Last Updated: 9/15/2021, 7:58:57 AM

# Armada

# Overview

# What is Armada?

Armada is a dynamic game server manager that utilizes a mixture of bare metal and cloud services to help reduce hosting costs for you, while still maintaining the best performance and experience for your players. Armada allows you to have multiple fleets of servers, which can be spread across different regions, providers, or infrastructure types.

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# Advantages of Armada

Armada allows you to take advantage of several features designed to ensure your players have the best gaming experience possible.

Provider-agnostic approach - Armada allows you to choose between multiple providers, depending on your hardware requirements. You can decide to have 100% of your servers in AWS cloud if you have free credits, or you can choose to have 90% of your game servers hosted using dedicated bare metal with the last 10% being scaled into cloud if you wish to bring your costs down. Armada allows you to pick and choose exactly what hardware you want, from whoever you want without any limitations!

Cost-aware scaling - Armada ensures that hosting costs are taken into account when scaling up or down. When scaling up, Armada will prioritize filling bare metal machines before bursting into the cloud. When scaling down, Armada looks for opportunities to reduce the load on the cloud machines without impacting performance or player experience.

Multi-region hosting - Armada has been designed for greater global coverage and better game performance across more regions. With Armada you aren’t tied to one hosting solution, which means you can make sure that your hosting providers cover each other’s blind spots. Mix and match providers, hardware types, and regions based on your player demands.

Integrated matchmaking and lobby - Armada connects directly with AccelByte’s Matchmaking and Lobby services to provide geolocation support, so that you can match players in the same region for optimal player experience. If you already have a matchmaking and lobby service you prefer, we can help you integrate Armada with that instead of using AccelByte’s.

Unsure what hardware to use? - If you are unsure what dedicated bare metal provider to use, what regions you want or you have only ever used cloud, the Armada team is here to help! We can advise on everything from specific hardware types to use, how your game servers will perform, and which regions will be best to support all your players. We have partnered with a number of dedicated hardware providers who already cover the majority of popular regions across the globe.

# Get Started with Armada

Before we can get you set up with Armada, our team will need some information about your game and players. This will help us accurately price out the hardware you’ll need, as well as make sure your hosting covers the right locations to give your players the best experience possible.

Player counts - For us to provide the best experience possible, we need to know some information about your players. First, we need to know the maximum number of players that can connect to your game server. We also need to know what your estimated average number of players will be over the course of a month, as well as the estimated peak number of players. With these player numbers, we can ensure that you have enough bare metal to cover the average player count, as well as ensuring that you can scale effectively into cloud to meet peak demand when things get busy.

Player locations - With Armada, you can host your game server sessions pretty much anywhere in the world. While this is a great achievement, we are also aware that some games are more popular in different parts of the world than they are elsewhere. It is important for us to know where the majority of your players are based, so that we can deploy bare metal and cloud instances as close to them as possible. The closer the hardware, the better the performance. Your players deserve the best possible experience every time they play your game!

Game server resource requirements - Every game server that you deploy will have some form of CPU and RAM usage. In order to provide the best possible performance for your players, Armada needs to know what the worst case scenario is in terms of resource usage requirements. To do this, you will need to run a session with the maximum number of players connected, using the most resource intensive map and game mode possible. During this session, you should record the CPU, RAM and network usage over a full match.

Once you have this data, the Armada team can then run it through our calculator. This will tell us exactly how many game server sessions we can safely fit on your bare metal and cloud server instances without impacting the game server performance. More importantly, it will also allow us to calculate the best distribution of bare metal and cloud to ensure you always have capacity for your players as well as lowering the cost for hosting.

# Glossary

Here are some common terms in the Armada documentation, and their definitions:

Glossary
  • Armada AccelByte’s product. A suite of tools, services, and SDKs used to enable multiplayer for a game

  • DSM / DSMC / Dedicated Server Manager One of Armada’s components that acts as the brain of Armada. This service stores deployment configurations that are defined from the Admin Portal and communicates with Nomad to deploy dedicated servers to be used in matchmaking.

  • DS / Dedicated Server / Game server / Authoritative server A counterpart for game clients in multiplayer architecture. Game clients connect to the game server during play sessions and have the server run all the game logic. In Armada, the traditional game server binary is containerized and deployed as a Docker container in a Nomad cluster. This running DS container is sometimes referred to as a pod.

  • DS Logs Logs generated by a running dedicated server. Game developers can download full DS logs from the Admin Portal.

  • DS Uploader A tool for game developers to upload the dedicated server binary to Armada. Upon upload, Armada’s services will containerize the server and store it in a Docker image repository.

  • Game Session An active play session where a game client is connected to a game server. In Armada, a game session can be created through matchmaking.

  • Nomad (opens new window) A container orchestration suite that is used by Armada to deploy game server containers. In a nutshell, the main components of Nomad are:

    • Nomad Server The brain of the cluster, which the DSMC communicates with directly.
    • Nomad Agent / Client The worker of the cluster, which spreads to the machines the actual DS containers are running in.
  • Armada configuration / Dedicated server configuration Settings where game developers specify how the game’s dedicated servers will be deployed. The configuration consists of:

    • Image Uploaded DS binaries that are already containerized and stored in an image repository. Armada uses the image version to uniquely identify which DS to deploy.
    • Pod Configuration Settings that will affect running DS containers, such as CPU and Memory allocation, and which port that the game server listens to.
    • Deployment Settings that tell Armada which image to run in a specific regions, using which pod configuration. You can also define how many warm servers should be run to anticipate incoming players.
  • QOS / Quality Of Service A set of services that are deployed in each of the regions where Armada can spawn dedicated servers. Using the SDK, game clients can call the QOS in each region to measure network latency and determine the nearest region to ensure that matchmaking pairs players that are near each other.

# Permissions

Make sure you’re authorized to use our services and have the following permissions before you use Armada:

Usage Permissions Action
Register a New Game Session NAMESPACE:{namespace}:DSM:SESSION Create
Claim a DS for a Game Session NAMESPACE:{namespace}:DSM:SESSION Update

Permissions work slightly differently depending on whether they are assigned to IAM Clients or Roles assigned to users. For more information, read the Authentication and Authorization documentation.

# How It Works

# The Basics of Server Management

For each multiplayer game that you wish to host using Armada, you will need a fleet of bare metal servers as well as access to some virtual cloud instances. This will ensure that you have the capacity needed to service your players.

As Armada is completely provider agnostic, you can source hardware from different providers depending on your needs, as well as utilize any and all cloud providers. What’s more, if you are unsure what providers to use or do not have the ability to organize your own hardware, the Armada team can source and deploy this for you using our recommended providers.

Each bare metal server and virtual cloud instance will have your multiplayer game server deployed to it so that when players make a matchmaking request, Armada will be able to start an instance based on the required location and instance priority.

Armada has a powerful priority system that allows you to specify what hardware or instance types should be used first to service your players. You may have a large fleet of bare metal servers, and also a bunch of credits provided to you from one of the many cloud providers. With Armada, you can choose if you want to burn through your credits first, or place your players on the bare metal capacity until the point where they are completely full and then burst into the cloud. The choice is entirely yours!

Armada works by connecting dedicated servers from different providers. The diagram below shows the flow and different services involved in connecting these servers. Any dedicated servers required are hosted directly on bare metal or cloud infrastructure that is specific to your game.

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# How Our Matchmaking Service Uses Armada

Below is a diagram of how Armada can work with our Matchmaking service.

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  1. The player connects to the Lobby service through a websocket connection.
  2. The player sends a matchmaking request to the Lobby service.
  3. The Lobby service will act as a proxy and forward the incoming message to the Matchmaking service.
  4. When a match is found, the Matchmaking service will notify the Lobby service.
  5. The Lobby service will send a request to the DSM to create a new game session with the match details.
  6. The DSM will check whether a DS pod is available.
  7. If there’s an idle pod available, the DSM will assign the available DS pod.
  8. If there are no idle pods available, the DSM will spawn a new DS pod.
  9. The DSM claims the pod and assigns the game to it.
  10. After the process is complete, the DSM notifies the Lobby service that the session has been created, and sends the DS details.
  11. The Lobby service forwards the DS details to the game client.

# Deployment Override

Deployment override is a feature that enables you to override an existing deployment’s configurations if part of that deployment turns out to be unstable, so you can re-enable the previous working version. You can also use deployment override if you want to test a certain feature that has a different game version from your current deployment.

For example, to run the game you need to have a matching Game Client and Game Server. When you override a deployment, if you have 3 different game versions on 3 different development stages, you don't have to create 3 different deployments for each Game Version. You only need to create one Deployment Server that you can override based on the Game Version.

The diagram below outlines how this feature works:

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As seen in the diagram above, the override will be activated depending on the version requested by the game client.

  • Default Deployment refers to the deployment that will be used if no errors occur.
  • Override with Specified Deployment enables you to define a deployment version to revert to should the server have any issues with the default deployment. For example, if only a certain version of your game includes support for matchmaking servers in Asia, this version will need to be deployed when players in Asia access your game.
  • Override with Default Deployment allows you to override a non-default deployment version with the default deployment, so if the default version is 1.0.0 and you have deployed 1.0.1, the deployment will be overridden with 1.0.0 should the server have any issues with 1.0.1.

# Manage Your Game Servers in the Admin Portal

# Upload a New Server with DS Uploader

You can upload a new server using our DS Uploader, which you can download from our Nexus repository. Follow the directions below to download the DS Uploader and upload a new server image.

# Download DS Uploader

  1. DS Uploader can be downloaded from our Nexus repository. To make it easy to find, run a search using ds-uploader-prod/ as the keyword.
  2. Browse the list of search results that appears until you find the latest version of the uploader. There are three files you need to download to run DS Uploader, as seen in the image below:

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  1. After downloading these files, open the CLI in the folder that contains ds-uploader and the game server, and run the following command:
windows-amd64.exe syncFolder --hostname=https://demo.accelbyte.io --namespace=lightfantastic --id=d197386e4be142cd819e4347bde08e17 --version=0.0.6b --command=LOCALDS.sh -p lightfantastic -b "justice-ds-upload-service-demo" -d s3FauzanLightfantastic  

Here’s a description of each flag you’ll find in the command:

Flag

Description

--hostname

Hostname (e.g. https://demo.accelbyte.io)

--namespace

Namespace where the config belongs

--id

DS Uploader Client ID (e.g. d197386e4be142cd819e4347bde08e17) Note: Input the Client Secret if the Client ID isn't public

--version

Game Server Version (e.g. 0.0.6b)

--command

Game Server Command (e.g. LOCALDS.sh) This can be found inside the game server directory

-p

Game Server Local Path (e.g. lightfantastic) You can use either a relative or absolute path) 

-b

S3 bucketname (e.g. justice-ds-upload-service-demo)

-d

S3 directory (e.g. s3FauzanLightfantastic)

# Add a Dedicated Server Configuration

After you upload a new server image, you can configure that server and its deployment in the Admin Portal.

# Configure the Dedicated Server

  1. In the Admin Portal, choose the namespace for the game for which you want to create the configuration.

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  2. Go to the Dedicated Server Management section and open the Configurations menu.

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  3. In the Server Configurations menu, click Add Configuration.

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  4. The Create Server Configuration wizard appears. Fill in the required fields for each step, then click Next to move on to the next step.

    a. Namespace

    If you create the configuration from the Publisher Namespace, you’ll need to choose the game namespace you want the configuration to apply to.

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    b. Server Timeout (Optional)

    You can set your server timeout or click Next to use the default value.

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    • Input the amount of time a dedicated server has to register itself to the Lobby service after being spawned in the Creation Timeout field. If the time limit is exceeded, the DSM will remove the DS.
    • Input the amount of time the Lobby service has to claim a dedicated server after it has been requested in the Claim Timeout field. If the time limit is exceeded, the DSM will remove the DS.
    • Input the amount of time an unreachable dedicated server has to call the heartbeat endpoint in the Unreachable Timeout field. If the time limit is exceeded, the DSM will remove the DS.

    c. Ports

    Input the ports you want the dedicated server to listen to.

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    • Choose the desired Protocol.
      • Choose UDP to enable a multiplayer network based on the game industry standard.
      • Choose TCP if your game doesn't follow the multiplayer network standard.
    • Input the Port the dedicated server will listen to for a connection.

    If you want to input multiple ports, select the Use Multiple Ports option.

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    • Input the name of the port in the Port Name field.
    • Input the port in the Port field.

    If you want to add more ports, click Add More Port and repeat the last step. Repeat as needed until you’ve defined all of the ports.

    d. Image Versions

    Input the dedicated server image you received after uploading your build. You can add more image versions after you have created the configuration.

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    • Input the version of your dedicated server build in the Version field.
    • Input the dedicated server image you received after uploading your build in the Image field. This also needs to follow the formatting rules shown in the image.

    e. Pod Configurations

    Input your server’s CPU and memory requirements and capabilities into the fields below.

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    • Input the maximum number of cores that can be used by the dedicated server in the CPU Limit field.
    • Input the maximum amount of memory that can be used by the dedicated server in the Memory Limit field.
    • Input the directory where you want to store DS artifacts in the Artifact Directory (Optional) field. If this field is left blank, DS artifacts won’t be saved.
    • Input the DS parameters that will be appended to an executable call in the Params (Optional) field.
    • Params is launch parameter. You can specify the param if you want to run a special behavior to the game server. For example, if you specify the param with FFA_Highrise -server -log -nosteam PORT=7778, the server will load a map named FFA_Highrise in the -server and enable the -log while running in port 7778.

    If you don't specify the Param, the server will run with default options.

    NOTE

    The values for CPU Limit and Memory Limit must be formatted in Kubernetes, e.g. CPU of 1000m is equal to 1 core and Memory of 512Mi is equal to 512MB.

    f. Deployments

    Input the server count configuration for the deployment in the fields below. You can add more server count configurations later.

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    CAUTION

    Be sure to input accurate values for Min. Count, Max Count, and Buffer Count, based on your server's capabilities. Values that exceed server capability can potentially cause your server to crash.

    • Input the minimum number of dedicated servers that must be spawned, whether active or idle, in the Min. Count field.
    • Input the maximum number of dedicated servers allowed to be spawned at once in the Max. Count field.
    • Input the default number of ready dedicated servers in the Buffer Count field. The DSM will spawn idle DS according to the buffer count. This ensures that there will always be a DS ready for players to use during matchmaking.

    NOTE

    Max. Count value can not be less than Min. Count value.

    h. Summary

    Before creating the Server Configuration you must confirm that the data you filled in on the previous pages is correct. You can always go back to correct the fields you want to fix by clicking the Back button. When all of the configuration data is correct, click Create Configuration. The configuration will be created according to your specifications.

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# Configure the Server Deployment

You can add another deployment with a different pod, version, and server region. Follow the steps below to add a new pod configuration.

  1. In the Admin Portal, choose the game namespace of the game for which you want to create the configuration.

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  2. Go to the Dedicated Server Management section and open the Configurations menu.

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  3. On the Configuration Details page, go to the Image Server and Deployment section and click the Deployments tab.

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  4. In the Deployments tab, click the Add button.

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  5. The Add Deployment form appears. Fill in the fields as required.

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    • Input the Name of the deployment configuration. You should use a descriptive and readable name.
    • Select the Version of the image you want to deploy.
    • Select the Pod Configuration you want to use for this deployment.
    • Choose the Region where the DS will be deployed.
    • Input the Min. Count with the minimum number of DS allowed to spawn, whether active or idle.
    • Input the Max. Count with the maximum number of the DS allowed to spawn.
      Note: The Max. Count value should not be less than Min. Count value.
    • Choose either Static or Dynamic for the Buffer Type. The buffer refers to the default number of ready servers always available. A Static buffer is set to a fixed quantity, while a Dynamic buffer is a percentage of busy servers. For example: if you input 50% as the dynamic buffer value and the current busy server count is 1, then 1 buffer server will be created. If the busy server count is 10, then 5 buffer servers will be created.
      • If you choose Static as your buffer type, fill in the Buffer Count field with the number of servers you want to be ready at all times.
      • If you choose Dynamic as your buffer type, fill in the Buffer Percentage field with the percentage of busy servers you want to be available as a buffer.
  6. Click Add to complete the configuration.

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# Verify the Dedicated Server Configuration

After you create a Dedicated Server Configuration, you should verify that the server has spawned correctly. In the Admin Portal, go to Dedicated Server Management and choose Servers.

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On the Servers page you’ll see the elements listed below:

  • Local Server shows the number of dedicated servers that run on your local computer. This type of dedicated server is used to perform testing before a game is published.
  • Server Overview shows the number of dedicated servers you have configured, from both AWS and GCP hosting providers. You can see the details of each server by clicking on the three dots next to the desired server and selecting View.

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  • Available Regions shows the number of registered regions that you can run servers in. On this page you can see the status of each region.

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  • Total Sessions shows the number of player sessions currently active. On this page you can see a list of players currently playing and the servers they’re using.

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  • You can see detailed information about the servers and players by clicking on the three dots next to the desired session and selecting View.

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# Set the Priority for Server Types

Armada is able to utilize multiple bare metal providers as well as cloud. For this to work, each provider you use must be given a priority value, which can be changed anytime from the Admin Portal. These priority values determine which servers Armada fills up first before moving to other providers.

  1. In the Admin Portal, scroll down to Dedicated Server Management and click on Configurations.

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  2. On the Configurations page, scroll down to the Providers section. From here you will see your currently configured providers and their priority. Setting the priority value lower than other providers will result in Armada using them first. In the example below, AWS will be utilized before Nitrado.

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  3. To change the priority of your providers, click and drag to rearrange the providers into the desired priority order. If a provider has the priority of 0, it will be used before a provider with the priority of 1, and so on.

# Configuration Override of the Deployment

# Override Configuration in the Default Deployment

  1. In the Admin Portal, go to Dedicated Server Management in the sidebar and open the Configurations menu.

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  2. In the Server Configuration, choose the Server Configuration that you want to see the deployment and click View.

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  3. On your server configuration, scroll down and switch to the Deployment tab.

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  4. Choose one of the Deployments by clicking the three-dots button and click View.

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  5. In the Deployment Details, there will be an option to enable or disable the Overriding Session.

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    • If the enable overriding is ticked, it means that the client requests the version that isn’t listed in the override deployment list. The override will use the root deployment but the version will follow the version requested by the client.
    • If the enable overriding version is not ticked, if the client specifies a version that is not listed in the override deployment then it will be used as the root deployment and ignoring the version that the client requested.

Note that in the Default Deployment, you will not be able to edit or update the region.

# Override Configuration in a Specific Deployment

  1. In the Admin Portal, go to Dedicated Server Management in the sidebar and open the Configurations menu.

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  2. On the Server Configuration, choose the Server Configuration that you want to see the deployment and click View in the Action column for that configuration.

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  3. On the Server Configuration page, scroll down and switch to the Deployment tab.

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  4. Choose one of the Deployments and click the ellipsis to open the deployment details.

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  5. On the Deployment Details page, choose if you want to override the deployment version or deployment region.

    • Deployment version

      a. To override the deployment version, enable the overriding version.

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      b. Go to the Override Deployment section and click the Add button.

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      c. The Add Deployment form appears. Fill in the fields with the required information:

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      • Select the Deployment Version from the list
      • Select the Pod Configuration.
      • Select the Region of the deployment.
      • Input the minimum number of DS allowed to spawn, whether active or idle, in the Min. Count field.
      • Input the maximum number of DS allowed to be spawned in the Max. Count field.
      • Choose either Static or Dynamic for the Buffer Type. The buffer refers to the default number of ready servers always available. A Static buffer is set to a fixed quantity, while a Dynamic buffer is a percentage of busy servers. For example: if you input 50% as the dynamic buffer value and the current busy server count is 1, then 1 buffer server will be created. If the busy server count is 10, then 5 buffer servers will be created.
        • If you choose Static as your buffer type, fill in the Buffer Count field with the number of servers you want to be ready at all times.
        • If you choose Dynamic as your buffer type, fill in the Buffer Percentage field with the percentage of busy servers you want to be available as a buffer.

      When you’re done, click Add and your override deployment will be added to the list.

    • Deployment Region

      a. To override the Deployment Region, enable the Override Region Configuration option.

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      b. When the Override Region Configuration box is selected, the Region section appears. Click the Add button.

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      c. The Add Override Region form appears. Fill in the following fields with the required information:

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      • Choose the region you want to override in the Region field.
      • Input the minimum number of DS allowed to spawn, whether active or idle, in the Min. Count field.
      • Input maximum number of DS allowed to spawn in the Max. Count field.
      • Choose either Static or Dynamic for the Buffer Type. The buffer refers to the default number of ready servers always available. A Static buffer is set to a fixed quantity, while a Dynamic buffer is a percentage of busy servers. For example: if you input 50% as the dynamic buffer value and the current busy server count is 1, then 1 buffer server will be created. If the busy server count is 10, then 5 buffer servers will be created.
        • If you choose Static as your buffer type, fill in the Buffer Count field with the number of servers you want to be ready at all times.
        • If you choose Dynamic as your buffer type, fill in the Buffer Percentage field with the percentage of busy servers you want to be available as a buffer

      When you’re done, click the Add button. The new region-based buffer configuration will be added to the list.

# Historical Logs

In the historical log, you can download the DS log even when the server has been terminated. That way, you can still debug the DS when it gets terminated. After the DS is terminated, you just need to wait around 5 minutes or less before it appears on the Historical Log then, you can download them as TXT files.

# Download Historical Logs

  1. In the Admin Portal, go to Dedicated Server Management in the sidebar and open the Historical Logs menu.

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  2. If you’re logged into the Publisher Namespace, you can see all of the DS Log from all namespaces. Currently, it’s only limited to the searching and deployment filter, we will do the namespace filter in the upcoming update. Choose the log you want to download and click View.

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If you’re logged into Game Namespace, you can only see the DS of your Game Namespace. Choose the log you want to download and click View.

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  1. The Historical Log Details appear. Click the Download Logs button to download the server log.

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# Export and Import Dedicated Server Configurations

# Export a Dedicated Server Configuration

Follow the steps below to export a Dedicated Server Configuration from your game namespace.

  1. In the Admin Portal, open the game namespace that contains the configuration you want to export. On the Server Configurations page, click the Export/Import button. Then, click Export.

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  2. Your Server Configuration will be exported in a JSON file. Here is an example of the contents:

    IMPORTANT

    If you use our Matchmaking service, don’t forget to also export your Matchmaking Configuration. You will need both configurations if you want to use them in a different game namespace.

# Import a Dedicated Server Configuration

Follow the steps below to import a Dedicated Server Configuration into a game namespace.

  1. In the Admin Portal, go to the game namespace where you want to import the configuration. On the Server Configurations page, click the Export/Import button. Then, click Import.

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  2. The Import Configuration form appears. Here, select the configuration file that you want to import.

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  3. A confirmation window appears. To confirm your selection, type IMPORT in the text box, then click the Import button.

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  4. Here you can see the configuration has been added to the namespace.

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    IMPORTANT

    If you use our Matchmaking service, don’t forget to also import your Matchmaking Configuration. You will need both configurations in this namespace to use Matchmaking with Armada.

# Reserve a Server Using the API

When you use our Lobby service with Armada, it will create sessions and reserve servers for those sessions for you. If you prefer to use your own lobby, you can communicate with Armada via REST API to create a session and then reserve a server for that session. To do so, follow the steps below.

# Create a Session

  1. Use the POST ​/dsmcontroller​/namespaces​/{namespace}​/sessions endpoint to create a session.
  2. Input the Namespace field with the game namespace.
  3. Fill out the Request Body.
    • Input the Game Mode taken from the matchmaking rules, e.g. 1v1, 3v3.
    • Input the Party ID with the ID of the party the session is for, in UUID format.
    • Input the Party Members with the user IDs of the players in the party. The user IDs should be in UUID format.
    • Input the game namespace into the Namespace field.
    • Input a Session ID using UUID format.
    • Input the game client version in the Client Version field.
    • Input the server configuration needed for the session in the Configuration field. If left empty, the default server configuration will be used.
    • Input the Pod Name. This field is only used for local servers, for other servers leave this blank.
    • Input the Region of the DSM.

Upon successful request, a new session will be created.

You can then check on the status of your session using the GET ​/dsmcontroller​/namespaces​/{namespace}​/sessions​/{sessionID} (opens new window) endpoint.

# Claim a Server

  1. Use the POST ​/dsmcontroller​/namespaces​/{namespace}​/sessions​/claim (opens new window) endpoint to claim a server for your newly created session.
  2. Input the Namespace field with the game namespace.
  3. Fill out the Request Body.
    • Input the session’s Session ID.

Upon successful request, the DS will be claimed by your session.

  • Read the Matchmaking documentation to learn more about our matchmaking service.