Agones Game Server Client SDKs

The SDKs are integration points for game servers with Agones itself.

Overview

The client SDKs are required for a game server to work with Agones.

The current supported SDKs are:

You can also find some externally supported SDKs in our Third Party Content.

The SDKs are relatively thin wrappers around gRPC generated clients, or an implementation of the REST API (exposed via grpc-gateway), where gRPC client generation and compilation isn’t well supported.

They connect to a small process that Agones coordinates to run alongside the Game Server in a Kubernetes Pod. This means that more languages can be supported in the future with minimal effort (but pull requests are welcome! 😊 ).

There is also local development tooling for working against the SDK locally, without having to spin up an entire Kubernetes infrastructure.

Connecting to the SDK Server

Starting with Agones 1.1.0, the port that the SDK Server listens on for incoming gRPC or HTTP requests is configurable. This provides flexibility in cases where the default port conflicts with a port that is needed by the game server.

Agones will automatically set the following environment variables on all game server containers:

  • AGONES_SDK_GRPC_PORT: The port where the gRPC server is listening (defaults to 9357)
  • AGONES_SDK_HTTP_PORT: The port where the grpc-gateway is listening (defaults to 9358)

The SDKs will automatically discover and connect to the gRPC port specified in the environment variable.

If your game server requires using a REST client, it is advised to use the port from the environment variable, otherwise your game server will not be able to contact the SDK server if it is configured to use a non-default port.

Function Reference

While each of the SDKs are canonical to their languages, they all have the following functions that implement the core responsibilities of the SDK.

For language specific documentation, have a look at the respective source (linked above), and the examples .

Calling any of state changing functions mentioned below does not guarantee that GameServer Custom Resource object would actually change its state right after the call. For instance, it could be moved to the Shutdown state elsewhere (for example, when a fleet scales down), which leads to no changes in GameServer object. You can verify the result of this call by waiting for the desired state in a callback to WatchGameServer() function.

Functions which changes GameServer state or settings are:

  1. Ready()
  2. Shutdown()
  3. SetLabel()
  4. SetAnnotation()
  5. Allocate()
  6. Reserve()
  7. Alpha().SetCapacity()
  8. Alpha().PlayerConnect()
  9. Alpha().PlayerDisconnect()
  10. Beta().SetCounterCount()
  11. Beta().IncrementCounter()
  12. Beta().DecrementCounter()
  13. Beta().SetCounterCapacity()
  14. Beta().AppendListValue()
  15. Beta().DeleteListValue()
  16. Beta().SetListCapacity()

Lifecycle Management

Ready()

This tells Agones that the Game Server is ready to take player connections. Once a Game Server has specified that it is Ready, then the Kubernetes GameServer record will be moved to the Ready state, and the details for its public address and connection port will be populated.

While Agones prefers that Shutdown() is run once a game has completed to delete the GameServer instance, if you want or need to move an Allocated GameServer back to Ready to be reused, you can call this SDK method again to do this.

Health()

This sends a single ping to designate that the Game Server is alive and healthy. Failure to send pings within the configured thresholds will result in the GameServer being marked as Unhealthy.

See the gameserver.yaml for all health checking configurations.

Reserve(seconds)

With some matchmaking scenarios and systems it is important to be able to ensure that a GameServer is unable to be deleted, but doesn’t trigger a FleetAutoscaler scale up. This is where Reserve(seconds) is useful.

Reserve(seconds) will move the GameServer into the Reserved state for the specified number of seconds (0 is forever), and then it will be moved back to Ready state. While in Reserved state, the GameServer will not be deleted on scale down or Fleet update, and also it could not be Allocated using GameServerAllocation.

This is often used when a game server process must register itself with an external system, such as a matchmaker, that requires it to designate itself as available for a game session for a certain period. Once a game session has started, it should call SDK.Allocate() to designate that players are currently active on it.

Calling other state changing SDK commands such as Ready or Allocate will turn off the timer to reset the GameServer back to the Ready state or to promote it to an Allocated state accordingly.

Allocate()

With some matchmakers and game matching strategies, it can be important for game servers to mark themselves as Allocated. For those scenarios, this SDK functionality exists.

There is a chance that GameServer does not actually become Allocated after this call. Please refer to the general note in Function Reference above.

The agones.dev/last-allocated annotation will be set on the GameServer to an RFC3339 formatted timestamp of the time of allocation, even if the GameServer was already in an Allocated state.

Note that if using SDK.Allocate() in combination with GameServerAllocations, it’s possible for the agones.dev/last-allocated timestamp to move backwards if clocks are not synchronized between the Agones controller and the GameServer pod.

Shutdown()

This tells Agones to shut down the currently running game server. The GameServer state will be set Shutdown and the backing Pod will be Terminated.

It’s worth reading the Termination of Pods Kubernetes documentation, to understand the termination process, and the related configuration options.

As a rule of thumb, implement a graceful shutdown in your game sever process when it receives the TERM signal from Kubernetes when the backing Pod goes into Termination state.

Be aware that if you use a variation of System.exit(0) after calling SDK.Shutdown(), your game server container may restart for a brief period, inline with our Health Checking policies.

If the SDK server receives a TERM signal before calling SDK.Shutdown(), the SDK server will stay alive for the period of the terminationGracePeriodSeconds until SDK.Shutdown() has been called.

Configuration Retrieval

GameServer()

This returns most of the backing GameServer configuration and Status. This can be useful for instances where you may want to know Health check configuration, or the IP and Port the GameServer is currently allocated to.

Since the GameServer contains an entire PodTemplate the returned object is limited to that configuration that was deemed useful. If there are areas that you feel are missing, please file an issue or pull request.

The easiest way to see what is exposed, is to check the sdk.proto , specifically at the message GameServer.

For language specific documentation, have a look at the respective source (linked above), and the examples .

WatchGameServer(function(gameserver){…})

This executes the passed in callback with the current GameServer details whenever the underlying GameServer configuration is updated. This can be useful to track GameServer > Status > State changes, metadata changes, such as labels and annotations, and more.

In combination with this SDK, manipulating Annotations and Labels can also be a useful way to communicate information through to running game server processes from outside those processes. This is especially useful when combined with GameServerAllocation applied metadata.

Since the GameServer contains an entire PodTemplate the returned object is limited to that configuration that was deemed useful. If there are areas that you feel are missing, please file an issue or pull request.

The easiest way to see what is exposed, is to check the sdk.proto , specifically at the message GameServer.

For language specific documentation, have a look at the respective source (linked above), and the examples .

Metadata Management

SetLabel(key, value)

This will set a Label value on the backing GameServer record that is stored in Kubernetes.

To maintain isolation, the key value is automatically prefixed with the value “agones.dev/sdk-”. This is done for two main reasons:

  • The prefix allows the developer to always know if they are accessing or reading a value that could have come, or may be changed by the client SDK. Much like private vs public scope in a programming language, the Agones SDK only gives you access to write to part of the set of labels and annotations that exist on a GameServer.
  • The prefix allows for a smaller attack surface if the GameServer container gets compromised. Since the game container is generally externally exposed, and the Agones project doesn’t control the binary that is run within it, limiting exposure if the game server becomes compromised is worth the extra development friction that comes with having this prefix in place.

Setting GameServer labels can be useful if you want information from your running game server process to be observable or searchable through the Kubernetes API.

SetAnnotation(key, value)

This will set an Annotation value on the backing GameServer record that is stored in Kubernetes.

To maintain isolation, the key value is automatically prefixed with “agones.dev/sdk-” for the same reasons as in SetLabel(…) above. The isolation is also important as Agones uses annotations on the GameServer as part of its internal processing.

Setting GameServer annotations can be useful if you want information from your running game server process to be observable through the Kubernetes API.

Counters And Lists

The Counters and Lists features in the SDK offer a flexible configuration for tracking various entities like players, rooms, and sessions.

Declared keys and default values for Counters and Lists are specified in GameServer.Spec.Counters and GameServer.Spec.Lists respectively.

Modified Counter and List values and capacities will be updated in GameServer.Status.Counters and GameServer.Status.Lists respectively.

Counters

All functions will return an error if the specified key is not predefined in the GameServer.Spec.Counters resource configuration.

Note: For Counters, the default setting for the capacity is preset to 1000. It is recommended to avoid configuring the capacity to max(int64), as doing so could cause problems with JSON Patch operations.

Beta().GetCounterCount(key)

This function retrieves either the GameServer.Status.Counters[key].Count or the SDK awaiting-batch value for a given key, whichever is most up to date.

Beta().SetCounterCount(key, amount)

This function sets the value of GameServer.Status.Counters[key].Count for the given key to the passed in amount. This operation overwrites any previous values and the new value cannot exceed the Counter’s capacity.

Beta().IncrementCounter(key, amount)

This function increments GameServer.Status.Counters[key].Count for the given key by the passed in non-negative amount. The function returns an error if the Counter is already at capacity (at time of operation), indicating no increment will occur.

Beta().DecrementCounter(key, amount)

This function decreases GameServer.Status.Counters[key].Count for the given key by the passed in non-negative amount. It returns an error if the Counter’s count is already at zero.

Beta().SetCounterCapacity(key, amount)

This function sets the maximum GameServer.Status.Counters[key].Capacity for the given key by the passed in non-negative amount. A capacity value of 0 indicates no capacity limit.

Beta().GetCounterCapacity(key)

This function retrieves either the GameServer.Status.Counters[key].Capacity or the SDK awaiting-batch value for the given key, whichever is most up to date.

Lists

All functions will return an error if the specified key is not predefined in the GameServer.Spec.Lists resource configuration.

Beta().AppendListValue(key, value)

This function appends the specified string value to the List in GameServer.Status.Lists[key].Values.

An error is returned if the string already exists in the list or if the list is at capacity.

Beta().DeleteListValue(key, value)

This function removes the specified string value from the List in GameServer.Status.Lists[key].Values.

An error is returned if the string does not exist in the list.

Beta().SetListCapacity(key, amount)

This function sets the maximum capacity for the List at GameServer.Status.Lists[key].Capacity.

The capacity value is required to be between 0 and 1000.

Beta().GetListCapacity(key)

This function retrieves either the GameServer.Status.Lists[key].Capacity or the SDK awaiting-batch value for the given key, whichever is most up to date.

Beta().GetListValues(key)

This function retrieves either the GameServer.Status.Lists[key].Values or the SDK awaiting-batch values array for the given key, whichever is most up to date.

Beta().ListContains(key, value)

Convenience function, which returns if the specific string value exists in the results of Beta().GetListValues(key).

Beta().GetListLength(key)

Convenience function, which retrieves the length of the results of Beta().GetListValues(key).

Player Tracking

Counters and Lists will eventually replace the Alpha functionality of Player Tracking, which will subsequently be removed from Agones.

If you are currently using this Alpha feature, we would love for you to test (and ideally migrate to!) this new functionality to Counters and Lists to ensure it meet all your needs.

Alpha().PlayerConnect(playerID)

This function increases the SDK’s stored player count by one, and appends this playerID to GameServer.Status.Players.IDs.

GameServer.Status.Players.Count and GameServer.Status.Players.IDs are then set to update the player count and id list a second from now, unless there is already an update pending, in which case the update joins that batch operation.

PlayerConnect() returns true and adds the playerID to the list of playerIDs if this playerID was not already in the list of connected playerIDs.

If the playerID exists within the list of connected playerIDs, PlayerConnect() will return false, and the list of connected playerIDs will be left unchanged.

An error will be returned if the playerID was not already in the list of connected playerIDs but the player capacity for the server has been reached. The playerID will not be added to the list of playerIDs.

Alpha().PlayerDisconnect(playerID)

This function decreases the SDK’s stored player count by one, and removes the playerID from GameServer.Status.Players.IDs.

GameServer.Status.Players.Count and GameServer.Status.Players.IDs are then set to update the player count and id list a second from now, unless there is already an update pending, in which case the update joins that batch operation.

PlayerDisconnect() will return true and remove the supplied playerID from the list of connected playerIDs if the playerID value exists within the list.

If the playerID was not in the list of connected playerIDs, the call will return false, and the connected playerID list will be left unchanged.

Alpha().SetPlayerCapacity(count)

Update the GameServer.Status.Players.Capacity value with a new capacity.

Alpha().GetPlayerCapacity()

This function retrieves the current player capacity. This is always accurate from what has been set through this SDK, even if the value has yet to be updated on the GameServer status resource.

Alpha().GetPlayerCount()

This function retrieves the current player count. This is always accurate from what has been set through this SDK, even if the value has yet to be updated on the GameServer status resource.

Alpha().IsPlayerConnected(playerID)

This function returns if the playerID is currently connected to the GameServer. This is always accurate from what has been set through this SDK, even if the value has yet to be updated on the GameServer status resource.

Alpha().GetConnectedPlayers()

This function returns the list of the currently connected player ids. This is always accurate from what has been set through this SDK, even if the value has yet to be updated on the GameServer status resource.

Writing your own SDK

If there isn’t an SDK for the language and platform you are looking for, you have several options:

gRPC Client Generation

If client generation is well supported by gRPC, then generate client(s) from the proto files found in the proto/sdk , directory and look at the current sdks to see how the wrappers are implemented to make interaction with the SDK server simpler for the user.

REST API Implementation

If client generation is not well supported by gRPC, or if there are other complicating factors, implement the SDK through the REST HTTP+JSON interface. This could be written by hand, or potentially generated from the Swagger/OpenAPI Specifications .

Finally, if you build something that would be usable by the community, please submit a pull request!

SDK Conformance Test

There is a tool SDK server Conformance checker which will run Local SDK server and record all requests your client is performing.

In order to check that SDK is working properly you should write simple SDK test client which would use all methods of your SDK.

Also to test that SDK client is receiving valid Gameserver data, your binary should set the same Label value as creation timestamp which you will receive as a result of GameServer() call and Annotation value same as gameserver UID received by Watch gameserver callback.

Complete list of endpoints which should be called by your test client is the following:

ready,allocate,setlabel,setannotation,gameserver,health,shutdown,watch

In order to run this test SDK server locally use:

SECONDS=30 make run-sdk-conformance-local

Docker container would timeout in 30 seconds and give your the comparison of received requests and expected requests

For instance you could run Go SDK conformance test and see how the process goes:

SDK_FOLDER=go make run-sdk-conformance-test

In order to add test client for your SDK, write sdktest.sh and Dockerfile. Refer to Golang SDK Conformance testing directory structure .

Building the Tools

If you wish to build the binaries from source the make target build-agones-sdk-binary will compile the necessary binaries for all supported operating systems (64 bit windows, linux and osx).

You can find the binaries in the bin folder in `cmd/sdk-server` once compilation is complete.

See Developing, Testing and Building Agones for more details.


Unreal Engine Game Server Client Plugin

This is the Unreal Engine Agones Game Server Client Plugin.

Unity Game Server Client SDK

This is the Unity version of the Agones Game Server Client SDK.

C++ Game Server Client SDK

This is the C++ version of the Agones Game Server Client SDK.

Go Game Server Client SDK

This is the Go version of the Agones Game Server Client SDK.

C# Game Server Client SDK

This is the C# version of the Agones Game Server Client SDK.

Node.js Game Server Client SDK

This is the Node.js version of the Agones Game Server Client SDK.

Rust Game Server Client SDK

This is the Rust version of the Agones Game Server Client SDK.

REST Game Server Client API

This is the REST version of the Agones Game Server Client SDK.

Local Development

Working against the SDK without having to run a full kubernetes stack


Last modified December 12, 2024: Delete List Value(s) on Game Server Allocation (#4054) (3c5b7df)