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    Class MultiplayFleetBuildConfigurationSwitchStatus

    The status of the active build configuration switch for a reservations-based fleet.

    Inheritance
    object
    MultiplayFleetBuildConfigurationSwitchStatus
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Unity.Services.Apis.Admin.Multiplay
    Assembly: Unity.Services.Apis.dll
    Syntax
    [DataContract(Name = "multiplay.fleetBuildConfigurationSwitchStatus")]
    [Preserve]
    public class MultiplayFleetBuildConfigurationSwitchStatus

    Constructors

    MultiplayFleetBuildConfigurationSwitchStatus(long, DateTime, long, long, long, MultiplayFleetSwitchState)

    Initializes a new instance of the MultiplayFleetBuildConfigurationSwitchStatus class.

    Declaration
    [Preserve]
    public MultiplayFleetBuildConfigurationSwitchStatus(long buildConfigurationId = 0, DateTime deadline = default, long oldBuildConfigurationId = 0, long serversPending = 0, long serversProcessed = 0, MultiplayFleetSwitchState state = (MultiplayFleetSwitchState)0)
    Parameters
    Type Name Description
    long buildConfigurationId

    The ID of the active build configuration the fleet is switching to use. (required).

    DateTime deadline

    The deadline for a switch if a timeout was set on the request. (required).

    long oldBuildConfigurationId

    The ID of the build configuration the fleet is switching away from..

    long serversPending

    The number of servers pending being switched. (required).

    long serversProcessed

    The number of servers processed so far in the switch. (required).

    MultiplayFleetSwitchState state

    state (required).

    Properties

    BuildConfigurationId

    The ID of the active build configuration the fleet is switching to use.

    Declaration
    [DataMember(Name = "buildConfigurationId", IsRequired = true, EmitDefaultValue = true)]
    [Preserve]
    public long BuildConfigurationId { get; set; }
    Property Value
    Type Description
    long

    The ID of the active build configuration the fleet is switching to use.

    Deadline

    The deadline for a switch if a timeout was set on the request.

    Declaration
    [DataMember(Name = "deadline", IsRequired = true, EmitDefaultValue = true)]
    [Preserve]
    public DateTime Deadline { get; set; }
    Property Value
    Type Description
    DateTime

    The deadline for a switch if a timeout was set on the request.

    OldBuildConfigurationId

    The ID of the build configuration the fleet is switching away from.

    Declaration
    [DataMember(Name = "oldBuildConfigurationId", EmitDefaultValue = false)]
    [Preserve]
    public long OldBuildConfigurationId { get; set; }
    Property Value
    Type Description
    long

    The ID of the build configuration the fleet is switching away from.

    ServersPending

    The number of servers pending being switched.

    Declaration
    [DataMember(Name = "serversPending", IsRequired = true, EmitDefaultValue = true)]
    [Preserve]
    public long ServersPending { get; set; }
    Property Value
    Type Description
    long

    The number of servers pending being switched.

    ServersProcessed

    The number of servers processed so far in the switch.

    Declaration
    [DataMember(Name = "serversProcessed", IsRequired = true, EmitDefaultValue = true)]
    [Preserve]
    public long ServersProcessed { get; set; }
    Property Value
    Type Description
    long

    The number of servers processed so far in the switch.

    State

    Gets or Sets State

    Declaration
    [DataMember(Name = "state", IsRequired = true, EmitDefaultValue = true)]
    [Preserve]
    public MultiplayFleetSwitchState State { get; set; }
    Property Value
    Type Description
    MultiplayFleetSwitchState
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