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Time to live (TTL) settings

Documentation for Time to live (TTL) settings
Read time 2 minutesLast updated 8 hours ago

Time to live values, called TTL values for short, are configuration settings specified at the fleet region level that prevent the reactive scaling system from scaling machines up or down too quickly. Without the TTL settings, the reactive scaling system might add or remove machine capacity too quickly, which can cause increased cost and reduced performance. Refer to Cost optimization. TTL settings control the time that machines exist in states before the reactive scaling system takes action, such as:
  • The Shutdown TTL, which is the time a cloud machine exists in an unused state before the reactive descaling system shuts it down
  • The Delete TTL, which is the time a cloud machine exists in a shutdown state before the reactive scaling system deletes it
  • The Disabled delete TTL, which is the time a cloud machine exists in a disabled state before the reactive scaling system shuts it down

Shutdown TTL

The shutdown time to live (TTL) determines the time the reactive scaling system waits before shutting down a cloud machine with no allocated game server instances. A cloud machine must remain inactive for at least the shutdown TTL before the reactive scaling system shuts it down. The shutdown TTL applies to each cloud machine individually after all the game servers on it are unallocated. When the reactive scaling system scales down capacity, it respects the shutdown TTL value. The reactive scaling system won't scale down a machine until the shutdown TTL is satisfied. After a machine has been powered off, the timer starts the Delete TTL. The higher the shutdown TTL value, the longer it takes for your fleet or fleet region to scale down. Setting the shutdown TTL value too low can cause the fleet scaling down too quickly and triggering a cycle of shutdown-startup because of the natural flow of players, and setting it too high can cause unnecessary costs.

Delete TTL

The delete time to live (TTL) determines the time the reactive scaling system waits before deleting a cloud machine after shutting it down. The delete TTL applies to each cloud machine individually as soon as it's shutdown. When a cloud machine reaches the delete TTL, the reactive scaling system checks if the offline server buffer is satisfied. If the offline server buffer is satisfied, the reactive scaling system deletes the instance from the cloud provider. The higher the delete TTL, the longer it takes for fleet regions to remove capacity. It's a key driving factor in how Clanforge determines the optimal machine capacity needed to support the game title. The delete TTL exists to control the amount of warm capacity within each fleet region. Warm capacity is a reserve of offline machines that are ready to run a game title after they’re powered on. In most situations, the delete TTL should never dip below one week as this matches the weekly player capacity cycle that games experience. Setting the delete TTL too low increases the time to create machine capacity at the CCU peaks and leads to increased cost because the provisioning of a new machine takes longer than turning an existing machine back on and requires more network transfers to install the required game images.

Disabled delete TTL

The disabled delete TTL (time to live) value determines the time the reactive scaling system waits before deleting a disabled cloud machine. It's like the Delete TTL value, except it only applies to disabled cloud machines. The purpose of the disabled delete TTL is to allow the support team enough time to investigate what went wrong with the machine and to prevent broken machines from persisting in the fleet for an extended period, but. It doesn't affect scaling.