GameLift Hosting for existing game

How can I migrate my existing game to Amazon GameLift completely?
To put it in an example, let’s have a Ludo Game, now if I want to use FleetIQ I know I have to make few changes to my code and call 3-5 API RegisterGameServer, UpdateGameServer, DeRegisterGameServer, etc to use the Fleet IQ feature.

Now if I want to use full-fledge GameLift as my hosting solution, how many changes I will have to make at the code or API level in my existing code/game assuming I have a matchmaking process in place in my code itself and it does not have any AWS or GameLift related logic/code/process inside.

Hi @Shivkumar_Mallesappa ,

These docs should answer your question directly:

These docs may also be helpful:

If you are using Lumberyard, Unity or Unreal, there are specific docs for those:

There are also some good GitHub examples with step-by-step guide for you to follow to create an end-to-end game on GameLift:

Let me know if you see any gaps in the documentations or if any parts are confusing to you, and we will fix them. If you have any other questions after going through these, feel free to ask!

To answer your question more directly… you’ll probably need to do the following main things:

  1. Download and build the GameLift server SDK: Amazon GameLift - Getting Started - Amazon Web Services
  2. Include the Server SDK binaries into your game server, and setup calls such as initSDK(), processReady(), processEnding() etc. As well as defining the behaviors for when state changes, e.g. onStartGameSession, AcceptPlayerSession() etc. See: Amazon GameLift–Game Server/Client Interactions - Amazon GameLift
  3. Setup your game backend to call GameLift AWS SDK APIs such as
    StartGameSessionPlacement, StartMatchmaking, DescribeGameSession, DescribePlayerSession etc. DO NOT let your client assume your developer credentials and call GameLift directly for security purposes.
  4. You need to setup a CloudFormation stack containing GameLift builds, fleets, queues, etc.: GitHub - aws-samples/aws-gamelift-and-serverless-backend-sample: A GameLift example with a Serverless
  5. Since you already have your own Matchmaking, you’ll need to use queue placement to find the right server for your player. To do that, you need to setup a SNS notification to receive events when game session is placed for your players: Set up event notification for game session placement - Amazon GameLift
  6. You need to configure your client to call your game backend to call GameLift to get the game session connection information, e.g. DescribeGameSessionPlacement returns the IP/port for your client to connect to the server process

There are other minor things that I’ve omitted/missed, but these should be bulk of the work.

I have my backend (GameServer) in Nodejs and the Server SDK is supported only for C and C#, so I think I won’t be able to take the advantage of GameLift hosting. :slight_smile:

You can check out GameLift Realtime Server, which supports managed game hosting using NodeJS.

You’d essentially provide GameLift with 1 or more javascript files, with hook definitions on what happens when player connects, when player sends a message, how to handle each message type, etc., and gamelift will take care of setting up the server process for you. See a sample code: Creating a Realtime Script - Amazon GameLift

Then, you’ll need to setup game clients using a C# client SDK to connect to the server using IP Address/DNS Name and port. See: Integrating a Game Client for Realtime Servers - Amazon GameLift. You can also write your client in other languages like JavaScript, others on the forum have done this before, see: [gamelift realtime server] - RangeError: Max payload size exceeded - #4 by maxired

There is no officially supported NodeJS server SDK yet, (it’s a popularly requested feature and is in our backlog), but you could SSH into a Realtime Server fleet instance and find the source code to see how Realtime server uses NodeJS to communicate with GameLift’s onbox service.

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Thank you James for your Prompt response.