> ## 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.

# Close backfill (server-authoritative)

> Closes backfill for the match backing this server — no further joiners are admitted. Convenience shorthand for `PATCH /{instance_id}/backfill` with `accepting: false`.

Requires a server API key (`pf_...`).



## OpenAPI

````yaml https://api.computeflow.cloud/api/doc post /api/v3/servers/{instance_id}/backfill/lock
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 two keys, both sent in the `api-key` header:


    - **Server key** (`pf_...`) — full access. Keep it secret (server-side
    only).

    - **Client key** (`pfclient_...`) — safe to embed in shipped game clients.
    It has access to all player-facing lobby, matchmaking, and read endpoints,
    but is **rejected with `403`** from admin/privileged routes: admin lobby
    get/force-delete (`GET`/`DELETE /v3/lobbies/{config}/{id}`), build deletion
    (`DELETE /v3/builds/{id}`), and project settings (`POST
    /v3/projects/settings`). Server lifecycle mutations
    (start/stop/restart/update) are allowed for client keys by default but can
    be locked to server-key-only per project via the `client_key_server_control`
    setting.


    ## 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**: 13 global regions (us-east, us-south, 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

    - Player-facing lobby writes (join, matchmaking, start): 10 req/sec **per
    player** (keyed by `x-player-id`), so a game's whole player base doesn't
    share one bucket

    - 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/servers/{instance_id}/backfill/lock:
    post:
      tags:
        - Servers
      summary: Close backfill (server-authoritative)
      description: >-
        Closes backfill for the match backing this server — no further joiners
        are admitted. Convenience shorthand for `PATCH /{instance_id}/backfill`
        with `accepting: false`.


        Requires a server API key (`pf_...`).
      operationId: lockServerBackfill
      parameters:
        - schema:
            type: string
            description: Server instance ID (the game server's own INSTANCE_ID).
          required: true
          description: Server instance ID (the game server's own INSTANCE_ID).
          name: instance_id
          in: path
      responses:
        '200':
          description: >-
            Backfill closed. The roster mirror and roster_version reflect the
            change.
          content:
            application/json:
              schema:
                type: object
                properties:
                  match_id:
                    type: string
                    description: Identifier of the match that was updated.
                  instance_id:
                    type:
                      - string
                      - 'null'
                    description: Server instance backing this match.
                  status:
                    type: string
                    enum:
                      - in_game
                      - locked
                      - completed
                    description: Match lifecycle status after the update.
                  backfill_open:
                    type: boolean
                    description: Whether the match is now accepting backfill joiners.
                  backfill_deadline:
                    type:
                      - string
                      - 'null'
                    format: date-time
                    description: >-
                      ISO 8601 timestamp after which backfill closes. Null if no
                      window is active.
                  skill_band:
                    type:
                      - object
                      - 'null'
                    properties:
                      field:
                        type: string
                      min:
                        type: number
                      max:
                        type: number
                    required:
                      - field
                      - min
                      - max
                    description: Current skill band applied to joiners, or null if none.
                  roster_version:
                    type: integer
                    description: Monotonically increasing roster version after the update.
                required:
                  - match_id
                  - instance_id
                  - status
                  - backfill_open
                  - backfill_deadline
                  - skill_band
                  - roster_version
                description: Result of a server-authoritative backfill state change.
        '404':
          description: No active match found for this instance_id in your project.
          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

````