Fleet hierarchy

Note: The content on this page pertains to Managed Game Server Hosting (Clanforge). If you’re using Game Server Hosting (Multiplay), refer to the Game Server Hosting (Multiplay) documentation.

This topic details the hierarchical structure of the fleet object, the subcomponents within it, and the relationships between the subcomponents. Fleet objects have the following subcomponents:

It’s important to understand the hierarchical structure of a fleet before designing a fleet for your game. A fleet is a topic-level logical grouping of regions, locations, game servers, and scaling settings.

Fleet hierarchy example

Fleet regions

A fleet can have one or more fleet regions, but each fleet region can only reside within a single fleet. Fleet regions are logical containers for region locations and region-specific scaling settings.

Region locations

Region locations are specific geographic locations within each fleet region. For example, a Central United States fleet region might have a region location for Dallas, Texas and Jackson, Mississippi. Fleet regions can have one or many region locations, but it's most common for a fleet region to contain many locations. You might even incorporate redundant locations from different data centers to add resiliency to your fleet region.

Machines

Each fleet region location has machines, or compute capacity, from either a single cloud provider or a collection of bare-metal data centers in the location.

A machine can be:

  • A physical machine in a bare-metal data center
  • A virtual cloud machine from a cloud provider

Machines exist within region location, and each region location can have one or more machines. To enable cloud scaling in a region location, you’ll need a bare-metal location for bare-metal machines and a cloud location for cloud machines.

Game servers

Each machine has a set of game servers. Players can join manually via a server select client or automatically via a matchmaker. A machine can have one or more game servers within it, but typically each machine has a set number of game server instances based on cost efficiency. The number of game servers per machine is the server density.