Fleet Specification

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

To allocate a GameServer from a Fleet, use a FleetAllocation.

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 Agones 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: "stable.agones.dev/v1alpha1"
kind: Fleet
  name: fleet-example
  replicas: 2
  scheduling: Packed
    type: RollingUpdate
      maxSurge: 25%
      maxUnavailable: 25%  
        foo: bar
      - name: default
        portPolicy: "dynamic"
        containerPort: 26000
        initialDelaySeconds: 30
        periodSeconds: 60
          - name: example-server
            image: gcr.io/agones/test-server:0.1

Since Agones defines a new Custom Resources Definition (CRD) we can define a new resource using the kind Fleet with the custom group stable.agones.dev and API version v1alpha1.

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 spec field is the actual Fleet specification and it is composed as follow:

  • replicas is the number of GameServers to keep Ready or Allocated in this Fleet
  • scheduling 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 the GameServer replacement strategy for when the GameServer 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 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 GameServer configuration to replace them.
    • rollingUpdate is only relevant when type: 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%
  • template a full GameServer configuration template. See the GameServer reference for all available fields.

Fleet Allocation Specification

A FleetAllocation is used to allocate a GameServer out of an existing Fleet

A full FleetAllocation specification is available below and in the example folder for reference:

apiVersion: "stable.agones.dev/v1alpha1"
kind: FleetAllocation
  generateName: fleet-allocation-example-
  fleetName: fleet-example
      mode: deathmatch
      map:  garden22

We recommend using metadata > generateName, to declare to Kubernetes that a unique name for the FleetAllocation is generated when the FleetAllocation is created.

The spec field is the actual FleetAllocation specification and it is composed as follow:

  • fleetName is the name of an existing Fleet. If this doesn’t exist, an error will be returned when the FleetAllocation is created
  • 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 data