Allocating based on GameServer Player Capacity
GameServerthat has room for a specific number of players.
The Player Tracking, Allocation Player Filter, and Allocation State Filter features are currently Alpha, not enabled by default, and may change in the future.
Use the Feature
to enable and test these features.
See the Feature Gate documentation for details on how to enable features.
Using this approach, we are able to be able to make a request that is akin to: “Find me a
GameServer that is already
allocated, with room for n number of players, and if one is not available, allocate me a
Common applications of this type of allocation are Lobby servers where players await matchmaking, or a persistent world server where players connect and disconnect from a large map.
The below allocation will attempt to find an already Allocated
GameServer from the
Fleet “lobby” with room for 10
to 15 players, and if it cannot find one, will allocate a Ready one from the same
apiVersion: "allocation.agones.dev/v1" kind: GameServerAllocation spec: preferred: - gameServerState: Allocated matchLabels: agones.dev/fleet: lobby players: minAvailable: 10 maxAvailable: 15 required: matchLabels: agones.dev/fleet: lobby
NoteWe recommend doing an extra check when players connect to a
GameServerthat there is the expected player capacity on the
GameServeras there can be a small delay between a player connecting and it being reported to Agones.
- Have a look at all commands the Client SDK provides.
- Check all the options available on
- If you aren’t familiar with the term Pod, this should provide a reference.
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Last modified August 25, 2021: Docs: Player Capacity Integration Pattern (#2229) (0fca1fa9)