Preparing Your Game Server For Hosting
Dynamic sessions
These sessions are for FPS type games where several players join a match, play for a set period of time or number of rounds and then all exit out once they have finished. The session itself is started by a matchmaker and is then shut down and all resources are reclaimed. This is the most efficient way of hosting a game server possible, as it only uses resources when there are players connected.
Sticky sessions
A Sticky session can deploy anywhere and will “stick” around no matter what happens to it. If your game server binary crashes, the system will automatically restart it while keeping the same IP and port. A sticky session can be used as a persistent central hub server that can be used within a conventional server browser
Sticky Sessions are versatile and can be used for different setups. A few examples:
- An always-online session used specifically for server browsers
- Can be used as a central hub or lobby for players, that then branch off and use our Dynamic sessions for smaller player activities
- Your main MMORPG server, which then uses Dynamic sessions for sharding or instancing
Resource profiling
Every unique game that Gameye runs will need to have its resource usage recorded. The reason for this is that the system needs to know how many sessions it can fit onto a machine safely so that there is no impact on sessions already running.
For this, Gameye needs to know a benchmark of the heaviest usage that is expected. Generally, this means filling up a game server to its maximum capacity with real active players running the game mode that hosts the most number of players.
The following data needs to be recorded:
- The Number of vCPU/cores used, including the single-core CPU speed.
- Amount of RAM used.
- In some cases, bandwidth usage
- Disk space usage
