New Relic integrates with Amazon Web Services (AWS) for reporting your Amazon GameLift metrics and other data to New Relic.
This document explains how to activate the integration, and describes the data reported.
Features
Collect and send telemetry data to New Relic from your Amazon GameLift services using our integration. Monitor your services, query incoming data, and build dashboards to observe everything at a glance.
Activate integration
This integration is available through CloudWatch Metric Streams.
To enable this integration, see how to connect AWS services to New Relic via CloudWatch Metric Streams.
Find and use data
To find your integration's metrics, go to one.newrelic.com > All capabilities > Metrics and events and filter by aws.GameLift
.
Metric data
This New Relic infrastructure integration collects the following Amazon GameLift data:
GameLift Metric data
Metric (min, max, average, count, sum) | Unit | Description |
---|---|---|
| Count | Instances with ACTIVE status, which means they are running active server processes. |
| Count | Target number of active instances that Amazon GameLift is working to maintain in the fleet. |
| Count | Active instances that are currently hosting zero (0) game sessions. |
| Count | Maximum number of instances that are allowed for the fleet. |
| Count | Minimum number of instances allowed for the fleet. |
| Percent | Percentage of all active instances that are idle (calculated as IdleInstances / ActiveInstances). |
| Count | Number of spot instances that have been recycled and replaced. |
| Count | Number of spot instances that have been interrupted. |
| Percent | Amazon GameLift this metric represents hardware performance across all active instances in a fleet location. |
| Count | identifies the volume of incoming network traffic to an application on a single instance. |
| Bytes | identifies the volume of outgoing network traffic to an application on a single instance. |
| Bytes | Bytes read from all instance store volumes available to the instance. |
| Bytes | Bytes written to all instance store volumes available to the instance. |
| Count | Completed read operations from all instance store volumes available to the instance in a specified period of time. |
| Count | Completed write operations to all instance store volumes available to the instance in a specified period of time. |
| Count | Server processes with ACTIVE status, which means they are running and able to host game sessions. |
| Count | Active server processes that are reporting healthy. This metric is useful for tracking the overall health of the fleet's game servers. |
| Percent | Percentage of all active server processes that are reporting healthy (calculated as HealthyServerProcesses / ActiveServerProcesses). |
| Count | Server processes that were shut down due to abnormal circumstances since the last report. |
| Count | Server processes that successfully transitioned from ACTIVATING to ACTIVE status since the last report. |
| Count | Server processes that were shut down since the last report. |
| Count | Game sessions with ACTIVATING status, which means they are in the process of starting up. |
| Count | Game sessions with ACTIVE status, which means they are able to host players, and are hosting zero or more players. |
| Count | Active, healthy server processes that are not currently being used to host a game session and can start a new game session without a delay to spin up new server processes or instances. |
| Count | Active, healthy server processes that are not currently being used to host a game session and can immediately start a new game session. |
| Percent | PercentAvailableGameSessions can be used with automatic scaling. |
| Count | Number of game sessions on spot instances that have been interrupted. |
| Count | Player sessions with either ACTIVE status or RESERVED status. |
| Count | Player sessions that transitioned from RESERVED status to ACTIVE since the last report. |
| Seconds | Average amount of time that game session placement requests in the queue with status PENDING have been waiting to be fulfilled. |
| Count | Game sessions that were successfully placed but NOT in the first-choice fleet, because that fleet was considered not viable. |
| Count | Game sessions that were successfully placed but NOT in the first-choice fleet, because that fleet had no available resources. |
| Count | Game sessions that were successfully placed in a region that offers the queue's lowest possible latency for the players. |
| Count | Game sessions that were successfully placed in a fleet with the queue's lowest possible price for the chosen region. |
| Count | Game session placement requests that were canceled before timing out since the last report. |
| Count | Game session placement requests that failed for any reason since the last report. |
| Count | New game session placement requests that were added to the queue since the last report. |
| Count | Game session placement requests that resulted in a new game session since the last report. |
| Count | Game session placement requests that reached the queue's timeout limit without being fulfilled since the last report. |
All imported data has these dimensions: FleetId
, Location
, MetricGroups
and QueueName
.
Create alerts
You can set up to notify you if there are any changes. For example, you can set up an alert to notify relevant parties of critical or fatal errors.
Learn more about creating alerts here.