> ## 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 server details

> Returns the full details of a specific server instance, including its current status, network ports, configuration, and metadata. Use this to poll for status changes (e.g., wait for `launching` → `running`) or to get connection info for game clients.



## OpenAPI

````yaml https://api.computeflow.cloud/api/doc get /api/v3/servers/{instance_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 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}:
    get:
      tags:
        - Servers
      summary: Get server details
      description: >-
        Returns the full details of a specific server instance, including its
        current status, network ports, configuration, and metadata. Use this to
        poll for status changes (e.g., wait for `launching` → `running`) or to
        get connection info for game clients.
      operationId: getServer
      parameters:
        - schema:
            type: string
            description: Unique server instance ID (UUID) returned by the start endpoint.
          required: true
          description: Unique server instance ID (UUID) returned by the start endpoint.
          name: instance_id
          in: path
      responses:
        '200':
          description: >-
            Full server details including status, connection info, and
            configuration.
          content:
            application/json:
              schema:
                type: object
                properties:
                  instance_id:
                    type: string
                    description: >-
                      Unique identifier for this server instance (UUID). Use
                      this to reference the server in all other API calls.
                  name:
                    type: string
                    description: Display name of the server, as provided when starting.
                  status:
                    type: string
                    enum:
                      - launching
                      - running
                      - stopped
                    description: >-
                      Current server status. "launching": machine is being
                      created and game is starting up. "running": game is ready
                      and accepting connections. "stopped": server has been shut
                      down.
                  network_ports:
                    type: array
                    items:
                      type: object
                      properties:
                        name:
                          type: string
                          description: >-
                            Port name matching the port_configs entry (e.g.,
                            "game_udp").
                        internal_port:
                          type: number
                          description: >-
                            Port number the game server listens on inside the
                            container.
                        external_port:
                          type: number
                          description: >-
                            Public port number that players connect to from
                            outside.
                        protocol:
                          type: string
                          enum:
                            - udp
                            - tcp
                          description: Network protocol for this port.
                        host:
                          type: string
                          description: >-
                            Hostname or IP address players connect to. For UDP:
                            a proxy IPv4 address. For TCP:
                            "connect.computeflow.cloud" (Fly.io L7 routing).
                        tls_enabled:
                          type: boolean
                          description: >-
                            Whether TLS termination is enabled for this port
                            (TCP only).
                      required:
                        - name
                        - internal_port
                        - external_port
                        - protocol
                        - host
                        - tls_enabled
                      description: >-
                        A network port mapping showing how external traffic
                        reaches your game server. Use host:external_port as the
                        connection address for game clients.
                    description: >-
                      List of allocated network ports with connection details.
                      Give host:external_port to game clients for connecting.
                      Empty if the server has stopped.
                  startup_args:
                    type:
                      - string
                      - 'null'
                    description: >-
                      Command-line arguments passed to the game executable. Null
                      if none were provided.
                  service_type:
                    type: string
                    enum:
                      - match_based
                      - persistent_world
                    description: >-
                      Server type. "match_based" (default): short-lived servers
                      for individual matches. "persistent_world": long-running
                      servers for persistent game worlds.
                  compute_size:
                    type: string
                    description: >-
                      Machine size this server is running on (e.g., "small",
                      "medium", "dedicated-large").
                  region:
                    type: string
                    description: >-
                      Region where this server is deployed (e.g., "us-east",
                      "eu-west").
                  version_tag:
                    type: string
                    description: >-
                      Build name this server was started with (e.g., "default",
                      "beta").
                  version:
                    type:
                      - number
                      - 'null'
                    description: >-
                      Build version number this server is running. Null if no
                      specific version was resolved.
                  started_at:
                    type:
                      - string
                      - 'null'
                    format: date-time
                    description: >-
                      ISO 8601 timestamp when the server transitioned to
                      "running" status (game ports opened). Null if still
                      launching or never reached running state.
                  stopped_at:
                    type:
                      - string
                      - 'null'
                    format: date-time
                    description: >-
                      ISO 8601 timestamp when the server was stopped. Null if
                      the server is still active.
                  auto_restart:
                    type: boolean
                    description: >-
                      Whether the game process auto-restarts on crash (max 10
                      retries).
                  custom_data:
                    type:
                      - object
                      - 'null'
                    additionalProperties: {}
                    description: >-
                      Arbitrary metadata attached to this server. Null if no
                      custom data was provided.
                  ttl:
                    type:
                      - number
                      - 'null'
                    description: >-
                      Time-to-live in seconds. The server auto-stops after this
                      duration from start. Null if no TTL was set (server runs
                      until explicitly stopped).
                  is_pool_server:
                    type: boolean
                    description: >-
                      Whether this server was claimed from the pre-provisioned
                      pool. Pool servers have faster startup times (~5s vs
                      ~30s).
                  pool_claimed_at:
                    type:
                      - string
                      - 'null'
                    format: date-time
                    description: >-
                      ISO 8601 timestamp when this pool server was claimed for
                      use. Null for non-pool servers or unclaimed pool machines.
                  match_id:
                    type:
                      - string
                      - 'null'
                    description: >-
                      Match identifier for matchmaking integration.
                      Auto-generated if not provided at start time.
                  created_at:
                    type: string
                    format: date-time
                    description: >-
                      ISO 8601 timestamp when the server instance was created in
                      the database.
                  updated_at:
                    type: string
                    format: date-time
                    description: >-
                      ISO 8601 timestamp of the last update to this server
                      record.
                required:
                  - instance_id
                  - name
                  - status
                  - network_ports
                  - startup_args
                  - service_type
                  - compute_size
                  - region
                  - version_tag
                  - version
                  - started_at
                  - stopped_at
                  - auto_restart
                  - custom_data
                  - ttl
                  - is_pool_server
                  - pool_claimed_at
                  - match_id
                  - created_at
                  - updated_at
                description: >-
                  Complete details of a game server instance, including
                  connection info, status, and configuration.
        '404':
          description: No server found with 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

````