Reference

Reference documentation for Code Blind Custom Resource Definitions

GameServer Specification

Like any other Kubernetes resource you describe a GameServer’s desired state via a specification written in YAML or JSON to the Kubernetes API. The Code Blind controller will then change the actual state to the desired state.

Fleet Specification

A Fleet is a set of warm GameServers that are available to be allocated from.

GameServerAllocation Specification

A GameServerAllocation is used to atomically allocate a GameServer out of a set of GameServers. This could be a single Fleet, multiple Fleets, or a self managed group of GameServers.

Fleet Autoscaler Specification

A FleetAutoscaler’s job is to automatically scale up and down a Fleet in response to demand.

Code Blind Kubernetes API

Detailed list of Code Blind Custom Resource Definitions available


Last modified February 28, 2024: initial publish (7818be8)