Class MultiplayFleetBuildConfigurationSwitchRequest
The request body to trigger a fleet active build configuration switch.
Inherited Members
Namespace: Unity.Services.Apis.Admin.Multiplay
Assembly: Unity.Services.Apis.dll
Syntax
[DataContract(Name = "multiplay.fleetBuildConfigurationSwitchRequest")]
[Preserve]
public class MultiplayFleetBuildConfigurationSwitchRequest
Constructors
MultiplayFleetBuildConfigurationSwitchRequest(long, long, string)
Initializes a new instance of the Multiplay
Declaration
[Preserve]
public MultiplayFleetBuildConfigurationSwitchRequest(long batchSize = 20, long buildConfigurationId = 0, string timeout = null)
Parameters
Type | Name | Description |
---|---|---|
long | batchSize | The maximum number of machines to process at a time in batches. Optional but recommended. Will default to 20 if not specified. (default to 20). |
long | buildConfigurationId | The ID of the build configuration to switch to. (required). |
string | timeout | The time to wait before force-restarting the remainin game servers. Formatted as a duration string with a sequence of numbers and time units (e.g. 2m / 1h / 5d). Valid time units are "ns", "us" (or "µs"), "ms", "s", "m", "h", "d", "w", "y". (required). |
Properties
BatchSize
The maximum number of machines to process at a time in batches. Optional but recommended. Will default to 20 if not specified.
Declaration
[DataMember(Name = "batchSize", EmitDefaultValue = false)]
[Preserve]
public long BatchSize { get; set; }
Property Value
Type | Description |
---|---|
long | The maximum number of machines to process at a time in batches. Optional but recommended. Will default to 20 if not specified. |
BuildConfigurationId
The ID of the build configuration to switch to.
Declaration
[DataMember(Name = "buildConfigurationId", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public long BuildConfigurationId { get; set; }
Property Value
Type | Description |
---|---|
long | The ID of the build configuration to switch to. |
Timeout
The time to wait before force-restarting the remainin game servers. Formatted as a duration string with a sequence of numbers and time units (e.g. 2m / 1h / 5d). Valid time units are "ns", "us" (or "µs"), "ms", "s", "m", "h", "d", "w", "y".
Declaration
[DataMember(Name = "timeout", IsRequired = true, EmitDefaultValue = true)]
[Preserve]
public string Timeout { get; set; }
Property Value
Type | Description |
---|---|
string | The time to wait before force-restarting the remainin game servers. Formatted as a duration string with a sequence of numbers and time units (e.g. 2m / 1h / 5d). Valid time units are "ns", "us" (or "µs"), "ms", "s", "m", "h", "d", "w", "y". |