chore: update docs/dyn (#1162)

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diff --git a/docs/dyn/gameservices_v1beta.projects.locations.realms.gameServerClusters.html b/docs/dyn/gameservices_v1beta.projects.locations.realms.gameServerClusters.html
index 613df57..4b89bd8 100644
--- a/docs/dyn/gameservices_v1beta.projects.locations.realms.gameServerClusters.html
+++ b/docs/dyn/gameservices_v1beta.projects.locations.realms.gameServerClusters.html
@@ -87,7 +87,7 @@
   <code><a href="#get">get(name, x__xgafv=None)</a></code></p>
 <p class="firstline">Gets details of a single game server cluster.</p>
 <p class="toc_element">
-  <code><a href="#list">list(parent, pageSize=None, filter=None, orderBy=None, pageToken=None, x__xgafv=None)</a></code></p>
+  <code><a href="#list">list(parent, filter=None, orderBy=None, pageSize=None, pageToken=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>
@@ -120,21 +120,21 @@
     The object takes the form of:
 
 { # A game server cluster resource.
-    &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;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
-      &quot;a_key&quot;: &quot;A String&quot;,
+  &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
+    &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
+      &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
     },
-    &quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
-    &quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
-    &quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
-    &quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
-    &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
-      &quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
-      &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
-        &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
-      },
-    },
-  }
+    &quot;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.
@@ -146,24 +146,24 @@
   An object of the form:
 
     { # This resource represents a long-running operation that is the result of a network API call.
-    &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;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;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.
-    },
-    &quot;name&quot;: &quot;A String&quot;, # The server-assigned name, which is only unique within the same service that originally returns it. If you use the default HTTP mapping, the `name` should be a resource name ending with `operations/{unique_id}`.
-    &quot;metadata&quot;: { # Service-specific metadata associated with the operation. It typically contains progress information and common metadata such as create time. Some services might not provide such metadata. Any method that returns a long-running operation should document the metadata type, if any.
-      &quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
-    },
-  }</pre>
+  &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">
@@ -181,24 +181,24 @@
   An object of the form:
 
     { # This resource represents a long-running operation that is the result of a network API call.
-    &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;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;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.
-    },
-    &quot;name&quot;: &quot;A String&quot;, # The server-assigned name, which is only unique within the same service that originally returns it. If you use the default HTTP mapping, the `name` should be a resource name ending with `operations/{unique_id}`.
-    &quot;metadata&quot;: { # Service-specific metadata associated with the operation. It typically contains progress information and common metadata such as create time. Some services might not provide such metadata. Any method that returns a long-running operation should document the metadata type, if any.
-      &quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
-    },
-  }</pre>
+  &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">
@@ -216,32 +216,32 @@
   An object of the form:
 
     { # A game server cluster resource.
-      &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;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;etag&quot;: &quot;A String&quot;, # ETag of the resource.
-      &quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
-      &quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
-      &quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
-      &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
-        &quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
-        &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
-          &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
-        },
-      },
-    }</pre>
+  &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;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, pageSize=None, filter=None, orderBy=None, pageToken=None, x__xgafv=None)</code>
+    <code class="details" id="list">list(parent, filter=None, orderBy=None, pageSize=None, pageToken=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)
-  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.
   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.
   x__xgafv: string, V1 error format.
     Allowed values
@@ -252,29 +252,29 @@
   An object of the form:
 
     { # Response message for GameServerClustersService.ListGameServerClusters.
-    &quot;unreachable&quot;: [ # List of locations that could not be reached.
-      &quot;A String&quot;,
-    ],
-    &quot;gameServerClusters&quot;: [ # The list of game server clusters.
-      { # A game server cluster resource.
-          &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;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;etag&quot;: &quot;A String&quot;, # ETag of the resource.
-          &quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
-          &quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
-          &quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
-          &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
-            &quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
-            &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
-              &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
-            },
-          },
+  &quot;gameServerClusters&quot;: [ # The list of game server clusters.
+    { # A game server cluster resource.
+      &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;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.
-  }</pre>
+        &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">
@@ -301,21 +301,21 @@
     The object takes the form of:
 
 { # A game server cluster resource.
-    &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;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
-      &quot;a_key&quot;: &quot;A String&quot;,
+  &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
+    &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
+      &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
     },
-    &quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
-    &quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
-    &quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
-    &quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
-    &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
-      &quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
-      &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
-        &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
-      },
-    },
-  }
+    &quot;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.
@@ -327,24 +327,24 @@
   An object of the form:
 
     { # This resource represents a long-running operation that is the result of a network API call.
-    &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;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;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.
-    },
-    &quot;name&quot;: &quot;A String&quot;, # The server-assigned name, which is only unique within the same service that originally returns it. If you use the default HTTP mapping, the `name` should be a resource name ending with `operations/{unique_id}`.
-    &quot;metadata&quot;: { # Service-specific metadata associated with the operation. It typically contains progress information and common metadata such as create time. Some services might not provide such metadata. Any method that returns a long-running operation should document the metadata type, if any.
-      &quot;a_key&quot;: &quot;&quot;, # Properties of the object. Contains field @type with type URL.
-    },
-  }</pre>
+  &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">
@@ -357,21 +357,21 @@
     The object takes the form of:
 
 { # A game server cluster resource.
-    &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;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
-      &quot;a_key&quot;: &quot;A String&quot;,
+  &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
+    &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
+      &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
     },
-    &quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
-    &quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
-    &quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
-    &quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
-    &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
-      &quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
-      &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
-        &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
-      },
-    },
-  }
+    &quot;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.
@@ -384,34 +384,34 @@
   An object of the form:
 
     { # Response message for GameServerClustersService.PreviewCreateGameServerCluster.
-    &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;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;name&quot;: &quot;A String&quot;, # The name of the Agones autoscaler.
-              },
-              &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;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;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>
+            &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">
@@ -430,34 +430,34 @@
   An object of the form:
 
     { # Response message for GameServerClustersService.PreviewDeleteGameServerCluster.
-    &quot;targetState&quot;: { # Encapsulates the Target state. # The target state.
-      &quot;details&quot;: [ # Details about Agones fleets.
-        { # Details about the Agones resources.
-          &quot;fleetDetails&quot;: [ # Agones fleet details for game server clusters and game server deployments.
-            { # Details of the target Agones fleet.
-              &quot;autoscaler&quot;: { # Target Agones autoscaler policy reference. # Reference to target Agones fleet autoscaling policy.
-                &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;name&quot;: &quot;A String&quot;, # The name of the Agones autoscaler.
-              },
-              &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;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;gameServerClusterName&quot;: &quot;A String&quot;, # The game server cluster name. Uses the form: `projects/{project}/locations/{location}/realms/{realm}/gameServerClusters/{cluster}`.
-          &quot;gameServerDeploymentName&quot;: &quot;A String&quot;, # The game server deployment name. Uses the form: `projects/{project}/locations/{location}/gameServerDeployments/{deployment_id}`.
-        },
-      ],
-    },
-    &quot;etag&quot;: &quot;A String&quot;, # The ETag of the game server cluster.
-  }</pre>
+            &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">
@@ -470,21 +470,21 @@
     The object takes the form of:
 
 { # A game server cluster resource.
-    &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;labels&quot;: { # The labels associated with this game server cluster. Each label is a key-value pair.
-      &quot;a_key&quot;: &quot;A String&quot;,
+  &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
+    &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
+      &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
     },
-    &quot;etag&quot;: &quot;A String&quot;, # ETag of the resource.
-    &quot;updateTime&quot;: &quot;A String&quot;, # Output only. The last-modified time.
-    &quot;description&quot;: &quot;A String&quot;, # Human readable description of the cluster.
-    &quot;createTime&quot;: &quot;A String&quot;, # Output only. The creation time.
-    &quot;connectionInfo&quot;: { # The game server cluster connection information. # The game server cluster connection information. This information is used to manage game server clusters.
-      &quot;namespace&quot;: &quot;A String&quot;, # Namespace designated on the game server cluster where the Agones game server instances will be created. Existence of the namespace will be validated during creation.
-      &quot;gkeClusterReference&quot;: { # A reference to a GKE cluster. # Reference to the GKE cluster where the game servers are installed.
-        &quot;cluster&quot;: &quot;A String&quot;, # The full or partial name of a GKE cluster, using one of the following forms: * `projects/{project}/locations/{location}/clusters/{cluster}` * `locations/{location}/clusters/{cluster}` * `{cluster}` If project and location are not specified, the project and location of the GameServerCluster resource are used to generate the full name of the GKE cluster.
-      },
-    },
-  }
+    &quot;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
@@ -497,34 +497,34 @@
   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;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;name&quot;: &quot;A String&quot;, # The name of the Agones autoscaler.
-              },
-              &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;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;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>
+            &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>
 
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