieves the next page of results.
Args:
previous_request: The request for the previous page. (required)
previous_response: The response from the request for the previous page. (required)
Returns:
A request object that you can call &#x27;execute()&#x27; on to request the next
page. Returns None if there are no more items in the collection.
</pre>
</div>
<div class="method">
<code class="details" id="patch">patch(name, body=None, updateMask=None, x__xgafv=None)</code>
<pre>Patches a single game server cluster.
Args:
name: string, Required. The resource name of the game server cluster, in the following form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`. For example, `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`. (required)
body: object, The request body.
The object takes the form of:
{ # A game server cluster resource.
&quot;allocationPriority&quot;: &quot;A String&quot;, # Optional. The allocation priority assigned to the game server cluster. Game server clusters receive new game server allocations based on the relative allocation priorites set for each cluster, if the realm is configured for multicluster allocation.
&quot;clusterState&quot;: { # The state of the Kubernetes cluster. # Output only. The state of the Kubernetes cluster, this will be available if &#x27;view&#x27; is set to `FULL` in the relevant List/Get/Preview request.
&quot;agonesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Agones currently installed in the registered Kubernetes cluster.
&quot;agonesVersionTargeted&quot;: &quot;A String&quot;, # Output only. The version of Agones that is targeted to be installed in the cluster.
&quot;installationState&quot;: &quot;A String&quot;, # Output only. The state for the installed versions of Agones/Kubernetes.
&quot;kubernetesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Kubernetes that is currently used in the registered Kubernetes cluster (as detected by the Cloud Game Servers service).
&quot;provider&quot;: &quot;A String&quot;, # Output only. The cloud provider type reported by the first node&#x27;s providerID in the list of nodes on the Kubernetes endpoint. On Kubernetes platforms that support zero-node clusters (like GKE-on-GCP), the provider type will be empty.
&quot;versionInstalledErrorMessage&quot;: &quot;A String&quot;, # Output only. The detailed error message for the installed versions of Agones/Kubernetes.
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
},
&quot;gkeHubClusterReference&quot;: { # GkeHubClusterReference represents a reference to a Kubernetes cluster registered through GKE Hub. # Reference to a Kubernetes cluster registered through GKE Hub. See https://cloud.google.com/anthos/multicluster-management/ for more information about registering Kubernetes clusters.
&quot;membership&quot;: &quot;A String&quot;, # The full or partial name of a GKE Hub membership, using one of the following forms: * `https://gkehub.googleapis.com/v1beta1/projects/{project_id}/locations/global/memberships/{membership_id}` * `projects/{project_id}/locations/global/memberships/{membership_id}` * `{membership_id}` If project is not specified, the project of the GameServerCluster resource is used to generate the full name of the GKE Hub membership.
},
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
},
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster, in the following form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`. For example, `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
}
updateMask: string, Required. Mask of fields to update. At least one path must be supplied in this field. For the `FieldMask` definition, see https://developers.google.com/protocol-buffers/docs/reference/google.protobuf#fieldmask
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # This resource represents a long-running operation that is the result of a network API call.
&quot;done&quot;: True or False, # If the value is `false`, it means the operation is still in progress. If `true`, the operation is completed, and either `error` or `response` is available.
&quot;error&quot;: { # The `Status` type defines a logical error model that is suitable for 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.
&quot;code&quot;: 42, # The status code, which should be an enum value of google.rpc.Code.
&quot;details&quot;: [ # A list of messages that carry the error details. There is a common set of message types for APIs to use.
{
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
],
&quot;message&quot;: &quot;A String&quot;, # A developer-facing error message, which should be in English. Any user-facing error message should be localized and sent in the google.rpc.Status.details field, or localized by the client.
},
&quot;metadata&quot;: { # Service-specific metadata associated with the operation. It typically contains progress information and common metadata such as create time. Some services might not provide such metadata. Any method that returns a long-running operation should document the metadata type, if any.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
&quot;name&quot;: &quot;A String&quot;, # The server-assigned name, which is only unique within the same service that originally returns it. If you use the default HTTP mapping, the `name` should be a resource name ending with `operations/{unique_id}`.
&quot;response&quot;: { # The normal response of the operation in case of success. If the original method returns no data on success, such as `Delete`, the response is `google.protobuf.Empty`. If the original method is standard `Get`/`Create`/`Update`, the response should be the resource. For other methods, the response should have the type `XxxResponse`, where `Xxx` is the original method name. For example, if the original method name is `TakeSnapshot()`, the inferred response type is `TakeSnapshotResponse`.
&quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
},
}</pre>
</div>
<div class="method">
<code class="details" id="previewCreate">previewCreate(parent, body=None, gameServerClusterId=None, previewTime=None, view=None, x__xgafv=None)</code>
<pre>Previews creation of a new game server cluster in a given project and location.
Args:
parent: string, Required. The parent resource name, in the following form: `projects/{project}/locations/{location}/realms/{realm}`. (required)
body: object, The request body.
The object takes the form of:
{ # A game server cluster resource.
&quot;allocationPriority&quot;: &quot;A String&quot;, # Optional. The allocation priority assigned to the game server cluster. Game server clusters receive new game server allocations based on the relative allocation priorites set for each cluster, if the realm is configured for multicluster allocation.
&quot;clusterState&quot;: { # The state of the Kubernetes cluster. # Output only. The state of the Kubernetes cluster, this will be available if &#x27;view&#x27; is set to `FULL` in the relevant List/Get/Preview request.
&quot;agonesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Agones currently installed in the registered Kubernetes cluster.
&quot;agonesVersionTargeted&quot;: &quot;A String&quot;, # Output only. The version of Agones that is targeted to be installed in the cluster.
&quot;installationState&quot;: &quot;A String&quot;, # Output only. The state for the installed versions of Agones/Kubernetes.
&quot;kubernetesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Kubernetes that is currently used in the registered Kubernetes cluster (as detected by the Cloud Game Servers service).
&quot;provider&quot;: &quot;A String&quot;, # Output only. The cloud provider type reported by the first node&#x27;s providerID in the list of nodes on the Kubernetes endpoint. On Kubernetes platforms that support zero-node clusters (like GKE-on-GCP), the provider type will be empty.
&quot;versionInstalledErrorMessage&quot;: &quot;A String&quot;, # Output only. The detailed error message for the installed versions of Agones/Kubernetes.
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
},
&quot;gkeHubClusterReference&quot;: { # GkeHubClusterReference represents a reference to a Kubernetes cluster registered through GKE Hub. # Reference to a Kubernetes cluster registered through GKE Hub. See https://cloud.google.com/anthos/multicluster-management/ for more information about registering Kubernetes clusters.
&quot;membership&quot;: &quot;A String&quot;, # The full or partial name of a GKE Hub membership, using one of the following forms: * `https://gkehub.googleapis.com/v1beta1/projects/{project_id}/locations/global/memberships/{membership_id}` * `projects/{project_id}/locations/global/memberships/{membership_id}` * `{membership_id}` If project is not specified, the project of the GameServerCluster resource is used to generate the full name of the GKE Hub membership.
},
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
},
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster, in the following form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`. For example, `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
}
gameServerClusterId: string, Required. The ID of the game server cluster resource to be created.
previewTime: string, Optional. The target timestamp to compute the preview.
view: string, Optional. This field is deprecated, preview will always return KubernetesClusterState.
Allowed values
GAME_SERVER_CLUSTER_VIEW_UNSPECIFIED - The default / unset value. The API will default to the BASIC view.
BASIC - Include basic information of a GameServerCluster resource and omit `cluster_state`. This is the default value (for ListGameServerClusters, GetGameServerCluster and PreviewCreateGameServerCluster).
FULL - Include everything.
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # Response message for GameServerClustersService.PreviewCreateGameServerCluster.
&quot;clusterState&quot;: { # The state of the Kubernetes cluster. # Output only. The state of the Kubernetes cluster in preview, this will be available if &#x27;view&#x27; is set to `FULL` in the relevant List/Get/Preview request.
&quot;agonesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Agones currently installed in the registered Kubernetes cluster.
&quot;agonesVersionTargeted&quot;: &quot;A String&quot;, # Output only. The version of Agones that is targeted to be installed in the cluster.
&quot;installationState&quot;: &quot;A String&quot;, # Output only. The state for the installed versions of Agones/Kubernetes.
&quot;kubernetesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Kubernetes that is currently used in the registered Kubernetes cluster (as detected by the Cloud Game Servers service).
&quot;provider&quot;: &quot;A String&quot;, # Output only. The cloud provider type reported by the first node&#x27;s providerID in the list of nodes on the Kubernetes endpoint. On Kubernetes platforms that support zero-node clusters (like GKE-on-GCP), the provider type will be empty.
&quot;versionInstalledErrorMessage&quot;: &quot;A String&quot;, # Output only. The detailed error message for the installed versions of Agones/Kubernetes.
},
&quot;etag&quot;: &quot;A String&quot;, # The ETag of the game server cluster.
&quot;targetState&quot;: { # Encapsulates the Target state. # The target state.
&quot;details&quot;: [ # Details about Agones fleets.
{ # Details about the Agones resources.
&quot;fleetDetails&quot;: [ # Agones fleet details for game server clusters and game server deployments.
{ # Details of the target Agones fleet.
&quot;autoscaler&quot;: { # Target Agones autoscaler policy reference. # Reference to target Agones fleet autoscaling policy.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones autoscaler.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec. Details about the Agones autoscaler spec.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive the Agones fleet or Agones autoscaler spec.
},
},
&quot;fleet&quot;: { # Target Agones fleet specification. # Reference to target Agones fleet.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones fleet.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec. The Agones fleet spec source.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive the Agones fleet or Agones autoscaler spec.
},
},
},
],
&quot;gameServerClusterName&quot;: &quot;A String&quot;, # The game server cluster name. Uses the form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
&quot;gameServerDeploymentName&quot;: &quot;A String&quot;, # The game server deployment name. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}`.
},
],
},
}</pre>
</div>
<div class="method">
<code class="details" id="previewDelete">previewDelete(name, previewTime=None, x__xgafv=None)</code>
<pre>Previews deletion of a single game server cluster.
Args:
name: string, Required. The name of the game server cluster to delete, in the following form: `projects/{project}/locations/{location}/gameServerClusters/{cluster}`. (required)
previewTime: string, Optional. The target timestamp to compute the preview.
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # Response message for GameServerClustersService.PreviewDeleteGameServerCluster.
&quot;etag&quot;: &quot;A String&quot;, # The ETag of the game server cluster.
&quot;targetState&quot;: { # Encapsulates the Target state. # The target state.
&quot;details&quot;: [ # Details about Agones fleets.
{ # Details about the Agones resources.
&quot;fleetDetails&quot;: [ # Agones fleet details for game server clusters and game server deployments.
{ # Details of the target Agones fleet.
&quot;autoscaler&quot;: { # Target Agones autoscaler policy reference. # Reference to target Agones fleet autoscaling policy.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones autoscaler.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec. Details about the Agones autoscaler spec.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive the Agones fleet or Agones autoscaler spec.
},
},
&quot;fleet&quot;: { # Target Agones fleet specification. # Reference to target Agones fleet.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones fleet.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec. The Agones fleet spec source.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive the Agones fleet or Agones autoscaler spec.
},
},
},
],
&quot;gameServerClusterName&quot;: &quot;A String&quot;, # The game server cluster name. Uses the form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
&quot;gameServerDeploymentName&quot;: &quot;A String&quot;, # The game server deployment name. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}`.
},
],
},
}</pre>
</div>
<div class="method">
<code class="details" id="previewUpdate">previewUpdate(name, body=None, previewTime=None, updateMask=None, x__xgafv=None)</code>
<pre>Previews updating a GameServerCluster.
Args:
name: string, Required. The resource name of the game server cluster, in the following form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`. For example, `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`. (required)
body: object, The request body.
The object takes the form of:
{ # A game server cluster resource.
&quot;allocationPriority&quot;: &quot;A String&quot;, # Optional. The allocation priority assigned to the game server cluster. Game server clusters receive new game server allocations based on the relative allocation priorites set for each cluster, if the realm is configured for multicluster allocation.
&quot;clusterState&quot;: { # The state of the Kubernetes cluster. # Output only. The state of the Kubernetes cluster, this will be available if &#x27;view&#x27; is set to `FULL` in the relevant List/Get/Preview request.
&quot;agonesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Agones currently installed in the registered Kubernetes cluster.
&quot;agonesVersionTargeted&quot;: &quot;A String&quot;, # Output only. The version of Agones that is targeted to be installed in the cluster.
&quot;installationState&quot;: &quot;A String&quot;, # Output only. The state for the installed versions of Agones/Kubernetes.
&quot;kubernetesVersionInstalled&quot;: &quot;A String&quot;, # Output only. The version of Kubernetes that is currently used in the registered Kubernetes cluster (as detected by the Cloud Game Servers service).
&quot;provider&quot;: &quot;A String&quot;, # Output only. The cloud provider type reported by the first node&#x27;s providerID in the list of nodes on the Kubernetes endpoint. On Kubernetes platforms that support zero-node clusters (like GKE-on-GCP), the provider type will be empty.
&quot;versionInstalledErrorMessage&quot;: &quot;A String&quot;, # Output only. The detailed error message for the installed versions of Agones/Kubernetes.
},
&quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
&quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
&quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
},
&quot;gkeHubClusterReference&quot;: { # GkeHubClusterReference represents a reference to a Kubernetes cluster registered through GKE Hub. # Reference to a Kubernetes cluster registered through GKE Hub. See https://cloud.google.com/anthos/multicluster-management/ for more information about registering Kubernetes clusters.
&quot;membership&quot;: &quot;A String&quot;, # The full or partial name of a GKE Hub membership, using one of the following forms: * `https://gkehub.googleapis.com/v1beta1/projects/{project_id}/locations/global/memberships/{membership_id}` * `projects/{project_id}/locations/global/memberships/{membership_id}` * `{membership_id}` If project is not specified, the project of the GameServerCluster resource is used to generate the full name of the GKE Hub membership.
},
&quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
},
&quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
&quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
&quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
&quot;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
&quot;a_key&quot;: &quot;A String&quot;,
},
&quot;name&quot;: &quot;A String&quot;, # Required. The resource name of the game server cluster, in the following form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`. For example, `projects/my-project/locations/{location}/realms/zanzibar/gameServerClusters/my-onprem-cluster`.
&quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
}
previewTime: string, Optional. The target timestamp to compute the preview.
updateMask: string, Required. Mask of fields to update. At least one path must be supplied in this field. For the `FieldMask` definition, see https://developers.google.com/protocol-buffers/docs/reference/google.protobuf#fieldmask
x__xgafv: string, V1 error format.
Allowed values
1 - v1 error format
2 - v2 error format
Returns:
An object of the form:
{ # Response message for GameServerClustersService.PreviewUpdateGameServerCluster
&quot;etag&quot;: &quot;A String&quot;, # The ETag of the game server cluster.
&quot;targetState&quot;: { # Encapsulates the Target state. # The target state.
&quot;details&quot;: [ # Details about Agones fleets.
{ # Details about the Agones resources.
&quot;fleetDetails&quot;: [ # Agones fleet details for game server clusters and game server deployments.
{ # Details of the target Agones fleet.
&quot;autoscaler&quot;: { # Target Agones autoscaler policy reference. # Reference to target Agones fleet autoscaling policy.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones autoscaler.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec. Details about the Agones autoscaler spec.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive the Agones fleet or Agones autoscaler spec.
},
},
&quot;fleet&quot;: { # Target Agones fleet specification. # Reference to target Agones fleet.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones fleet.
&quot;specSource&quot;: { # Encapsulates Agones fleet spec and Agones autoscaler spec sources. # Encapsulates the source of the Agones fleet spec. The Agones fleet spec source.
&quot;gameServerConfigName&quot;: &quot;A String&quot;, # The game server config resource. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}/configs/{config_id}`.
&quot;name&quot;: &quot;A String&quot;, # The name of the Agones leet config or Agones scaling config used to derive the Agones fleet or Agones autoscaler spec.
},
},
},
],
&quot;gameServerClusterName&quot;: &quot;A String&quot;, # The game server cluster name. Uses the form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
&quot;gameServerDeploymentName&quot;: &quot;A String&quot;, # The game server deployment name. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}`.
},
],
},
}</pre>
</div>
</body></html>