Class MultiplayAllocationsTestAllocateRequest
Multipart-form request to process a test allocation. The form size is capped at 32Mb to prevent overloading.
Inherited Members
Namespace: Unity.Services.Apis.Admin.Multiplay
Assembly: Unity.Services.Apis.dll
Syntax
[DataContract(Name = "multiplay.allocations.TestAllocateRequest")]
[Preserve]
public class MultiplayAllocationsTestAllocateRequest
Constructors
MultiplayAllocationsTestAllocateRequest(string, long, string, string, bool)
Initializes a new instance of the Multiplay
Declaration
[Preserve]
public MultiplayAllocationsTestAllocateRequest(string allocationId = null, long buildConfigurationId = 0, string payload = null, string regionId = null, bool restart = false)
Parameters
Type | Name | Description |
---|---|---|
string | allocationId | The uuid for the allocation. If a new UUID is specified, it will be used to trigger a new allocation associated with that UUID that can be referenced later to check the status of said allocation. If an allocation with this UUID exists, no action is taken and the HREF for the existing allocation is returned. (required). |
long | buildConfigurationId | ID of the build configuration. (required). |
string | payload | The payload containing additional game configuration to be used on allocation. Replaces the X-Enable-Payload flag in older APIs. . |
string | regionId | ID of the Region. (required). |
bool | restart | Flag whether game server requires restart or not.. |
Properties
AllocationId
The uuid for the allocation. If a new UUID is specified, it will be used to trigger a new allocation associated with that UUID that can be referenced later to check the status of said allocation. If an allocation with this UUID exists, no action is taken and the HREF for the existing allocation is returned.
Declaration
[DataMember(Name = "allocationId", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public string AllocationId { get; set; }
Property Value
Type | Description |
---|---|
string | The uuid for the allocation. If a new UUID is specified, it will be used to trigger a new allocation associated with that UUID that can be referenced later to check the status of said allocation. If an allocation with this UUID exists, no action is taken and the HREF for the existing allocation is returned. |
BuildConfigurationId
ID of the build configuration.
Declaration
[DataMember(Name = "buildConfigurationId", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public long BuildConfigurationId { get; set; }
Property Value
Type | Description |
---|---|
long | ID of the build configuration. |
Payload
The payload containing additional game configuration to be used on allocation. Replaces the X-Enable-Payload flag in older APIs.
Declaration
[DataMember(Name = "payload", EmitDefaultValue = false)]
[Preserve]
public string Payload { get; set; }
Property Value
Type | Description |
---|---|
string | The payload containing additional game configuration to be used on allocation. Replaces the X-Enable-Payload flag in older APIs. |
RegionId
ID of the Region.
Declaration
[DataMember(Name = "regionId", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public string RegionId { get; set; }
Property Value
Type | Description |
---|---|
string | ID of the Region. |
Restart
Flag whether game server requires restart or not.
Declaration
[DataMember(Name = "restart", EmitDefaultValue = true)]
[Preserve]
public bool Restart { get; set; }
Property Value
Type | Description |
---|---|
bool | Flag whether game server requires restart or not. |