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.
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
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
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.
The spec
field of the FleetAutoscaler
is composed as follows:
fleetName
is name of the fleet to attach to and control. Must be an existing Fleet
in the same namespace
as this FleetAutoscaler
.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.
When bufferSize
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. Either service
or url
must be specified. If the webhook is running within the cluster, then you should use service
. 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 of url
or service
must be specified. The host
should not refer to a service running in the cluster; use the service
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.buffer
or webhook
could be defined for FleetAutoscaler which is based on the type
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 autoscalingA 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.
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