Deployment Process
Last updated
Last updated
This chapter describes the process of deploying an .
Before an ApplicationInstance can be deployed, you must first create a . This ensures you have a with s and s. Hosts (bare metal servers in your account or VMs) onto which ApplicationInstances are deployed will automatically become part of a region based on their geographical location.
Here is a schematic overview of the resulting structure:
Figure 1: Deployment (environment) structure with ApplicationInstances
ApplicationInstances will normally be deployed dynamically and automatically by the platform. You can however deploy them manually as well, e.g. if you just want to test a build.
Manually deploying new ApplicationInstances is a two-step process:
The first step into deploying a new ApplicationInstance is to create an entity for it. From that moment on it exists in our system (but is not yet deployed):
JSON request data:
Below is a schematic overview of the (automatic) deployment process for an ApplicationInstance:
Figure 2: ApplicationInstance deployment process
The default installPath
and instancesPath
on Linux are:
installPath: /home/gameinstalls
instancesPath: /home/gameinstances
The default installPath
and instancesPath
on Windows are:
installPath: C:\localuser\gameinstalls
instancesPath: C:\localuser\gameinstances
JSON request data :
Parameter fleetId
can be obtained from
Parameter hostId
can be obtained from
With the entity created, you can now deploy an for it:
Parameter applicationInstanceId
is the ID of the previously created ApplicationInstance.
Parameter applicationBuildId
can be obtained from
This call will trigger the for the ApplicationInstance.
ApplicationInstances are normally deployed automatically by the platform. This would at least be the case for the live environment of your game. For this to happen, all you have to do is enable automatic deployment and / or automatic scaling in the Fleet(s) created for your live environment. Please see the documentation.
For the complete documentation on automatic deployment and scaling, please see the chapter.