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Reference
1 - GameServer Specification
A full GameServer specification is available below and in the example folder for reference :
apiVersion: "agones.dev/v1"
kind: GameServer
# GameServer Metadata
# https://v1-27.docs.kubernetes.io/docs/reference/generated/kubernetes-api/v1.27/#objectmeta-v1-meta
metadata:
# generateName: "gds-example" # generate a unique name, with the given prefix
name: "gds-example" # set a fixed name
spec:
# if there is more than one container, specify which one is the game server
container: example-server
# Array of ports that can be exposed as direct connections to the game server container
ports:
# name is a descriptive name for the port
- name: default
# portPolicy has three options:
# - "Dynamic" (default) the system allocates a free hostPort for the gameserver, for game clients to connect to
# - "Static", user defines the hostPort that the game client will connect to. Then onus is on the user to ensure that the
# port is available. When static is the policy specified, `hostPort` is required to be populated
# - "Passthrough" dynamically sets the `containerPort` to the same value as the dynamically selected hostPort.
# This will mean that users will need to lookup what port has been opened through the server side SDK.
portPolicy: Static
# The name of the container to open the port on. Defaults to the game server container if omitted or empty.
container: simple-game-server
# the port that is being opened on the game server process
containerPort: 7654
# the port exposed on the host, only required when `portPolicy` is "Static". Overwritten when portPolicy is "Dynamic".
hostPort: 7777
# protocol being used. Defaults to UDP. TCP and TCPUDP are other options
# - "UDP" (default) use the UDP protocol
# - "TCP", use the TCP protocol
# - "TCPUDP", uses both TCP and UDP, and exposes the same hostPort for both protocols.
# This will mean that it adds an extra port, and the first port is set to TCP, and second port set to UDP
protocol: UDP
# Health checking for the running game server
health:
# Disable health checking. defaults to false, but can be set to true
disabled: false
# Number of seconds after the container has started before health check is initiated. Defaults to 5 seconds
initialDelaySeconds: 5
# If the `Health()` function doesn't get called at least once every period (seconds), then
# the game server is not healthy. Defaults to 5
periodSeconds: 5
# Minimum consecutive failures for the health probe to be considered failed after having succeeded.
# Defaults to 3. Minimum value is 1
failureThreshold: 3
# Parameters for game server sidecar
sdkServer:
# sdkServer log level parameter has three options:
# - "Info" (default) The SDK server will output all messages except for debug messages
# - "Debug" The SDK server will output all messages including debug messages
# - "Error" The SDK server will only output error messages
logLevel: Info
# grpcPort and httpPort control what ports the sdkserver listens on.
# Starting with Code Blind 1.2 the default grpcPort is 9357 and the default
# httpPort is 9358. In earlier releases, the defaults were 59357 and 59358
# respectively but as these were in the ephemeral port range they could
# conflict with other TCP connections.
grpcPort: 9357
httpPort: 9358
# [Stage:Alpha]
# [FeatureFlag:PlayerTracking]
# Players provides the configuration for player tracking features.
# Commented out since Alpha, and disabled by default
# players:
# # set this GameServer's initial player capacity
# initialCapacity: 10
#
# [Stage:Alpha]
# [FeatureFlag:CountsAndLists]
# Counts and Lists provides the configuration for generic (player, room, session, etc.) tracking features.
# Commented out since Alpha, and disabled by default
# counters: # counters are int64 counters that can be incremented and decremented by set amounts. Keys must be declared at GameServer creation time.
# games: # arbitrary key.
# count: 1 # initial value.
# capacity: 100 # (Optional) Defaults to 1000 and setting capacity to max(int64) may lead to issues and is not recommended. See GitHub issue https://github.com/googleforgames/agones/issues/3636 for more details.
# sessions:
# count: 1
# lists: # lists are lists of values stored against this GameServer that can be added and deleted from. Keys must be declared at GameServer creation time.
# players: # an empty list, with a capacity set to 10.
# capacity: 10 # capacity value, defaults to 1000.
# rooms:
# capacity: 333
# values: # initial set of values in a list.
# - room1
# - room2
# - room3
#
# Pod template configuration
# https://v1-27.docs.kubernetes.io/docs/reference/generated/kubernetes-api/v1.27/#podtemplate-v1-core
template:
# pod metadata. Name & Namespace is overwritten
metadata:
labels:
myspeciallabel: myspecialvalue
# Pod Specification
spec:
containers:
- name: simple-game-server
image: us-docker.pkg.dev/codeblind/examples/simple-server:0.27
imagePullPolicy: Always
# nodeSelector is a label that can be used to tell Kubernetes which host
# OS to use. For Windows game servers uncomment the nodeSelector
# definition below.
# Details: https://kubernetes.io/docs/setup/production-environment/windows/user-guide-windows-containers/#ensuring-os-specific-workloads-land-on-the-appropriate-container-host
# nodeSelector:
# kubernetes.io/os: windows
Since Code Blind defines a new Custom Resources Definition (CRD) we can define a new resource using the kind GameServer
with the custom group agones.dev
and API version v1
.
You can use the metadata field to target a specific namespaces but also attach specific annotations and labels to your resource. This is a very common pattern in the Kubernetes ecosystem.
The length of the name
field of the Gameserver should not exceed 63 characters.
The spec
field is the actual GameServer specification and it is composed as follow:
container
is the name of container running the GameServer in case you have more than one container defined in the pod. If you do, this is a mandatory field. For instance this is useful if you want to run a sidecar to ship logs.ports
are an array of ports that can be exposed as direct connections to the game server containername
is an optional descriptive name for a portportPolicy
has three options: -Dynamic
(default) the system allocates a random free hostPort for the gameserver, for game clients to connect to. -Static
, user defines the hostPort that the game client will connect to. Then onus is on the user to ensure that the port is available. When static is the policy specified,hostPort
is required to be populated. -Passthrough
dynamically sets thecontainerPort
to the same value as the dynamically selected hostPort. This will mean that users will need to lookup what port to open through the server side SDK before starting communications.container
(Alpha) the name of the container to open the port on. Defaults to the game server container if omitted or empty.containerPort
the port that is being opened on the game server process, this is a required field forDynamic
andStatic
port policies, and should not be included inPassthrough
configuration.protocol
the protocol being used. Defaults to UDP. TCP and TCPUDP are other options.
health
to track the overall healthy state of the GameServer, more information available in the health check documentation.sdkServer
defines parameters for the game server sidecarlogging
field defines log level for SDK server. Defaults to “Info”. It has three options:- “Info” (default) The SDK server will output all messages except for debug messages
- “Debug” The SDK server will output all messages including debug messages
- “Error” The SDK server will only output error messages
grpcPort
the port that the SDK Server binds to for gRPC connectionshttpPort
the port that the SDK Server binds to for HTTP gRPC gateway connections
players
(Alpha, behind “PlayerTracking” feature gate), sets this GameServer’s initial player capacitycounters
(Alpha, requires “CountsAndLists” feature flag) are int64 counters with a default capacity of 1000 that can be incremented and decremented by set amounts. Keys must be declared at GameServer creation time. Note that setting the capacity to max(int64) may lead to issues.lists
(Alpha, requires “CountsAndLists” feature flag) are lists of values stored against this GameServer that can be added and deleted from. Key must be declared at GameServer creation time.template
the pod spec template to run your GameServer containers, see for more information.
Note
The GameServer resource does not support updates. If you need to make regular updates to the GameServer spec, consider using a Fleet.Stable Network ID
If you want to connect to a GameServer
from within your Kubernetes cluster via a convention based
DNS entry, each Pod attached to a GameServer
automatically derives its hostname from the name of the GameServer
.
To create internal DNS entries within the cluster, a group of Pods
attached to GameServers
can use a
Headless Service to control
the domain of the Pods, along with providing
a subdomain
value to the GameServer
PodTemplateSpec
to provide all the required details such that Kubernetes will create a DNS record for each Pod behind the Service.
You are also responsible for setting the labels on the GameServer.Spec.Template.Metadata
to set the labels on the
created Pods and creating the Headless Service responsible for the network identity of the pods, Code Blind will not do
this for you, as a stable DNS record is not required for all use cases.
To ensure that the hostName
value matches
RFC 1123, any .
values
in the GameServer
name are replaced by -
when setting the underlying Pod.Spec.HostName
value.
GameServer State Diagram
The following diagram shows the lifecycle of a GameServer
.
Game Servers are created through Kubernetes API (either directly or through a Fleet) and their state transitions are orchestrated by:
- GameServer controller, which allocates ports, launches Pods backing game servers and manages their lifetime
- Allocation controller, which marks game servers as
Allocated
to handle a game session - SDK, which manages health checking and shutdown of a game server session
Primary Address vs Addresses
GameServer.Status
has two fields which reflect the network address of the GameServer
: address
and addresses
.
The address
field is a policy-based choice of “primary address” that will work for many use cases,
and will always be one of the addresses
. The addresses
field contains every address in the Node.Status.addresses
,
representing all known ways to reach the GameServer
over the network.
To choose address
from addresses
, Code Blind looks for the following address types, in highest to lowest priorty:
ExternalDNS
ExternalIP
InternalDNS
InternalIP
e.g. if any ExternalDNS
address is found in the respective Node
, it is used as the address
.
The policy for address
will work for many use-cases, but for some advanced cases, such as IPv6 enablement, you may need
to evaluate all addresses
and pick the addresses that best suits your needs.
2 - Fleet Specification
Fleet
is a set of warm GameServers that are available to be allocated from.To allocate a GameServer
from a Fleet
, use a GameServerAllocation
.
Like any other Kubernetes resource you describe a Fleet
’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.
A full Fleet
specification is available below and in the
example folder for reference :
apiVersion: "agones.dev/v1"
kind: Fleet
# Fleet Metadata
# https://v1-27.docs.kubernetes.io/docs/reference/generated/kubernetes-api/v1.27/#objectmeta-v1-meta
metadata:
name: fleet-example
spec:
# the number of GameServers to keep Ready or Allocated in this Fleet
replicas: 2
# defines how GameServers are organised across the cluster.
# Options include:
# "Packed" (default) is aimed at dynamic Kubernetes clusters, such as cloud providers, wherein we want to bin pack
# resources
# "Distributed" is aimed at static Kubernetes clusters, wherein we want to distribute resources across the entire
# cluster
scheduling: Packed
# a GameServer template - see:
# https://agones.dev/docs/reference/gameserver/ for all the options
strategy:
# The replacement strategy for when the GameServer template is changed. Default option is "RollingUpdate",
# "RollingUpdate" will increment by maxSurge value on each iteration, while decrementing by maxUnavailable on each
# iteration, until all GameServers have been switched from one version to another.
# "Recreate" terminates all non-allocated GameServers, and starts up a new set with the new details to replace them.
type: RollingUpdate
# Only relevant when `type: RollingUpdate`
rollingUpdate:
# the amount to increment the new GameServers by. Defaults to 25%
maxSurge: 25%
# the amount to decrements GameServers by. Defaults to 25%
maxUnavailable: 25%
# [Stage:Beta]
# [FeatureFlag:FleetAllocationOverflow]
# Labels and/or Annotations to apply to overflowing GameServers when the number of Allocated GameServers is more
# than the desired replicas on the underlying `GameServerSet`
allocationOverflow:
labels:
mykey: myvalue
version: "" # empty an existing label value
annotations:
otherkey: setthisvalue
#
# [Stage:Alpha]
# [FeatureFlag:CountsAndLists]
# Which gameservers in the Fleet are most important to keep around - impacts scale down logic.
# priorities:
# - type: Counter # Sort by a “Counter”
# key: player # The name of the Counter. No impact if no GameServer found.
# order: Descending # Default is "Ascending" so smaller capacity will be removed first on down scaling.
# - type: List # Sort by a “List”
# key: room # The name of the List. No impact if no GameServer found.
# order: Ascending # Default is "Ascending" so smaller capacity will be removed first on down scaling.
#
template:
# GameServer metadata
metadata:
labels:
foo: bar
# GameServer specification
spec:
ports:
- name: default
portPolicy: Dynamic
containerPort: 26000
health:
initialDelaySeconds: 30
periodSeconds: 60
# Parameters for game server sidecar
sdkServer:
logLevel: Info
grpcPort: 9357
httpPort: 9358
# The GameServer's Pod template
template:
spec:
containers:
- name: simple-game-server
image: us-docker.pkg.dev/codeblind/examples/simple-server:0.27
Since Code Blind defines a new
Custom Resources Definition (CRD)
we can define a new resource using the kind Fleet
with the custom group agones.dev
and API
version v1
.
You can use the metadata field to target a specific namespaces but also attach specific annotations and labels to your resource. This is a very common pattern in the Kubernetes ecosystem.
The length of the name
field of the fleet should be at most 63 characters.
The spec
field is the actual Fleet
specification and it is composed as follow:
replicas
is the number ofGameServers
to keep Ready or Allocated in this Fleetscheduling
defines how GameServers are organised across the cluster. Affects backing Pod scheduling, as well as scale down mechanics. “Packed” (default) is aimed at dynamic Kubernetes clusters, such as cloud providers, wherein we want to bin pack resources. “Distributed” is aimed at static Kubernetes clusters, wherein we want to distribute resources across the entire cluster. See Scheduling and Autoscaling for more details.strategy
is theGameServer
replacement strategy for when theGameServer
template is edited.type
is replacement strategy for when the GameServer template is changed. Default option is “RollingUpdate”, but “Recreate” is also available.RollingUpdate
will increment bymaxSurge
value on each iteration, while decrementing bymaxUnavailable
on each iteration, until all GameServers have been switched from one version to another.Recreate
terminates all non-allocatedGameServers
, and starts up a new set with the newGameServer
configuration to replace them.
rollingUpdate
is only relevant whentype: RollingUpdate
maxSurge
is the amount to increment the new GameServers by. Defaults to 25%maxUnavailable
is the amount to decrements GameServers by. Defaults to 25%
allocationOverflow
(Beta, requiresFleetAllocationOverflow
flag) The labels and/or Annotations to apply to GameServers when the number of Allocated GameServers exceeds the desired replicas in the underlyingGameServerSet
.labels
the map of labels to be appliedannotations
the map of annotations to be appliedFleet's Scheduling Strategy
: The GameServers associated with the GameServerSet are sorted based on eitherPacked
orDistributed
strategy.Packed
: Code Blind maximizes resource utilization by trying to populate nodes that are already in use before allocating GameServers to other nodes.Distributed
: Code Blind employs this strategy to spread out GameServer allocations, ensuring an even distribution of GameServers across the available nodes.
priorities
: (Alpha, requiresCountsAndLists
feature flag): Defines which gameservers in the Fleet are most important to keep around - impacts scale down logic.type
: Sort by a “Counter” or a “List”.key
: The name of the Counter or List. If not found on the GameServer, has no impact.order
: Order: Sort by “Ascending” or “Descending”. “Descending” a bigger Capacity is preferred. “Ascending” would be smaller Capacity is preferred.
template
a fullGameServer
configuration template. See the GameServer reference for all available fields.
Fleet Scale Subresource Specification
Scale subresource is defined for a Fleet. Please refer to Kubernetes docs.
You can use the following command to scale the fleet with name simple-game-server:
kubectl scale fleet simple-game-server --replicas=10
fleet.agones.dev/simple-game-server scaled
You can also use Kubernetes API to get or update the Replicas count:
curl http://localhost:8001/apis/agones.dev/v1/namespaces/default/fleets/simple-game-server/scale
{
"kind": "Scale",
"apiVersion": "autoscaling/v1",
"metadata": {
"name": "simple-game-server",
"namespace": "default",
"selfLink": "/apis/agones.dev/v1/namespaces/default/fleets/simple-game-server/scale",
"uid": "4dfaa310-2566-11e9-afd1-42010a8a0058",
"resourceVersion": "292652",
"creationTimestamp": "2019-01-31T14:41:33Z"
},
"spec": {
"replicas": 10
},
"status": {
"replicas": 10
}
Also exposing a Scale subresource would allow you to configure HorizontalPodAutoscaler and PodDisruptionBudget for a fleet in the future. However these features have not been tested, and are not currently supported - but if you are looking for these features, please be sure to let us know in the ticket.
3 - GameServerAllocation Specification
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.Allocation is the process of selecting the optimal GameServer
that matches the filters defined in the GameServerAllocation
specification below, and returning its details.
A successful Alloction moves the GameServer
to the Allocated
state, which indicates that it is currently active, likely with players on it, and should not be removed until SDK.Shutdown() is called, or it is explicitly manually deleted.
A full GameServerAllocation
specification is available below and in the
example folder for reference:
apiVersion: "allocation.agones.dev/v1"
kind: GameServerAllocation
spec:
# GameServer selector from which to choose GameServers from.
# Defaults to all GameServers.
# matchLabels, matchExpressions, gameServerState and player filters can be used for filtering.
# See: https://kubernetes.io/docs/concepts/overview/working-with-objects/labels/ for more details on label selectors.
# An ordered list of GameServer label selectors.
# If the first selector is not matched, the selection attempts the second selector, and so on.
# This is useful for things like smoke testing of new game servers.
selectors:
- matchLabels:
agones.dev/fleet: green-fleet
# [Stage:Alpha]
# [FeatureFlag:PlayerAllocationFilter]
players:
minAvailable: 0
maxAvailable: 99
- matchLabels:
agones.dev/fleet: blue-fleet
- matchLabels:
game: my-game
matchExpressions:
- {key: tier, operator: In, values: [cache]}
# Specifies which State is the filter to be used when attempting to retrieve a GameServer
# via Allocation. Defaults to "Ready". The only other option is "Allocated", which can be used in conjunction with
# label/annotation/player selectors to retrieve an already Allocated GameServer.
gameServerState: Ready
# [Stage:Alpha]
# [FeatureFlag:CountsAndLists]
# counters: # selector for counter current values of a GameServer count
# rooms:
# minCount: 1 # minimum value. Defaults to 0.
# maxCount: 5 # maximum value. Defaults to max(int64)
# minAvailable: 1 # minimum available (current capacity - current count). Defaults to 0.
# maxAvailable: 10 # maximum available (current capacity - current count) Defaults to max(int64)
# lists:
# players:
# containsValue: "x6k8z" # only match GameServers who has this value in the list. Defaults to "", which is all.
# minAvailable: 1 # minimum available (current capacity - current count). Defaults to 0.
# maxAvailable: 10 # maximum available (current capacity - current count) Defaults to 0, which translates to max(int64)
# [Stage:Alpha]
# [FeatureFlag:PlayerAllocationFilter]
# Provides a filter on minimum and maximum values for player capacity when retrieving a GameServer
# through Allocation. Defaults to no limits.
players:
minAvailable: 0
maxAvailable: 99
# defines how GameServers are organised across the cluster.
# Options include:
# "Packed" (default) is aimed at dynamic Kubernetes clusters, such as cloud providers, wherein we want to bin pack
# resources
# "Distributed" is aimed at static Kubernetes clusters, wherein we want to distribute resources across the entire
# cluster
scheduling: Packed
# Optional custom metadata that is added to the game server at allocation
# You can use this to tell the server necessary session data
metadata:
labels:
mode: deathmatch
annotations:
map: garden22
# [Stage:Alpha]
# [FeatureFlag:CountsAndLists]
# The first Priority on the array of Priorities is the most important for sorting. The allocator will
# use the first priority for sorting GameServers by available Capacity in the Selector set. Acts as a
# tie-breaker after sorting the game servers by State and Strategy Packed. Impacts which GameServer
# is checked first. Optional.
# priorities:
# - type: List # Whether a Counter or a List.
# key: rooms # The name of the Counter or List.
# order: Ascending # "Ascending" lists smaller available capacity first.
# [Stage:Alpha]
# [FeatureFlag:CountsAndLists]
# Counter actions to perform during allocation. Optional.
# counters:
# rooms:
# action: increment # Either "Increment" or "Decrement" the Counter’s Count.
# amount: 1 # Amount is the amount to increment or decrement the Count. Must be a positive integer.
# capacity: 5 # Amount to update the maximum capacity of the Counter to this number. Min 0, Max int64.
# List actions to perform during allocation. Optional.
# lists:
# players:
# addValues: # appends values to a List’s Values array. Any duplicate values will be ignored
# - x7un
# - 8inz
# capacity: 40 # Updates the maximum capacity of the Counter to this number. Min 0, Max 1000.
apiVersion: "allocation.agones.dev/v1"
kind: GameServerAllocation
spec:
# Deprecated, use field selectors instead.
# GameServer selector from which to choose GameServers from.
# Defaults to all GameServers.
# matchLabels, matchExpressions, gameServerState and player filters can be used for filtering.
# See: https://kubernetes.io/docs/concepts/overview/working-with-objects/labels/ for more details on label selectors.
# Deprecated, use field selectors instead.
required:
matchLabels:
game: my-game
matchExpressions:
- {key: tier, operator: In, values: [cache]}
# Specifies which State is the filter to be used when attempting to retrieve a GameServer
# via Allocation. Defaults to "Ready". The only other option is "Allocated", which can be used in conjunction with
# label/annotation/player selectors to retrieve an already Allocated GameServer.
gameServerState: Ready
# [Stage:Alpha]
# [FeatureFlag:PlayerAllocationFilter]
# Provides a filter on minimum and maximum values for player capacity when retrieving a GameServer
# through Allocation. Defaults to no limits.
players:
minAvailable: 0
maxAvailable: 99
# Deprecated, use field selectors instead.
# An ordered list of preferred GameServer label selectors
# that are optional to be fulfilled, but will be searched before the `required` selector.
# If the first selector is not matched, the selection attempts the second selector, and so on.
# If any of the preferred selectors are matched, the required selector is not considered.
# This is useful for things like smoke testing of new game servers.
# This also support matchExpressions, gameServerState and player filters.
preferred:
- matchLabels:
agones.dev/fleet: green-fleet
# [Stage:Alpha]
# [FeatureFlag:PlayerAllocationFilter]
players:
minAvailable: 0
maxAvailable: 99
- matchLabels:
agones.dev/fleet: blue-fleet
# defines how GameServers are organised across the cluster.
# Options include:
# "Packed" (default) is aimed at dynamic Kubernetes clusters, such as cloud providers, wherein we want to bin pack
# resources
# "Distributed" is aimed at static Kubernetes clusters, wherein we want to distribute resources across the entire
# cluster
scheduling: Packed
# Optional custom metadata that is added to the game server at allocation
# You can use this to tell the server necessary session data
metadata:
labels:
mode: deathmatch
annotations:
map: garden22
The spec
field is the actual GameServerAllocation
specification, and it is composed as follows:
- Deprecated, use
selectors
instead. Ifselectors
is set, this field will be ignored.required
is a GameServerSelector (matchLabels. matchExpressions, gameServerState and player filters) from which to choose GameServers from. - Deprecated, use
selectors
instead. Ifselectors
is set, this field will be ignored.preferred
is an ordered list of preferred GameServerSelector that are optional to be fulfilled, but will be searched before therequired
selector. If the first selector is not matched, the selection attempts the second selector, and so on. If any of thepreferred
selectors are matched, therequired
selector is not considered. This is useful for things like smoke testing of new game servers. selectors
is an ordered list of GameServerSelector. If the first selector is not matched, the selection attempts the second selector, and so on. This is useful for things like smoke testing of new game servers.matchLabels
is a map of {key,value} pairs. A single {key,value} in the matchLabels map is equivalent to an element of matchExpressions, whose key field is “key”, the operator is “In”, and the values array contains only “value”. The requirements are ANDed. Optional.matchExpressions
is a list of label selector requirements. The requirements are ANDed. Optional.gameServerState
GameServerState specifies which State is the filter to be used when attempting to retrieve a GameServer via Allocation. Defaults to “Ready”. The only other option is “Allocated”, which can be used in conjunction with label/annotation/player selectors to retrieve an already Allocated GameServer.counters
(Alpha, “CountsAndLists” feature flag) enables filtering based on game server Counter status, such as the minimum and maximum number of active rooms. This helps in selecting game servers based on their current activity or capacity. Optional.lists
(Alpha, “CountsAndLists” feature flag) enables filtering based on game server List status, such as allowing for inclusion or exclusion of specific players. Optional.scheduling
defines how GameServers are organised across the cluster, in this case specifically when allocatingGameServers
for usage. “Packed” (default) is aimed at dynamic Kubernetes clusters, such as cloud providers, wherein we want to bin pack resources. “Distributed” is aimed at static Kubernetes clusters, wherein we want to distribute resources across the entire cluster. See Scheduling and Autoscaling for more details.metadata
is an optional list of custom labels and/or annotations that will be used to patch the game server’s metadata in the moment of allocation. This can be used to tell the server necessary session datapriorities
(Alpha, requiresCountsAndLists
feature flag) manages counters and lists for game servers, setting limits on room counts and player inclusion/exclusion.counters
(Alpha, “CountsAndLists” feature flag) Counter actions to perform during allocation.lists
(Alpha, “CountsAndLists” feature flag) List actions to perform during allocation.
Once created the GameServerAllocation
will have a status
field consisting of the following:
State
is the current state of a GameServerAllocation, e.g.Allocated
, orUnAllocated
GameServerName
is the name of the game server attached to this allocation, once thestate
isAllocated
Ports
is a list of the ports that the game server makes available. See the GameServer Reference for more details.Address
is the primary network address where the game server can be reached.Addresses
is an array of all network addresses where the game server can be reached. It is a copy of theNode.Status.addresses
field for the node theGameServer
is scheduled on.NodeName
is the name of the node that the gameserver is running on.Source
is “local” unless this allocation is from a remote cluster, in which caseSource
is the endpoint of the remote agones-allocator. See Multi-cluster Allocation for more details.Metadata
conststs of:Labels
containing the labels of the game server at allocation time.Annotations
containing the annotations of the underlying game server at allocation time.
Info
For performance reasons, the query cache for a GameServerAllocation
is eventually consistent.
Usually, the cache is populated practically immediately on GameServer
change, but under high load of the Kubernetes
control plane, it may take some time for updates to GameServer
selectable features to be populated into the cache
(although this doesn’t affect the atomicity of the Allocation operation).
While Code Blind will do a small series of retries when an allocatable GameServer
is not available in its cache,
depending on your game requirements, it may be worth implementing your own more extend retry mechanism for
Allocation requests for high load scenarios.
Each GameServerAllocation
will allocate from a single namespace. The namespace can be specified outside of
the spec, either with the --namespace
flag when using the command line / kubectl
or
in the url
when using an API call. If not specified when using the command line, the namespace will be automatically set to default
.
Next Steps:
- Check out the Allocator Service as a richer alternative to
GameServerAllocation
.
4 - Fleet Autoscaler Specification
FleetAutoscaler
’s job is to automatically scale up and down a Fleet
in response to demand.A full FleetAutoscaler
specification is available below and in the
example folder for reference, but here are several
examples that show different autoscaling policies.
Ready Buffer Autoscaling
Fleet autoscaling with a buffer can be used to maintain a configured number of game server instances ready to serve players based on number of allocated instances in a Fleet. The buffer size can be specified as an absolute number or a percentage of the desired number of Ready game server instances over the Allocated count.
apiVersion: "autoscaling.agones.dev/v1"
kind: FleetAutoscaler
# FleetAutoscaler Metadata
# https://v1-27.docs.kubernetes.io/docs/reference/generated/kubernetes-api/v1.27/#objectmeta-v1-meta
metadata:
name: fleet-autoscaler-example
spec:
# The name of the fleet to attach to and control. Must be an existing Fleet in the same namespace
# as this FleetAutoscaler
fleetName: fleet-example
# The autoscaling policy
policy:
# type of the policy. for now, only Buffer is available
type: Buffer
# parameters of the buffer policy
buffer:
# Size of a buffer of "ready" game server instances
# The FleetAutoscaler will scale the fleet up and down trying to maintain this buffer,
# as instances are being allocated or terminated
# it can be specified either in absolute (i.e. 5) or percentage format (i.e. 5%)
bufferSize: 5
# minimum fleet size to be set by this FleetAutoscaler.
# if not specified, the actual minimum fleet size will be bufferSize
minReplicas: 10
# maximum fleet size that can be set by this FleetAutoscaler
# required
maxReplicas: 20
# The autoscaling sync strategy
sync:
# type of the sync. for now, only FixedInterval is available
type: FixedInterval
# parameters of the fixedInterval sync
fixedInterval:
# the time in seconds between each auto scaling
seconds: 30
Counter and List Autoscaling
A Counter based autoscaler can be used to autoscale GameServers
based on a Count and Capacity set on each of the
GameServers in a Fleet to ensure there is always a buffer of total capacity available.
For example, if you have a game server that can support 10 rooms, and you want to ensure that there are always at least
5 rooms available, you could use a counter-based autoscaler with a buffer size of 5. The autoscaler would then scale the
Fleet
up or down based on the difference between the count of rooms across the Fleet
and the capacity of
rooms across the Fleet to ensure the buffer is maintained.
Counter-based FleetAutoscaler
specification below and in the
example folder:
apiVersion: autoscaling.agones.dev/v1
kind: FleetAutoscaler
metadata:
name: fleet-autoscaler-counter
spec:
fleetName: fleet-example
policy:
type: Counter # Counter based autoscaling
counter:
# Key is the name of the Counter. Required field.
key: players
# BufferSize is the size of a buffer of counted items that are available in the Fleet (available capacity).
# Value can be an absolute number (ex: 5) or a percentage of the Counter available capacity (ex: 5%).
# An absolute number is calculated from percentage by rounding up. Must be bigger than 0. Required field.
bufferSize: 5
# MinCapacity is the minimum aggregate Counter total capacity across the fleet.
# If BufferSize is specified as a percentage, MinCapacity is required and cannot be 0.
# If non zero, MinCapacity must be smaller than MaxCapacity and must be greater than or equal to BufferSize.
minCapacity: 10
# MaxCapacity is the maximum aggregate Counter total capacity across the fleet.
# MaxCapacity must be greater than or equal to both MinCapacity and BufferSize. Required field.
maxCapacity: 100
A List based autoscaler can be used to autoscale GameServers
based on the List length and Capacity set on each of the
GameServers in a Fleet to ensure there is always a buffer of total capacity available.
For example, if you have a game server that can support 10 players, and you want to ensure that there are always
room for at least 5 players across GameServers
in a Fleet
, you could use a list-based autoscaler with a buffer size
of 5. The autoscaler would then scale the Fleet
up or down based on the difference between the total length of
the players
and the total players
capacity across the Fleet to ensure the buffer is maintained.
List-based FleetAutoscaler
specification below and in the
example folder:
apiVersion: autoscaling.agones.dev/v1
kind: FleetAutoscaler
metadata:
name: fleet-autoscaler-list
spec:
fleetName: fleet-example
policy:
type: List # List based autoscaling.
list:
# Key is the name of the List. Required field.
key: rooms
# BufferSize is the size of a buffer based on the List capacity that is available over the current
# aggregate List length in the Fleet (available capacity).
# It can be specified either as an absolute value (i.e. 5) or percentage format (i.e. 5%).
# Must be bigger than 0. Required field.
bufferSize: 5
# MinCapacity is the minimum aggregate List total capacity across the fleet.
# If BufferSize is specified as a percentage, MinCapacity is required must be greater than 0.
# If non-zero, MinCapacity must be smaller than MaxCapacity and must be greater than or equal to BufferSize.
minCapacity: 10
# MaxCapacity is the maximum aggregate List total capacity across the fleet.
# MaxCapacity must be greater than or equal to both MinCapacity and BufferSize. Required field.
maxCapacity: 100
Webhook Autoscaling
A webhook-based FleetAutoscaler
can be used to delegate the scaling logic to a separate http based service. This
can be useful if you want to use a custom scaling algorithm or if you want to integrate with other systems. For
example, you could use a webhook-based FleetAutoscaler
to scale your fleet based on data from a match-maker or player
authentication system or a combination of systems.
Webhook based autoscalers have the added benefit of being able to scale a Fleet to 0 replicas, since they are able to
scale up on demand based on an external signal before a GameServerAllocation
is executed from a match-maker or
similar system.
In order to define the path to your Webhook you can use either URL
or service
. Note that caBundle
parameter is
required if you use HTTPS for webhook FleetAutoscaler
, caBundle
should be omitted if you want to use HTTP webhook
server.
For Webhook FleetAutoscaler below and in example folder:
apiVersion: "autoscaling.agones.dev/v1"
kind: FleetAutoscaler
metadata:
name: webhook-fleet-autoscaler
spec:
fleetName: simple-game-server
policy:
# type of the policy - this example is Webhook
type: Webhook
# parameters for the webhook policy - this is a WebhookClientConfig, as per other K8s webhooks
webhook:
# use a service, or URL
service:
name: autoscaler-webhook-service
namespace: default
path: scale
# optional for URL defined webhooks
# url: ""
# caBundle: optional, used for HTTPS webhook type
# The autoscaling sync strategy
sync:
# type of the sync. for now, only FixedInterval is available
type: FixedInterval
# parameters of the fixedInterval sync
fixedInterval:
# the time in seconds between each auto scaling
seconds: 30
See the Webhook Endpoint Specification for the specification of the incoming and outgoing JSON packet structure for the webhook endpoint.
Spec Field Reference
The spec
field of the FleetAutoscaler
is composed as follows:
fleetName
is name of the fleet to attach to and control. Must be an existingFleet
in the same namespace as thisFleetAutoscaler
.policy
is the autoscaling policytype
is type of the policy. “Buffer” and “Webhook” are availablebuffer
parameters of the buffer policy typebufferSize
is the size of a buffer of “ready” and “reserved” game server instances. The FleetAutoscaler will scale the fleet up and down trying to maintain this buffer, as instances are being allocated or terminated. Note that “reserved” game servers could not be scaled down. It can be specified either in absolute (i.e. 5) or percentage format (i.e. 5%)minReplicas
is the minimum fleet size to be set by this FleetAutoscaler. if not specified, the minimum fleet size will be bufferSize if absolute value is used. WhenbufferSize
in percentage format is used,minReplicas
should be more than 0.maxReplicas
is the maximum fleet size that can be set by this FleetAutoscaler. Required.
webhook
parameters of the webhook policy typeservice
is a reference to the service for this webhook. Eitherservice
orurl
must be specified. If the webhook is running within the cluster, then you should useservice
. Port 8000 will be used if it is open, otherwise it is an error.name
is the service name bound to Deployment of autoscaler webhook. Required (see example) The FleetAutoscaler will scale the fleet up and down based on the response from this webhook servernamespace
is the kubernetes namespace where webhook is deployed. Optional If not specified, the “default” would be usedpath
is an optional URL path which will be sent in any request to this service. (i. e. /scale)port
is optional, it is the port for the service which is hosting the webhook. The default is 8000 for backward compatibility. If given, it should be a valid port number (1-65535, inclusive).
url
gives the location of the webhook, in standard URL form ([scheme://]host:port/path
). Exactly one ofurl
orservice
must be specified. Thehost
should not refer to a service running in the cluster; use theservice
field instead. (optional, instead of service)caBundle
is a PEM encoded certificate authority bundle which is used to issue and then validate the webhook’s server certificate. Base64 encoded PEM string. Required only for HTTPS. If not present HTTP client would be used.
- Note: only one
buffer
orwebhook
could be defined for FleetAutoscaler which is based on thetype
field. counter
parameters of the counter policy typecounter
contains the settings for counter-based autoscaling:key
is the name of the counter to use for scaling decisions.bufferSize
is the size of a buffer of counted items that are available in the Fleet (available capacity). Value can be an absolute number or a percentage of desired game server instances. An absolute number is calculated from percentage by rounding up. Must be bigger than 0.minCapacity
is the minimum aggregate Counter total capacity across the fleet. If zero, MinCapacity is ignored. If non zero, MinCapacity must be smaller than MaxCapacity and bigger than BufferSize.maxCapacity
is the maximum aggregate Counter total capacity across the fleet. It must be bigger than both MinCapacity and BufferSize.
list
parameters of the list policy typelist
contains the settings for list-based autoscaling:key
is the name of the list to use for scaling decisions.bufferSize
is the size of a buffer based on the List capacity that is available over the current aggregate List length in the Fleet (available capacity). It can be specified either as an absolute value or percentage format.minCapacity
is the minimum aggregate List total capacity across the fleet. If zero, it is ignored. If non zero, it must be smaller than MaxCapacity and bigger than BufferSize.maxCapacity
is the maximum aggregate List total capacity across the fleet. It must be bigger than both MinCapacity and BufferSize. Required field.
sync
is autoscaling sync strategy. It defines when to run the autoscalingtype
is type of the sync. For now only “FixedInterval” is availablefixedInterval
parameters of the fixedInterval syncseconds
is the time in seconds between each autoscaling
Webhook Endpoint Specification
A webhook based FleetAutoscaler
sends an HTTP POST request to the webhook endpoint every sync period (default is 30s)
with a JSON body, and scale the target fleet based on the data that is returned.
The JSON payload that is sent is a FleetAutoscaleReview
data structure and a FleetAutoscaleResponse
data
structure is expected to be returned.
The FleetAutoscaleResponse
’s Replica
field is used to set the target Fleet
count with each sync interval, thereby
providing the autoscaling functionality.
// FleetAutoscaleReview is passed to the webhook with a populated Request value,
// and then returned with a populated Response.
type FleetAutoscaleReview struct {
Request *FleetAutoscaleRequest `json:"request"`
Response *FleetAutoscaleResponse `json:"response"`
}
type FleetAutoscaleRequest struct {
// UID is an identifier for the individual request/response. It allows us to distinguish instances of requests which are
// otherwise identical (parallel requests, requests when earlier requests did not modify etc)
// The UID is meant to track the round trip (request/response) between the Autoscaler and the WebHook, not the user request.
// It is suitable for correlating log entries between the webhook and apiserver, for either auditing or debugging.
UID types.UID `json:"uid""`
// Name is the name of the Fleet being scaled
Name string `json:"name"`
// Namespace is the namespace associated with the request (if any).
Namespace string `json:"namespace"`
// The Fleet's status values
Status v1.FleetStatus `json:"status"`
}
type FleetAutoscaleResponse struct {
// UID is an identifier for the individual request/response.
// This should be copied over from the corresponding FleetAutoscaleRequest.
UID types.UID `json:"uid"`
// Set to false if no scaling should occur to the Fleet
Scale bool `json:"scale"`
// The targeted replica count
Replicas int32 `json:"replicas"`
}
// FleetStatus is the status of a Fleet
type FleetStatus struct {
// Replicas the total number of current GameServer replicas
Replicas int32 `json:"replicas"`
// ReadyReplicas are the number of Ready GameServer replicas
ReadyReplicas int32 `json:"readyReplicas"`
// ReservedReplicas are the total number of Reserved GameServer replicas in this fleet.
// Reserved instances won't be deleted on scale down, but won't cause an autoscaler to scale up.
ReservedReplicas int32 `json:"reservedReplicas"`
// AllocatedReplicas are the number of Allocated GameServer replicas
AllocatedReplicas int32 `json:"allocatedReplicas"`
}
For Webhook Fleetautoscaler Policy either HTTP or HTTPS could be used. Switching between them occurs depending on https presence in URL
or by the presence of caBundle
.
The example of the webhook written in Go could be found
here.
It implements the scaling logic based on the percentage of allocated gameservers in a fleet.
5 - Code Blind Kubernetes API
Packages:
allocation.agones.dev/v1
Package v1 is the v1 version of the API.
Resource Types:GameServerAllocation
GameServerAllocation is the data structure for allocating against a set of
GameServers, defined selectors
selectors
Field | Description | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
apiVersion string | allocation.agones.dev/v1 | ||||||||||||||||||
kind string | GameServerAllocation | ||||||||||||||||||
metadata Kubernetes meta/v1.ObjectMeta | Refer to the Kubernetes API documentation for the fields of the
metadata field. | ||||||||||||||||||
spec GameServerAllocationSpec |
| ||||||||||||||||||
status GameServerAllocationStatus |
CounterAction
(Appears on: GameServerAllocationSpec)
CounterAction is an optional action that can be performed on a Counter at allocation.
Field | Description |
---|---|
action string | (Optional) Action must to either “Increment” or “Decrement” the Counter’s Count. Must also define the Amount. |
amount int64 | (Optional) Amount is the amount to increment or decrement the Count. Must be a positive integer. |
capacity int64 | (Optional) Capacity is the amount to update the maximum capacity of the Counter to this number. Min 0, Max int64. |
CounterSelector
(Appears on: GameServerSelector)
CounterSelector is the filter options for a GameServer based on the count and/or available capacity.
Field | Description |
---|---|
minCount int64 | (Optional) MinCount is the minimum current value. Defaults to 0. |
maxCount int64 | (Optional) MaxCount is the maximum current value. Defaults to 0, which translates as max(in64). |
minAvailable int64 | (Optional) MinAvailable specifies the minimum capacity (current capacity - current count) available on a GameServer. Defaults to 0. |
maxAvailable int64 | (Optional) MaxAvailable specifies the maximum capacity (current capacity - current count) available on a GameServer. Defaults to 0, which translates to max(int64). |
GameServerAllocationSpec
(Appears on: GameServerAllocation)
GameServerAllocationSpec is the spec for a GameServerAllocation
Field | Description |
---|---|
multiClusterSetting MultiClusterSetting | MultiClusterPolicySelector if specified, multi-cluster policies are applied. Otherwise, allocation will happen locally. |
required GameServerSelector | Deprecated: use field Selectors instead. If Selectors is set, this field is ignored. Required is the GameServer selector from which to choose GameServers from. Defaults to all GameServers. |
preferred []GameServerSelector | Deprecated: use field Selectors instead. If Selectors is set, this field is ignored.
Preferred is an ordered list of preferred GameServer selectors
that are optional to be fulfilled, but will be searched before the |
priorities []Priority | (Optional) (Alpha, CountsAndLists feature flag) The first Priority on the array of Priorities is the most important for sorting. The allocator will use the first priority for sorting GameServers by available Capacity in the Selector set. Acts as a tie-breaker after sorting the game servers by State and Strategy Packed. Impacts which GameServer is checked first. |
selectors []GameServerSelector | Ordered list of GameServer label selectors. If the first selector is not matched, the selection attempts the second selector, and so on. This is useful for things like smoke testing of new game servers. Note: This field can only be set if neither Required or Preferred is set. |
scheduling agones.dev/agones/pkg/apis.SchedulingStrategy | Scheduling strategy. Defaults to “Packed”. |
metadata MetaPatch | MetaPatch is optional custom metadata that is added to the game server at allocation You can use this to tell the server necessary session data |
counters map[string]agones.dev/agones/pkg/apis/allocation/v1.CounterAction | (Optional) (Alpha, CountsAndLists feature flag) Counter actions to perform during allocation. |
lists map[string]agones.dev/agones/pkg/apis/allocation/v1.ListAction | (Optional) (Alpha, CountsAndLists feature flag) List actions to perform during allocation. |
GameServerAllocationState
(string
alias)
(Appears on: GameServerAllocationStatus)
GameServerAllocationState is the Allocation state
GameServerAllocationStatus
(Appears on: GameServerAllocation)
GameServerAllocationStatus is the status for an GameServerAllocation resource
Field | Description |
---|---|
state GameServerAllocationState | GameServerState is the current state of an GameServerAllocation, e.g. Allocated, or UnAllocated |
gameServerName string | |
ports []GameServerStatusPort | |
address string | |
addresses []Kubernetes core/v1.NodeAddress | |
nodeName string | |
source string | If the allocation is from a remote cluster, Source is the endpoint of the remote agones-allocator. Otherwise, Source is “local” |
metadata GameServerMetadata |
GameServerMetadata
(Appears on: GameServerAllocationStatus)
GameServerMetadata is the metadata from the allocated game server at allocation time
Field | Description |
---|---|
labels map[string]string | |
annotations map[string]string |
GameServerSelector
(Appears on: GameServerAllocationSpec)
GameServerSelector contains all the filter options for selecting a GameServer for allocation.
Field | Description |
---|---|
LabelSelector Kubernetes meta/v1.LabelSelector | (Members of See: https://kubernetes.io/docs/concepts/overview/working-with-objects/labels/ |
gameServerState GameServerState | GameServerState specifies which State is the filter to be used when attempting to retrieve a GameServer via Allocation. Defaults to “Ready”. The only other option is “Allocated”, which can be used in conjunction with label/annotation/player selectors to retrieve an already Allocated GameServer. |
players PlayerSelector | (Optional) [Stage:Alpha] [FeatureFlag:PlayerAllocationFilter] Players provides a filter on minimum and maximum values for player capacity when retrieving a GameServer through Allocation. Defaults to no limits. |
counters map[string]agones.dev/agones/pkg/apis/allocation/v1.CounterSelector | (Optional) (Alpha, CountsAndLists feature flag) Counters provides filters on minimum and maximum values for a Counter’s count and available capacity when retrieving a GameServer through Allocation. Defaults to no limits. |
lists map[string]agones.dev/agones/pkg/apis/allocation/v1.ListSelector | (Optional) (Alpha, CountsAndLists feature flag) Lists provides filters on minimum and maximum values for List capacity, and for the existence of a value in a List, when retrieving a GameServer through Allocation. Defaults to no limits. |
ListAction
(Appears on: GameServerAllocationSpec)
ListAction is an optional action that can be performed on a List at allocation.
Field | Description |
---|---|
addValues []string | (Optional) AddValues appends values to a List’s Values array. Any duplicate values will be ignored. |
capacity int64 | (Optional) Capacity updates the maximum capacity of the Counter to this number. Min 0, Max 1000. |
ListSelector
(Appears on: GameServerSelector)
ListSelector is the filter options for a GameServer based on List available capacity and/or the existence of a value in a List.
Field | Description |
---|---|
containsValue string | (Optional) ContainsValue says to only match GameServers who has this value in the list. Defaults to “”, which is all. |
minAvailable int64 | (Optional) MinAvailable specifies the minimum capacity (current capacity - current count) available on a GameServer. Defaults to 0. |
maxAvailable int64 | (Optional) MaxAvailable specifies the maximum capacity (current capacity - current count) available on a GameServer. Defaults to 0, which is translated as max(int64). |
MetaPatch
(Appears on: GameServerAllocationSpec)
MetaPatch is the metadata used to patch the GameServer metadata on allocation
Field | Description |
---|---|
labels map[string]string | |
annotations map[string]string |
MultiClusterSetting
(Appears on: GameServerAllocationSpec)
MultiClusterSetting specifies settings for multi-cluster allocation.
Field | Description |
---|---|
enabled bool | |
policySelector Kubernetes meta/v1.LabelSelector |
PlayerSelector
(Appears on: GameServerSelector)
PlayerSelector is the filter options for a GameServer based on player counts
Field | Description |
---|---|
minAvailable int64 | |
maxAvailable int64 |
autoscaling.agones.dev/v1
Package v1 is the v1 version of the API.
Resource Types:FleetAutoscaler
FleetAutoscaler is the data structure for a FleetAutoscaler resource
Field | Description | ||||||
---|---|---|---|---|---|---|---|
apiVersion string | autoscaling.agones.dev/v1 | ||||||
kind string | FleetAutoscaler | ||||||
metadata Kubernetes meta/v1.ObjectMeta | Refer to the Kubernetes API documentation for the fields of the
metadata field. | ||||||
spec FleetAutoscalerSpec |
| ||||||
status FleetAutoscalerStatus |
BufferPolicy
(Appears on: FleetAutoscalerPolicy)
BufferPolicy controls the desired behavior of the buffer policy.
Field | Description |
---|---|
maxReplicas int32 | MaxReplicas is the maximum amount of replicas that the fleet may have. It must be bigger than both MinReplicas and BufferSize |
minReplicas int32 | MinReplicas is the minimum amount of replicas that the fleet must have If zero, it is ignored. If non zero, it must be smaller than MaxReplicas and bigger than BufferSize |
bufferSize k8s.io/apimachinery/pkg/util/intstr.IntOrString | BufferSize defines how many replicas the autoscaler tries to have ready all the time Value can be an absolute number (ex: 5) or a percentage of desired gs instances (ex: 15%) Absolute number is calculated from percentage by rounding up. Example: when this is set to 20%, the autoscaler will make sure that 20% of the fleet’s game server replicas are ready. When this is set to 20, the autoscaler will make sure that there are 20 available game servers Must be bigger than 0 Note: by “ready” we understand in this case “non-allocated”; this is done to ensure robustness and computation stability in different edge case (fleet just created, not enough capacity in the cluster etc) |
CounterPolicy
(Appears on: FleetAutoscalerPolicy)
CounterPolicy controls the desired behavior of the Counter autoscaler policy.
Field | Description |
---|---|
key string | Key is the name of the Counter. Required field. |
maxCapacity int64 | MaxCapacity is the maximum aggregate Counter total capacity across the fleet. MaxCapacity must be bigger than both MinCapacity and BufferSize. Required field. |
minCapacity int64 | MinCapacity is the minimum aggregate Counter total capacity across the fleet. If zero, MinCapacity is ignored. If non zero, MinCapacity must be smaller than MaxCapacity and bigger than BufferSize. |
bufferSize k8s.io/apimachinery/pkg/util/intstr.IntOrString | BufferSize is the size of a buffer of counted items that are available in the Fleet (available capacity). Value can be an absolute number (ex: 5) or a percentage of desired gs instances (ex: 5%). An absolute number is calculated from percentage by rounding up. Must be bigger than 0. Required field. |
FixedIntervalSync
(Appears on: FleetAutoscalerSync)
FixedIntervalSync controls the desired behavior of the fixed interval based sync.
Field | Description |
---|---|
seconds int32 | Seconds defines how often we run fleet autoscaling in seconds |
FleetAutoscaleRequest
(Appears on: FleetAutoscaleReview)
FleetAutoscaleRequest defines the request to webhook autoscaler endpoint
Field | Description |
---|---|
uid k8s.io/apimachinery/pkg/types.UID | UID is an identifier for the individual request/response. It allows us to distinguish instances of requests which are otherwise identical (parallel requests, requests when earlier requests did not modify etc) The UID is meant to track the round trip (request/response) between the Autoscaler and the WebHook, not the user request. It is suitable for correlating log entries between the webhook and apiserver, for either auditing or debugging. |
name string | Name is the name of the Fleet being scaled |
namespace string | Namespace is the namespace associated with the request (if any). |
status FleetStatus | The Fleet’s status values |
FleetAutoscaleResponse
(Appears on: FleetAutoscaleReview)
FleetAutoscaleResponse defines the response of webhook autoscaler endpoint
Field | Description |
---|---|
uid k8s.io/apimachinery/pkg/types.UID | UID is an identifier for the individual request/response. This should be copied over from the corresponding FleetAutoscaleRequest. |
scale bool | Set to false if no scaling should occur to the Fleet |
replicas int32 | The targeted replica count |
FleetAutoscaleReview
FleetAutoscaleReview is passed to the webhook with a populated Request value, and then returned with a populated Response.
Field | Description |
---|---|
request FleetAutoscaleRequest | |
response FleetAutoscaleResponse |
FleetAutoscalerPolicy
(Appears on: FleetAutoscalerSpec)
FleetAutoscalerPolicy describes how to scale a fleet
Field | Description |
---|---|
type FleetAutoscalerPolicyType | Type of autoscaling policy. |
buffer BufferPolicy | (Optional) Buffer policy config params. Present only if FleetAutoscalerPolicyType = Buffer. |
webhook WebhookPolicy | (Optional) Webhook policy config params. Present only if FleetAutoscalerPolicyType = Webhook. |
counter CounterPolicy | (Optional) [Stage:Alpha] [FeatureFlag:CountsAndLists] Counter policy config params. Present only if FleetAutoscalerPolicyType = Counter. |
list ListPolicy | (Optional) [Stage:Alpha] [FeatureFlag:CountsAndLists] List policy config params. Present only if FleetAutoscalerPolicyType = List. |
FleetAutoscalerPolicyType
(string
alias)
(Appears on: FleetAutoscalerPolicy)
FleetAutoscalerPolicyType is the policy for autoscaling for a given Fleet
FleetAutoscalerSpec
(Appears on: FleetAutoscaler)
FleetAutoscalerSpec is the spec for a Fleet Scaler
Field | Description |
---|---|
fleetName string | |
policy FleetAutoscalerPolicy | Autoscaling policy |
sync FleetAutoscalerSync | (Optional) Sync defines when FleetAutoscalers runs autoscaling |
FleetAutoscalerStatus
(Appears on: FleetAutoscaler)
FleetAutoscalerStatus defines the current status of a FleetAutoscaler
Field | Description |
---|---|
currentReplicas int32 | CurrentReplicas is the current number of gameserver replicas of the fleet managed by this autoscaler, as last seen by the autoscaler |
desiredReplicas int32 | DesiredReplicas is the desired number of gameserver replicas of the fleet managed by this autoscaler, as last calculated by the autoscaler |
lastScaleTime Kubernetes meta/v1.Time | (Optional) lastScaleTime is the last time the FleetAutoscaler scaled the attached fleet, |
ableToScale bool | AbleToScale indicates that we can access the target fleet |
scalingLimited bool | ScalingLimited indicates that the calculated scale would be above or below the range defined by MinReplicas and MaxReplicas, and has thus been capped. |
FleetAutoscalerSync
(Appears on: FleetAutoscalerSpec)
FleetAutoscalerSync describes when to sync a fleet
Field | Description |
---|---|
type FleetAutoscalerSyncType | Type of autoscaling sync. |
fixedInterval FixedIntervalSync | (Optional) FixedInterval config params. Present only if FleetAutoscalerSyncType = FixedInterval. |
FleetAutoscalerSyncType
(string
alias)
(Appears on: FleetAutoscalerSync)
FleetAutoscalerSyncType is the sync strategy for a given Fleet
ListPolicy
(Appears on: FleetAutoscalerPolicy)
ListPolicy controls the desired behavior of the List autoscaler policy.
Field | Description |
---|---|
key string | Key is the name of the List. Required field. |
maxCapacity int64 | MaxCapacity is the maximum aggregate List total capacity across the fleet. MaxCapacity must be bigger than both MinCapacity and BufferSize. Required field. |
minCapacity int64 | MinCapacity is the minimum aggregate List total capacity across the fleet. If zero, it is ignored. If non zero, it must be smaller than MaxCapacity and bigger than BufferSize. |
bufferSize k8s.io/apimachinery/pkg/util/intstr.IntOrString | BufferSize is the size of a buffer based on the List capacity that is available over the current aggregate List length in the Fleet (available capacity). It can be specified either as an absolute value (i.e. 5) or percentage format (i.e. 5%). Must be bigger than 0. Required field. |
WebhookPolicy
(Appears on: FleetAutoscalerPolicy)
WebhookPolicy controls the desired behavior of the webhook policy. It contains the description of the webhook autoscaler service used to form url which is accessible inside the cluster
Field | Description |
---|---|
url string | (Optional)
The Please note that using The scheme must be “https”; the URL must begin with “https://”. A path is optional, and if present may be any string permissible in a URL. You may use the path to pass an arbitrary string to the webhook, for example, a cluster identifier. Attempting to use a user or basic auth e.g. “user:password@” is not allowed. Fragments (“#…”) and query parameters (“?…”) are not allowed, either. |
service Kubernetes admissionregistration/v1.ServiceReference | (Optional)
If the webhook is running within the cluster, then you should use |
caBundle []byte | (Optional)
|
multicluster.agones.dev/v1
Package v1 is the v1 version of the API.
Resource Types:GameServerAllocationPolicy
GameServerAllocationPolicy is the Schema for the gameserverallocationpolicies API
Field | Description | ||||||
---|---|---|---|---|---|---|---|
apiVersion string | multicluster.agones.dev/v1 | ||||||
kind string | GameServerAllocationPolicy | ||||||
metadata Kubernetes meta/v1.ObjectMeta | Refer to the Kubernetes API documentation for the fields of the
metadata field. | ||||||
spec GameServerAllocationPolicySpec |
|
ClusterConnectionInfo
(Appears on: GameServerAllocationPolicySpec)
ClusterConnectionInfo defines the connection information for a cluster
Field | Description |
---|---|
clusterName string | Optional: the name of the targeted cluster |
allocationEndpoints []string | The endpoints for the allocator service in the targeted cluster. If the AllocationEndpoints is not set, the allocation happens on local cluster. If there are multiple endpoints any of the endpoints that can handle allocation request should suffice |
secretName string | The name of the secret that contains TLS client certificates to connect the allocator server in the targeted cluster |
namespace string | The cluster namespace from which to allocate gameservers |
serverCa []byte | The PEM encoded server CA, used by the allocator client to authenticate the remote server. |
ConnectionInfoIterator
ConnectionInfoIterator an iterator on ClusterConnectionInfo
Field | Description |
---|---|
currPriority int | currPriority Current priority index from the orderedPriorities |
orderedPriorities []int32 | orderedPriorities list of ordered priorities |
priorityToCluster map[int32]map[string][]*agones.dev/agones/pkg/apis/multicluster/v1.GameServerAllocationPolicy | priorityToCluster Map of priority to cluster-policies map |
clusterBlackList map[string]bool | clusterBlackList the cluster blacklist for the clusters that has already returned |
GameServerAllocationPolicySpec
(Appears on: GameServerAllocationPolicy)
GameServerAllocationPolicySpec defines the desired state of GameServerAllocationPolicy
Field | Description |
---|---|
priority int32 | |
weight int | |
connectionInfo ClusterConnectionInfo |
agones.dev/v1
Package v1 is the v1 version of the API.
Resource Types:Fleet
Fleet is the data structure for a Fleet resource
Field | Description | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
apiVersion string | agones.dev/v1 | ||||||||||||
kind string | Fleet | ||||||||||||
metadata Kubernetes meta/v1.ObjectMeta | Refer to the Kubernetes API documentation for the fields of the
metadata field. | ||||||||||||
spec FleetSpec |
| ||||||||||||
status FleetStatus |
GameServer
GameServer is the data structure for a GameServer resource.
It is worth noting that while there is a GameServerStatus
Status entry for the GameServer
, it is not
defined as a subresource - unlike Fleet
and other Code Blind resources.
This is so that we can retain the ability to change multiple aspects of a GameServer
in a single atomic operation,
which is particularly useful for operations such as allocation.
Field | Description | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
apiVersion string | agones.dev/v1 | ||||||||||||||||||||
kind string | GameServer | ||||||||||||||||||||
metadata Kubernetes meta/v1.ObjectMeta | Refer to the Kubernetes API documentation for the fields of the
metadata field. | ||||||||||||||||||||
spec GameServerSpec |
| ||||||||||||||||||||
status GameServerStatus |
GameServerSet
GameServerSet is the data structure for a set of GameServers. This matches philosophically with the relationship between Deployments and ReplicaSets
Field | Description | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
apiVersion string | agones.dev/v1 | ||||||||||
kind string | GameServerSet | ||||||||||
metadata Kubernetes meta/v1.ObjectMeta | Refer to the Kubernetes API documentation for the fields of the
metadata field. | ||||||||||
spec GameServerSetSpec |
| ||||||||||
status GameServerSetStatus |
AggregatedCounterStatus
(Appears on: FleetStatus, GameServerSetStatus)
AggregatedCounterStatus stores total and allocated Counter tracking values
Field | Description |
---|---|
allocatedCount int64 | |
allocatedCapacity int64 | |
count int64 | |
capacity int64 |
AggregatedListStatus
(Appears on: FleetStatus, GameServerSetStatus)
AggregatedListStatus stores total and allocated List tracking values
Field | Description |
---|---|
allocatedCount int64 | |
allocatedCapacity int64 | |
count int64 | |
capacity int64 |
AggregatedPlayerStatus
(Appears on: FleetStatus, GameServerSetStatus)
AggregatedPlayerStatus stores total player tracking values
Field | Description |
---|---|
count int64 | |
capacity int64 |
AllocationOverflow
(Appears on: FleetSpec, GameServerSetSpec)
AllocationOverflow specifies what labels and/or annotations to apply on Allocated GameServers
if the desired number of the underlying GameServerSet
drops below the number of Allocated GameServers
attached to it.
Field | Description |
---|---|
labels map[string]string | (Optional) Labels to be applied to the |
annotations map[string]string | (Optional) Annotations to be applied to the |
CounterStatus
(Appears on: GameServerSpec, GameServerStatus)
CounterStatus stores the current counter values and maximum capacity
Field | Description |
---|---|
count int64 | |
capacity int64 |
Eviction
(Appears on: GameServerSpec, GameServerStatus)
Eviction specifies the eviction tolerance of the GameServer
Field | Description |
---|---|
safe EvictionSafe | Game server supports termination via SIGTERM: - Always: Allow eviction for both Cluster Autoscaler and node drain for upgrades - OnUpgrade: Allow eviction for upgrades alone - Never (default): Pod should run to completion |
EvictionSafe
(string
alias)
(Appears on: Eviction)
EvictionSafe specified whether the game server supports termination via SIGTERM
FleetSpec
(Appears on: Fleet)
FleetSpec is the spec for a Fleet
Field | Description |
---|---|
replicas int32 | Replicas are the number of GameServers that should be in this set. Defaults to 0. |
allocationOverflow AllocationOverflow | (Optional) [Stage: Beta]
[FeatureFlag:FleetAllocationOverflow]
Labels and/or Annotations to apply to overflowing GameServers when the number of Allocated GameServers is more
than the desired replicas on the underlying |
strategy Kubernetes apps/v1.DeploymentStrategy | Deployment strategy |
scheduling agones.dev/agones/pkg/apis.SchedulingStrategy | Scheduling strategy. Defaults to “Packed”. |
priorities []Priority | (Optional) (Alpha, CountsAndLists feature flag) The first Priority on the array of Priorities is the most important for sorting. The Fleetautoscaler will use the first priority for sorting GameServers by total Capacity in the Fleet and acts as a tie-breaker after sorting the game servers by State and Strategy. Impacts scale down logic. |
template GameServerTemplateSpec | Template the GameServer template to apply for this Fleet |
FleetStatus
(Appears on: Fleet, FleetAutoscaleRequest)
FleetStatus is the status of a Fleet
Field | Description |
---|---|
replicas int32 | Replicas the total number of current GameServer replicas |
readyReplicas int32 | ReadyReplicas are the number of Ready GameServer replicas |
reservedReplicas int32 | ReservedReplicas are the total number of Reserved GameServer replicas in this fleet. Reserved instances won’t be deleted on scale down, but won’t cause an autoscaler to scale up. |
allocatedReplicas int32 | AllocatedReplicas are the number of Allocated GameServer replicas |
players AggregatedPlayerStatus | (Optional) [Stage:Alpha] [FeatureFlag:PlayerTracking] Players are the current total player capacity and count for this Fleet |
counters map[string]agones.dev/agones/pkg/apis/agones/v1.AggregatedCounterStatus | (Optional) (Alpha, CountsAndLists feature flag) Counters provides aggregated Counter capacity and Counter count for this Fleet. |
lists map[string]agones.dev/agones/pkg/apis/agones/v1.AggregatedListStatus | (Optional) (Alpha, CountsAndLists feature flag) Lists provides aggregated List capacityv and List values for this Fleet. |
GameServerPort
(Appears on: GameServerSpec)
GameServerPort defines a set of Ports that are to be exposed via the GameServer
Field | Description |
---|---|
name string | Name is the descriptive name of the port |
portPolicy PortPolicy | PortPolicy defines the policy for how the HostPort is populated.
Dynamic port will allocate a HostPort within the selected MIN_PORT and MAX_PORT range passed to the controller
at installation time.
When |
container string | (Optional) Container is the name of the container on which to open the port. Defaults to the game server container. |
containerPort int32 | ContainerPort is the port that is being opened on the specified container’s process |
hostPort int32 | HostPort the port exposed on the host for clients to connect to |
protocol Kubernetes core/v1.Protocol | Protocol is the network protocol being used. Defaults to UDP. TCP and TCPUDP are other options. |
GameServerSetSpec
(Appears on: GameServerSet)
GameServerSetSpec the specification for GameServerSet
Field | Description |
---|---|
replicas int32 | Replicas are the number of GameServers that should be in this set |
allocationOverflow AllocationOverflow | (Optional) [Stage: Beta]
[FeatureFlag:FleetAllocationOverflow]
Labels and Annotations to apply to GameServers when the number of Allocated GameServers drops below
the desired replicas on the underlying |
scheduling agones.dev/agones/pkg/apis.SchedulingStrategy | Scheduling strategy. Defaults to “Packed”. |
priorities []Priority | (Optional) (Alpha, CountsAndLists feature flag) The first Priority on the array of Priorities is the most important for sorting. The Fleetautoscaler will use the first priority for sorting GameServers by total Capacity in the Fleet and acts as a tie-breaker after sorting the game servers by State and Strategy. Impacts scale down logic. |
template GameServerTemplateSpec | Template the GameServer template to apply for this GameServerSet |
GameServerSetStatus
(Appears on: GameServerSet)
GameServerSetStatus is the status of a GameServerSet
Field | Description |
---|---|
replicas int32 | Replicas is the total number of current GameServer replicas |
readyReplicas int32 | ReadyReplicas is the number of Ready GameServer replicas |
reservedReplicas int32 | ReservedReplicas is the number of Reserved GameServer replicas |
allocatedReplicas int32 | AllocatedReplicas is the number of Allocated GameServer replicas |
shutdownReplicas int32 | ShutdownReplicas is the number of Shutdown GameServers replicas |
players AggregatedPlayerStatus | (Optional) [Stage:Alpha] [FeatureFlag:PlayerTracking] Players is the current total player capacity and count for this GameServerSet |
counters map[string]agones.dev/agones/pkg/apis/agones/v1.AggregatedCounterStatus | (Optional) (Alpha, CountsAndLists feature flag) Counters provides aggregated Counter capacity and Counter count for this GameServerSet. |
lists map[string]agones.dev/agones/pkg/apis/agones/v1.AggregatedListStatus | (Optional) (Alpha, CountsAndLists feature flag) Lists provides aggregated List capacity and List values for this GameServerSet. |
GameServerSpec
(Appears on: GameServer, GameServerTemplateSpec)
GameServerSpec is the spec for a GameServer resource
Field | Description |
---|---|
container string | Container specifies which Pod container is the game server. Only required if there is more than one container defined |
ports []GameServerPort | Ports are the array of ports that can be exposed via the game server |
health Health | Health configures health checking |
scheduling agones.dev/agones/pkg/apis.SchedulingStrategy | Scheduling strategy. Defaults to “Packed” |
sdkServer SdkServer | SdkServer specifies parameters for the Code Blind SDK Server sidecar container |
template Kubernetes core/v1.PodTemplateSpec | Template describes the Pod that will be created for the GameServer |
players PlayersSpec | (Optional) (Alpha, PlayerTracking feature flag) Players provides the configuration for player tracking features. |
counters map[string]agones.dev/agones/pkg/apis/agones/v1.CounterStatus | (Optional) (Alpha, CountsAndLists feature flag) Counters provides the configuration for tracking of int64 values against a GameServer. Keys must be declared at GameServer creation time. |
lists map[string]agones.dev/agones/pkg/apis/agones/v1.ListStatus | (Optional) (Alpha, CountsAndLists feature flag) Lists provides the configuration for tracking of lists of up to 1000 values against a GameServer. Keys must be declared at GameServer creation time. |
eviction Eviction | (Optional) Eviction specifies the eviction tolerance of the GameServer. Defaults to “Never”. |
GameServerState
(string
alias)
(Appears on: GameServerSelector, GameServerStatus)
GameServerState is the state for the GameServer
GameServerStatus
(Appears on: GameServer)
GameServerStatus is the status for a GameServer resource
Field | Description |
---|---|
state GameServerState | GameServerState is the current state of a GameServer, e.g. Creating, Starting, Ready, etc |
ports []GameServerStatusPort | |
address string | |
addresses []Kubernetes core/v1.NodeAddress | (Optional) Addresses is the array of addresses at which the GameServer can be reached; copy of Node.Status.addresses. |
nodeName string | |
reservedUntil Kubernetes meta/v1.Time | |
players PlayerStatus | (Optional) [Stage:Alpha] [FeatureFlag:PlayerTracking] |
counters map[string]agones.dev/agones/pkg/apis/agones/v1.CounterStatus | (Optional) (Alpha, CountsAndLists feature flag) Counters and Lists provides the configuration for generic tracking features. |
lists map[string]agones.dev/agones/pkg/apis/agones/v1.ListStatus | (Optional) |
eviction Eviction | (Optional) Eviction specifies the eviction tolerance of the GameServer. |
GameServerStatusPort
(Appears on: GameServerAllocationStatus, GameServerStatus)
GameServerStatusPort shows the port that was allocated to a GameServer.
Field | Description |
---|---|
name string | |
port int32 |
GameServerTemplateSpec
(Appears on: FleetSpec, GameServerSetSpec)
GameServerTemplateSpec is a template for GameServers
Field | Description | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
metadata Kubernetes meta/v1.ObjectMeta | Refer to the Kubernetes API documentation for the fields of the
metadata field. | ||||||||||||||||||||
spec GameServerSpec |
|
Health
(Appears on: GameServerSpec)
Health configures health checking on the GameServer
Field | Description |
---|---|
disabled bool | Disabled is whether health checking is disabled or not |
periodSeconds int32 | PeriodSeconds is the number of seconds each health ping has to occur in |
failureThreshold int32 | FailureThreshold how many failures in a row constitutes unhealthy |
initialDelaySeconds int32 | InitialDelaySeconds initial delay before checking health |
ListStatus
(Appears on: GameServerSpec, GameServerStatus)
ListStatus stores the current list values and maximum capacity
Field | Description |
---|---|
capacity int64 | |
values []string |
PlayerStatus
(Appears on: GameServerStatus)
PlayerStatus stores the current player capacity values
Field | Description |
---|---|
count int64 | |
capacity int64 | |
ids []string |
PlayersSpec
(Appears on: GameServerSpec)
PlayersSpec tracks the initial player capacity
Field | Description |
---|---|
initialCapacity int64 |
PortPolicy
(string
alias)
(Appears on: GameServerPort)
PortPolicy is the port policy for the GameServer
Priority
(Appears on: FleetSpec, GameServerAllocationSpec, GameServerSetSpec)
Priority is a sorting option for GameServers with Counters or Lists based on the Capacity.
Field | Description |
---|---|
type string | Type: Sort by a “Counter” or a “List”. |
key string | Key: The name of the Counter or List. If not found on the GameServer, has no impact. |
order string | Order: Sort by “Ascending” or “Descending”. “Descending” a bigger Capacity is preferred. “Ascending” would be smaller Capacity is preferred. |
SdkServer
(Appears on: GameServerSpec)
SdkServer specifies parameters for the Code Blind SDK Server sidecar container
Field | Description |
---|---|
logLevel SdkServerLogLevel | LogLevel for SDK server (sidecar) logs. Defaults to “Info” |
grpcPort int32 | GRPCPort is the port on which the SDK Server binds the gRPC server to accept incoming connections |
httpPort int32 | HTTPPort is the port on which the SDK Server binds the HTTP gRPC gateway server to accept incoming connections |
SdkServerLogLevel
(string
alias)
(Appears on: SdkServer)
SdkServerLogLevel is the log level for SDK server (sidecar) logs
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