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Agones Game Server Client SDKs

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

They are required for a game server to work with Agones.

The current supported SDKs are:

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! 😊 ).

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.

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.

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.

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 deleted, if they have not shut themselves down already.

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 "stable.agones.dev/sdk-"

Note: There are limits on the characters that be used for label keys and values. Details are here.

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

SetAnnotation(key, value)

This will set a Annotation value on the backing Gameserver record that is stored in Kubernetes. To maintain isolation, the key value is automatically prefixed with "stable.agones.dev/sdk-"

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

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 FleetAllocation 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.

Local Development

When the game server is running on Agones, the SDK communicates over TCP to a small gRPC server that Agones coordinated to run in a container in the same network namespace as it - usually referred to in Kubernetes terms as a "sidecar".

Therefore, when developing locally, we also need a process for the SDK to connect to!

To do this, we can run the same binary that runs inside Agones, but pass in a flag to run it in "local mode". Local mode means that the sidecar binary won't try and connect to anything, and will just send logs messages to stdout so that you can see exactly what the SDK in your game server is doing, and can confirm everything works.

To do this you will need to download the latest agonessdk-server-{VERSION}.zip from releases, and unzip it. You will find the executables for the SDK server, one for each type of operating system.

  • sdk-server.windows.amd64.exe - Windows
  • sdk-server.darwin.amd64 - macOS
  • sdk-server.linux.amd64 - Linux

To run in local mode, pass the flag --local to the executable.

For example:

$ ./sidecar.linux.amd64 --local
{"ctlConf":{"Address":"localhost","IsLocal":true,"LocalFile":""},"grpcPort":59357,"httpPort":59358,"level":"info","msg":"Starting sdk sidecar","source":"main","time":"2018-08-25T18:01:58-07:00","version":"0.4.0-b44960a8"}
{"level":"info","msg":"Starting SDKServer grpc service...","source":"main","time":"2018-08-25T18:01:58-07:00"}
{"level":"info","msg":"Starting SDKServer grpc-gateway...","source":"main","time":"2018-08-25T18:01:58-07:00"}
{"level":"info","msg":"Ready request has been received!","time":"2017-12-22T16:09:19-08:00"}
{"level":"info","msg":"Shutdown request has been received!","time":"2017-12-22T16:10:19-08:00"}

Providing your own GameServer configuration for local development

By default, the local sdk-server will create a dummy GameServer configuration that is used for GameServer() and WatchGameServer() SDK calls. If you wish to provide your own configuration, as either yaml or json, this can be passed through as either --file or -f along with the --local flag.

For example:

$ ./sdk-server.linux.amd64 --local -f ../../../examples/simple-udp/gameserver.yaml
{"ctlConf":{"Address":"localhost","IsLocal":true,"LocalFile":"../../../examples/simple-udp/gameserver.yaml"},"grpcPort":59357,"httpPort":59358,"level":"info","msg":"Starting sdk sidecar","source":"main","time":"2018-08-25T17:56:39-07:00","version":"0.4.0-b44960a8"}
{"level":"info","msg":"Reading GameServer configuration","path":"/home/user/workspace/agones/src/agones.dev/agones/examples/simple-udp/gameserver.yaml","source":"main","time":"2018-08-25T17:56:39-07:00"}
{"level":"info","msg":"Starting SDKServer grpc service...","source":"main","time":"2018-08-25T17:56:39-07:00"}
{"level":"info","msg":"Starting SDKServer grpc-gateway...","source":"main","time":"2018-08-25T17:56:39-07:00"}

Writing your own SDK

If there isn't a 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 a client from the sdk.proto, 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 Spec.

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

Building the Local Tools

If you wish to build the binaries for local development 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.