agones | Dedicated Game Server Hosting and Scaling for Multiplayer | Game Engine library
kandi X-RAY | agones Summary
kandi X-RAY | agones Summary
Agones is a library for hosting, running and scaling dedicated game servers on Kubernetes.
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QUESTION
Specifically, there are several resources (currently defined with YAML
) in existing Kubernetes clusters that I would like to modify as part of the build process, and some others that I would like to create from scratch. In each case, I want to do so in multiple regions to keep all regions in sync.
The resources in question are Agones fleets
, which look like this (actual values removed, but representative):
ANSWER
Answered 2021-Mar-08 at 14:40As with many things Jenkins related, to make this work a couple of plugins will be needed, specifically:
- Kubernetes CLI Plugin
- snakeyaml Plugin (this is per the readYaml Jenkins docs)
Assumptions:
- These actions will be run on Linux based containers configured correctly for executing Jenkins builds
- Several required "variables" will be read from the local file system - these may be build artifacts from earlier in a pipeline, or
ENV
variables, depending on the setup - Kubernetes service accounts already exist on the clusters with sufficient permissions to perform the tasks
- Credentials for those accounts have been configured in Jenkins
fleetconfig.yaml
is available on the local filesystem and is a complete fleet config similar to the one posed in the question
In order to treat the various fleets differently, some selection criteria will need to be applied based on the name of the fleet itself, then a loop is needed to go through each region etc.
To keep this simple, there will be a basic if
statement to select between types (this could easily be expanded), and then a 2 element loop to go loop through more than one region (again easily expandable to more).
This is written as a complete Stage
in Jenkins terms, but obviously is not completely executable on its own. It is as close as it can be to an existing, tested, working configuration that has been run multiple times daily for quite some time.
Although this sticks to the example resources, there is no reason it could not be used to modify, create other resources in Kubernetes generally.
QUESTION
I have a gRPC server in Golang that has mTLS enabled using the following ServerOptions:
...ANSWER
Answered 2020-May-11 at 05:26I wrote some sample codes to reproduce the cross platform incompatibility issue reported here.
The root cause is when using GetConfigForClient in golang server, which in this case is used to refresh the client CA certificates, the requests from C# client fails. However, when it was replaced with VerifyPeerCertificate, the issue got resolved.
QUESTION
recenty google announce an open source project called Agones partnership with ubisoft.. it is an open source, dedicated multiplayer game server hosting on google cloud.. source : https://cloudplatform.googleblog.com/2018/03/introducing-Agones-open-source-multiplayer-dedicated-game-server-hosting-built-on-Kubernetes.html
but last year, google also introduce their partner's (https://improbable.io/) project called Spatial OS.. which claim to be the next generation of multiplayer gaming..
my question what is the difference? in term of performance on real time multiplayer, mitigating cheating and also which one has the lowest server maintenance (to be maintained by developer)
or are they actually different things and can work together to create a better online multiplayer game?
...ANSWER
Answered 2018-Jun-03 at 13:45Agones and Spatial OS are different things and used for different use cases.
1) Agones is a "dedicated server hosting solution". So you upload a dedicated server (executable) and it gets managed (distributed, started, stopped ...) across servers/nodes.
Similar solutions are:
- Gamelift by Amazon (SaaS): https://aws.amazon.com/gamelift
- Multiplay by Unity (SaaS): https://multiplay.com/
Agones allows to host this yourself. You would typically use this for FPS, 3rdPS like games - Fortnite, PUBG etc. This does not include the Game Engine and multiplayer technology: E.g. Unreal Networking or Photon Bolt.
2) Spatial OS is a Service + Platform to build seamless/MMO type of games or simulations.
Like https://www.worldsadrift.com/ by Bossa.
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