Create Build With Process Based Server
Creates a multiplayer server build with the server running as a process.
Allowed entity token types: title
Error codes
This operation may return the following PlayFab errors:
| Error | Code |
|---|---|
| APINotEnabledForGameClientAccess | 1082 |
| MultiplayerServerBadRequest | 1382 |
| MultiplayerServerConflict | 1386 |
| MultiplayerServerForbidden | 1384 |
| MultiplayerServerInternalServerError | 1387 |
| MultiplayerServerTitleQuotaCoresExceeded | 1445 |
| MultiplayerServerUnauthorized | 1383 |
| MultiplayerServerUnavailable | 1388 |
| ProductDisabledForTitle | 1609 |
Authorizations
This API requires an Entity Session Token, available from the Entity GetEntityToken method.
Body
Creates a multiplayer server build with the game server running as a process and returns information about the build creation request.
Creates a multiplayer server build with the game server running as a process and returns information about the build creation request.
The build name.
The list of game assets related to the build.
The number of multiplayer servers to host on a single VM.
The ports to map the build on.
The region configurations for the build.
The command to run when the multiplayer server is started, including any arguments. The path to any executable should be relative to the root asset folder when unzipped.
When true, assets will not be copied for each server inside the VM. All serverswill run from the same set of assets, or will have the same assets mounted in the container.
The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.).
The game certificates for the build.
The game secrets for the build.
The working directory for the game process. If this is not provided, the working directory will be set based on the mount path of the game server executable.
The instrumentation configuration for the Build. Used only if it is a Windows Build.
Indicates whether this build will be created using the OS Preview versionPreview OS is recommended for dev builds to detect any breaking changes before they are released to retail. Retail builds should set this value to false.
The Linux instrumentation configuration for the Build. Used only if it is a Linux Build.
Metadata to tag the build. The keys are case insensitive. The build metadata is made available to the server through Game Server SDK (GSDK).Constraints: Maximum number of keys: 30, Maximum key length: 50, Maximum value length: 100
The OS platform used for running the game process.
Windows, Linux The VM size to create the build on.
Standard_A1, Standard_A2, Standard_A3, Standard_A4, Standard_A1_v2, Standard_A2_v2, Standard_A4_v2, Standard_A8_v2, Standard_D1_v2, Standard_D2_v2, Standard_D3_v2, Standard_D4_v2, Standard_D5_v2, Standard_D2_v3, Standard_D4_v3, Standard_D8_v3, Standard_D16_v3, Standard_F1, Standard_F2, Standard_F4, Standard_F8, Standard_F16, Standard_F2s_v2, Standard_F4s_v2, Standard_F8s_v2, Standard_F16s_v2, Standard_F2as_v6, Standard_F4as_v6, Standard_F8as_v6, Standard_F16as_v6, Standard_F2as_v7, Standard_F4as_v7, Standard_F8as_v7, Standard_F16as_v7, Standard_F2ads_v7, Standard_F4ads_v7, Standard_F8ads_v7, Standard_F16ads_v7, Standard_D2as_v4, Standard_D4as_v4, Standard_D8as_v4, Standard_D16as_v4, Standard_D2a_v4, Standard_D4a_v4, Standard_D8a_v4, Standard_D16a_v4, Standard_D2ads_v5, Standard_D4ads_v5, Standard_D8ads_v5, Standard_D16ads_v5, Standard_D2ads_v6, Standard_D4ads_v6, Standard_D8ads_v6, Standard_D16ads_v6, Standard_D2ads_v7, Standard_D4ads_v7, Standard_D8ads_v7, Standard_D16ads_v7, Standard_E2a_v4, Standard_E4a_v4, Standard_E8a_v4, Standard_E16a_v4, Standard_E2as_v4, Standard_E4as_v4, Standard_E8as_v4, Standard_E16as_v4, Standard_E2ads_v5, Standard_E4ads_v5, Standard_E8ads_v5, Standard_E16ads_v5, Standard_E2ads_v6, Standard_E4ads_v6, Standard_E8ads_v6, Standard_E16ads_v6, Standard_E2ads_v7, Standard_E4ads_v7, Standard_E8ads_v7, Standard_E16ads_v7, Standard_E2ds_v4, Standard_E4ds_v4, Standard_E8ds_v4, Standard_E16ds_v4, Standard_E2ds_v5, Standard_E4ds_v5, Standard_E8ds_v5, Standard_E16ds_v5, Standard_E2ds_v6, Standard_E4ds_v6, Standard_E8ds_v6, Standard_E16ds_v6, Standard_D2s_v3, Standard_D4s_v3, Standard_D8s_v3, Standard_D16s_v3, Standard_DS1_v2, Standard_DS2_v2, Standard_DS3_v2, Standard_DS4_v2, Standard_DS5_v2, Standard_NC4as_T4_v3, Standard_D2d_v4, Standard_D4d_v4, Standard_D8d_v4, Standard_D16d_v4, Standard_D2ds_v4, Standard_D4ds_v4, Standard_D8ds_v4, Standard_D16ds_v4, Standard_HB120_16rs_v3, Standard_HB120_32rs_v3, Standard_HB120_64rs_v3, Standard_HB120_96rs_v3, Standard_HB120rs_v3, Standard_D2d_v5, Standard_D4d_v5, Standard_D8d_v5, Standard_D16d_v5, Standard_D32d_v5, Standard_D2ds_v5, Standard_D4ds_v5, Standard_D8ds_v5, Standard_D16ds_v5, Standard_D32ds_v5, Standard_D2ds_v6, Standard_D4ds_v6, Standard_D8ds_v6, Standard_D16ds_v6, Standard_D2pds_v6, Standard_D4pds_v6, Standard_D8pds_v6, Standard_D16pds_v6 The configuration for the VmStartupScript for the build
