> ## Documentation Index
> Fetch the complete documentation index at: https://docs.playflowcloud.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Get build details

> Returns the full details of a specific build including its status, version, and type. Use this to poll for status changes during processing (`uploading` → `processing` → `ready` or `failed`).



## OpenAPI

````yaml https://api.computeflow.cloud/api/doc get /api/v3/builds/{build_id}
openapi: 3.1.0
info:
  title: PlayFlow API
  version: 3.0.0
  description: >
    PlayFlow is a game server hosting and orchestration platform. Deploy,
    manage, and scale multiplayer game servers globally with built-in
    matchmaking, lobby management, and billing.


    ## Authentication


    All API endpoints (except Health) require the `api-key` header:


    ```

    api-key: pf_your_project_api_key

    ```


    Find your API key in the PlayFlow dashboard under **Project Settings**. Each
    project has a server key (`pf_...`) for privileged operations and a client
    key (`pfclient_...`) for game client integrations. Both work in the
    `api-key` header.


    ## Quick Start


    1. **Upload a build**: `POST /v3/builds/upload-url` → get presigned URL →
    `PUT` your ZIP → processing starts automatically

    2. **Start a server**: `POST /v3/servers/start` → get connection info in
    `network_ports`

    3. **Connect your game client**: Use `host:external_port` from the response


    ## Key Concepts


    - **Builds**: Your game server binary packaged as a ZIP or Docker image.
    Versioned per name per project.

    - **Servers**: Running game server instances. Each gets dedicated compute
    and network ports with automatic health monitoring.

    - **Pool Servers**: Pre-provisioned servers for instant startup (~5s vs ~30s
    cold start).

    - **Regions**: 12 global regions (us-east, us-west, eu-north, eu-west,
    eu-uk, ap-south, sea, ap-north, ap-southeast, south-africa,
    south-america-brazil, south-america-chile).

    - **Compute Sizes**: From micro (512MB) to dedicated-xlarge (16GB dedicated
    CPU).


    ## Server Lifecycle


    `launching` → `running` (game ports open) → `stopped` (game exits, TTL
    expires, or manual stop)


    ## Build Lifecycle


    `uploading` → `processing` (build pipeline creates deployable image) →
    `ready` | `failed`


    ## Rate Limits


    - General reads: 100 req/sec per API key

    - Write operations (start server, upload build): 10 req/sec per API key

    - Headers: `X-RateLimit-Limit`, `X-RateLimit-Remaining`


    ## Plan Limits


    - **Free**: 1 server max, forced 1hr TTL, small size only

    - **Pro**: Unlimited servers, all sizes, custom TTL, pool servers


    ## Error Format


    All errors return: `{ "error": "message", "detail": "context", "status": 404
    }`
servers:
  - url: https://api.computeflow.cloud
security:
  - ApiKeyAuth: []
tags:
  - name: Servers
    description: >-
      Create, manage, and monitor game server instances. Each server gets
      dedicated compute, network ports, and automatic health monitoring with TTL
      enforcement. Servers start in `launching` status and transition to
      `running` when the game opens its ports.
  - name: Builds
    description: >-
      Upload and manage game server builds. Supports ZIP uploads (automatically
      processed into deployable images) and direct Docker image references.
      Builds are versioned per name per project — uploading a new build with the
      same name auto-increments the version. Servers always use the latest
      `ready` build unless a specific version is pinned.
  - name: Projects
    description: >-
      Configure project-level settings including network ports, player
      authentication, environment variables, server pooling, and
      lobby/matchmaking rules. Settings apply as defaults to all servers in the
      project and can be overridden per-server at start time.
  - name: Lobbies
    description: >-
      Player-centric lobby and matchmaking system. Every request identifies the
      player via the `x-player-id` header. Use `/me` endpoints to interact with
      your current lobby — the API resolves which lobby you're in automatically.


      **Quick start:** `POST /v3/lobbies/default` creates a lobby with sensible
      defaults (no dashboard config needed). Share the invite `code` with
      friends, or use `POST /v3/lobbies/default/me/matchmaking` to find
      opponents automatically.


      **Matchmaking** supports symmetric teams (2v2, 5v5), asymmetric roles (1
      monster vs 5 hunters), FFA, battle royale duos, and skill-based matching
      with auto-expanding MMR buckets.
paths:
  /api/v3/builds/{build_id}:
    get:
      tags:
        - Builds
      summary: Get build details
      description: >-
        Returns the full details of a specific build including its status,
        version, and type. Use this to poll for status changes during processing
        (`uploading` → `processing` → `ready` or `failed`).
      operationId: getBuild
      parameters:
        - schema:
            type: string
            description: Unique build ID (UUID).
          required: true
          description: Unique build ID (UUID).
          name: build_id
          in: path
      responses:
        '200':
          description: Full build details.
          content:
            application/json:
              schema:
                type: object
                properties:
                  build_id:
                    type: string
                    description: Unique identifier for this build (UUID).
                  name:
                    type: string
                    description: >-
                      Build name (e.g., "default", "beta"). Multiple versions
                      can share the same name.
                  version:
                    type: number
                    description: >-
                      Auto-incrementing version number within this build name.
                      The first build named "default" is version 1, the next is
                      version 2, etc.
                  status:
                    type: string
                    enum:
                      - uploading
                      - processing
                      - ready
                      - failed
                      - deleted
                    description: >-
                      Build lifecycle status. "uploading": ZIP uploaded,
                      awaiting processing. "processing": GitHub Actions is
                      building the Docker image. "ready": build is deployable.
                      "failed": processing failed (check build logs). "deleted":
                      soft-deleted, no longer usable.
                  build_type:
                    type: string
                    enum:
                      - zip
                      - docker_image
                    default: zip
                    description: >-
                      How this build was created. "zip": uploaded as a ZIP
                      archive. "docker_image": created from an existing Docker
                      image URL.
                  executable_path:
                    type:
                      - string
                      - 'null'
                    description: >-
                      Path to the game executable inside the build. Defaults to
                      "Server.x86_64" if not specified during upload.
                  image_url:
                    type:
                      - string
                      - 'null'
                    description: >-
                      Source Docker image URL (only for docker_image build
                      type). Null for ZIP builds.
                  file_manifest:
                    type:
                      - array
                      - 'null'
                    items:
                      type: object
                      properties:
                        path:
                          type: string
                        size:
                          type: number
                      required:
                        - path
                        - size
                    description: >-
                      List of files in the build with their sizes in bytes.
                      Available after processing completes.
                  created_at:
                    type: string
                    format: date-time
                    description: ISO 8601 timestamp when the build was created.
                  updated_at:
                    type:
                      - string
                      - 'null'
                    format: date-time
                    description: >-
                      ISO 8601 timestamp of the last status update. Null if
                      never updated after creation.
                required:
                  - build_id
                  - name
                  - version
                  - status
                  - created_at
                  - updated_at
                description: Details of a game server build artifact.
        '404':
          description: >-
            No build found with this build_id in your project, or the build has
            been deleted.
          content:
            application/json:
              schema:
                type: object
                properties:
                  error:
                    type: string
                    description: Human-readable error message describing what went wrong.
                  detail:
                    type: string
                    description: >-
                      Additional error context. May contain the same text as
                      error or more specific technical details.
                  status:
                    type: number
                    description: HTTP status code (matches the response status code).
                required:
                  - error
                  - status
                description: >-
                  Standard error response returned by all API endpoints on
                  failure.
components:
  securitySchemes:
    ApiKeyAuth:
      type: apiKey
      in: header
      name: api-key

````