GameServer Health Checking
Disabling Health Checking
By default, health checking is enabled, but it can be turned off by setting the health > disabled
property to true
SDK API
The Health()
function on the SDK object needs to be called at an interval less than the health > periodSeconds
threshold time to be considered before it will be considered a failure
.
The health check will also need to have not been called a consecutive number of times (health > failureTheshold
),
giving it a chance to heal if it there is an issue.
Health Failure Strategy
The following is the process for what happens to a GameServer
when it is unhealthy.
- If any of the GameServer container fails health checking, or exits before the GameServer moves to
Ready
then, it is restart as per therestartPolicy
(which defaults to “Always”) - If the GameServer container fails healthy checking after the
Ready
state, then it doesn’t restart, but moves the GameServer to anUnhealthy
state. - If the GameServer container exits while in
Ready
state, it will be restarted as per therestartPolicy
(which defaults to “Always”, sinceRestartPolicy
is a Pod wide setting), but will immediately move to anUnhealthy
state. - If the SDK sidecar fails, then it will be restarted, assuming the
RestartPolicy
is Always/OnFailure.
Reference
# Health checking for the running game server
health:
# Disable health checking. defaults to false, but can be set to true
disabled: false
# Number of seconds after the container has started before health check is initiated. Defaults to 5 seconds
initialDelaySeconds: 5
# If the `Health()` function doesn't get called at least once every period (seconds), then
# the game server is not healthy. Defaults to 5
periodSeconds: 5
# Minimum consecutive failures for the health probe to be considered failed after having succeeded.
# Defaults to 3. Minimum value is 1
failureThreshold: 3
See the full GameServer example for more details
Example
C++
For a configuration that requires a health ping every 5 seconds, the example below sends a request every 2 seconds to be sure that the GameServer is under the threshold.
void doHealth(agones::SDK *sdk) {
while (true) {
if (!sdk->Health()) {
std::cout << "Health ping failed" << std::endl;
} else {
std::cout << "Health ping sent" << std::endl;
}
std::this_thread::sleep_for(std::chrono::seconds(2));
}
}
int main() {
agones::SDK *sdk = new agones::SDK();
bool connected = sdk->Connect();
if (!connected) {
return -1;
}
std::thread health (doHealth, sdk);
// ... run the game server code
}
Full Game Server
Also look in the examples directory.
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