C# Game Server Client SDK

This is the C# version of the Agones Game Server Client SDK.

Check the Client SDK Documentation for more details on each of the SDK functions and how to run the SDK locally.

SDK Functionality

Area Action Implemented
Lifecycle Ready ✔️
Lifecycle Health ✔️
Lifecycle Reserve ✔️
Lifecycle Allocate ✔️
Lifecycle Shutdown ✔️
Configuration GetGameServer ✔️
Configuration WatchGameServer ✔️
Metadata SetAnnotation ✔️
Metadata SetLabel ✔️
Counters GetCounterCount ✔️
Counters SetCounterCount ✔️
Counters IncrementCounter ✔️
Counters DecrementCounter ✔️
Counters SetCounterCapacity ✔️
Counters GetCounterCapacity ✔️
Lists AppendListValue ✔️
Lists DeleteListValue ✔️
Lists SetListCapacity ✔️
Lists GetListCapacity ✔️
Lists ListContains ✔️
Lists GetListLength ✔️
Lists GetListValues ✔️
Player Tracking GetConnectedPlayers ✔️
Player Tracking GetPlayerCapacity ✔️
Player Tracking GetPlayerCount ✔️
Player Tracking IsPlayerConnected ✔️
Player Tracking PlayerConnect ✔️
Player Tracking PlayerDisconnect ✔️
Player Tracking SetPlayerCapacity ✔️

Download

Download the source directly from GitHub .

Install using NuGet

  • Download the nuget package directly
  • Install the latest version using the Package Manager: Install-Package AgonesSDK
  • Install the latest version using the .NET CLI: dotnet add package AgonesSDK

To select a specific version, append --version, for example: --version 1.8.0 to either commands.

Prerequisites

  • .Net Standard 2.0 compliant framework.

Usage

Reference the SDK in your project & create a new instance of the SDK wrapper:

Initialization

To use the AgonesSDK, you will need to import the namespace by adding using Agones; at the beginning of your relevant files.

var agones = new AgonesSDK();

Connection

To connect to the SDK server, either locally or when running on Agones, run the ConnectAsync() method. This will wait for up to 30 seconds if the SDK server has not yet started and the connection cannot be made, and will return false if there was an issue connecting.

bool ok = await agones.ConnectAsync();

Ready

To mark the game server as ready to receive player connections, call the async method ReadyAsync().

async void SomeMethod()
{
    var status = await agones.ReadyAsync();
}

Health

To send Health pings, call the async method HealthAsync()

await agones.HealthAsync();

GetGameServer

To get the details on the backing GameServer call GetGameServerAsync().

Will return null if there is an error in retrieving the GameServer record.

var gameserver = await agones.GetGameServerAsync();

Reserve

To mark the GameServer as Reserved for a duration call ReserveAsync(long duration).

long duration = 30;
var status = await agones.ReserveAsync(duration);

ShutDown

To mark that the game session is completed and the game server should be shut down call ShutdownAsync().

var status = await agones.ShutdownAsync();

SetAnnotation & SetLabel

Similarly SetAnnotation(string key, string value) and SetLabel(string key, string value) are async methods that perform an action & return a Status object.

WatchGameServer

To watch when the backing GameServer configuration changes call WatchGameServer(callback), where the delegate function callback of type Action<GameServer> will be executed every time the GameServer configuration changes. This process is non-blocking internally.

agonesSDK.WatchGameServer((gameServer) => { Console.WriteLine($"Server - Watch {gameServer}");});

Counters And Lists

Counters

Alpha: GetCounterCount

Returns the Count for a Counter, given the Counter’s key (name). Will error if the key was not predefined in the GameServer resource on creation.

string key = "rooms";
long count = await agones.Alpha().GetCounterCountAsync(key);
Alpha: SetCounterCount

Sets a count to the given value. Use with care, as this will overwrite any previous invocations’ value. Cannot be greater than Capacity.

string key = "rooms";
long amount = 0;
await agones.Alpha().SetCounterCountAsync(key, amount);
Alpha: IncrementCounter

Increases a counter by the given nonnegative integer amount. Will execute the increment operation against the current CRD value. Will max at max(int64). Will error if the key was not predefined in the GameServer resource on creation. Errors if the count is at the current capacity (to the latest knowledge of the SDK), and no increment will occur.

Note: A potential race condition here is that if count values are set from both the SDK and through the K8s API (Allocation or otherwise), since the SDK append operation back to the CRD value is batched asynchronous any value incremented past the capacity will be silently truncated.

string key = "rooms";
long amount = 1;
await agones.Alpha().IncrementCounterAsync(key, amount);
Alpha: DecrementCounter

Decreases the current count by the given nonnegative integer amount. The Counter Will not go below 0. Will execute the decrement operation against the current CRD value. Errors if the count is at 0 (to the latest knowledge of the SDK), and no decrement will occur.

string key = "rooms";
long amount = 2;
await agones.Alpha().DecrementCounterAsync(key, amount);
Alpha: SetCounterCapacity

Sets the capacity for the given Counter. A capacity of 0 is no capacity.

string key = "rooms";
long amount = 0;
await agones.Alpha().SetCounterCapacityAsync(key, amount);
Alpha: GetCounterCapacity

Returns the Capacity for a Counter, given the Counter’s key (name). Will error if the key was not predefined in the GameServer resource on creation.

string key = "rooms";
long count = await agones.Alpha().GetCounterCapacityAsync(key);

#$## Lists

##$## Alpha: AppendListValue

Appends a string to a List’s values list, given the List’s key (name) and the string value. Will error if the string already exists in the list. Will error if the key was not predefined in the GameServer resource on creation. Will error if the list is already at capacity.

string key = "players";
string value = "player1";
await agones.Alpha().AppendListValueAsync(key, value);

##$## Alpha: DeleteListValue

DeleteListValue removes a string from a List’s values list, given the List’s key (name) and the string value. Will error if the string does not exist in the list. Will error if the key was not predefined in the GameServer resource on creation.

string key = "players";
string value = "player2";
await agones.Alpha().DeleteListValueAsync(key, value);

###$# Alpha: SetListCapacity

Sets the capacity for a given list. Capacity must be between 0 and 1000. Will error if the key was not predefined in the GameServer resource on creation.

string key = "players";
long amount = 1000;
await agones.Alpha().SetListCapacityAsync(key, amount);

##$## Alpha: GetListCapacity

Returns the Capacity for a List, given the List’s key (name). Will error if the key was not predefined in the GameServer resource on creation.

string key = "players";
long amount = await agones.Alpha().GetListCapacityAsync(key);

##$## Alpha: ListContains

Returns if a string exists in a List’s values list, given the List’s key (name) and the string value. Search is case-sensitive. Will error if the key was not predefined in the GameServer resource on creation.

string key = "players";
string value = "player3";
bool contains = await agones.Alpha().ListContainsAsync(key, value);

##$## Alpha: GetListLength

GetListLength returns the length of the Values list for a List, given the List’s key (name). Will error if the key was not predefined in the GameServer resource on creation.

string key = "players";
int listLength = await agones.Alpha().GetListLengthAsync(key);

##$## Alpha: GetListValues

Returns the <IList> Values for a List, given the List’s key (name). Will error if the key was not predefined in the GameServer resource on creation.

string key = "players";
List<string> values = await agones.Alpha().GetListValuesAsync(key);

Player Tracking

Alpha: PlayerConnect

This method increases the SDK’s stored player count by one, and appends this playerID to GameServer.Status.Players.IDs. Returns true and adds the playerID to the list of playerIDs if the playerIDs was not already in the list of connected playerIDs.

bool ok = await agones.Alpha().PlayerConnectAsync(playerId);

Alpha: PlayerDisconnect

This function decreases the SDK’s stored player count by one, and removes the playerID from GameServer.Status.Players.IDs. Will return true and remove the supplied playerID from the list of connected playerIDs if the playerID value exists within the list.

bool ok = await agones.Alpha().PlayerDisconnectAsync(playerId);

Alpha: SetPlayerCapacity

Update the GameServer.Status.Players.Capacity value with a new capacity.

var capacity = 100;
var status = await agones.Alpha().SetPlayerCapacityAsync(capacity);

Alpha: GetPlayerCapacity

This function retrieves the current player capacity GameServer.Status.Players.Capacity. This is always accurate from what has been set through this SDK, even if the value has yet to be updated on the GameServer status resource.

long cap = await agones.Alpha().GetPlayerCapacityAsync();

Alpha: GetPlayerCount

Returns the current player count

long count = await agones.Alpha().GetPlayerCountAsync();

Alpha: IsPlayerConnected

This returns if the playerID is currently connected to the GameServer. This is always accurate, even if the value hasn’t been updated to the GameServer status yet.

var playerId = "player1";
bool isConnected = await agones.Alpha().IsPlayerConnectedAsync(playerId);

Remarks

  • All requests other than ConnectAsync will wait for up to 15 seconds before giving up, time to wait can also be set in the constructor.
  • Default host & port are localhost:9357
  • Methods that do not return a data object such as GameServer will return a gRPC Grpc.Core.Status object. To check the state of the request, check Status.StatusCode & Status.Detail. Ex:
if(status.StatusCode == StatusCode.OK)
    //do stuff

Last modified April 19, 2024: Counters and Lists: Remove Bool Returns (#3738) (53a70b3)