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Amazon GameLift integration

New Relic infrastructure integrations now include an integration for AWS GameLift, sending its metrics data to New Relic.

This document explains the integration's features, how to activate it, and what data can be reported.

Features

Collect and send telemetry data to New Relic from your GameLift using our integration. Monitor your services, query incoming data, and build dashboards to observe everything at a glance.

Activate integration

To enable this integration, see how to connect AWS services to New Relic.

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

ActiveInstances

Count

Instances with ACTIVE status, which means they are running active server processes.

DesiredInstances

Count

Target number of active instances that Amazon GameLift is working to maintain in the fleet.

IdleInstances

Count

Active instances that are currently hosting zero (0) game sessions.

MaxInstances

Count

Maximum number of instances that are allowed for the fleet.

MinInstances

Count

Minimum number of instances allowed for the fleet.

PercentIdleInstances

Percent

Percentage of all active instances that are idle (calculated as IdleInstances / ActiveInstances).

RecycledInstances

Count

Number of spot instances that have been recycled and replaced.

InstanceInterruptions

Count

Number of spot instances that have been interrupted.

CPUUtilization

Percent

Amazon GameLift this metric represents hardware performance across all active instances in a fleet location.

NetworkIn

Count

identifies the volume of incoming network traffic to an application on a single instance.

NetworkOut

Bytes

identifies the volume of outgoing network traffic to an application on a single instance.

DiskReadBytes

Bytes

Bytes read from all instance store volumes available to the instance.

DiskWriteBytes

Bytes

Bytes written to all instance store volumes available to the instance.

DiskReadOps

Count

Completed read operations from all instance store volumes available to the instance in a specified period of time.

DiskWriteOps

Count

Completed write operations to all instance store volumes available to the instance in a specified period of time.

ActiveServerProcesses

Count

Server processes with ACTIVE status, which means they are running and able to host game sessions.

HealthyServerProcesses

Count

Active server processes that are reporting healthy. This metric is useful for tracking the overall health of the fleet's game servers.

PercentHealthyServerProcesses

Percent

Percentage of all active server processes that are reporting healthy (calculated as HealthyServerProcesses / ActiveServerProcesses).

ServerProcessAbnormalTerminations

Count

Server processes that were shut down due to abnormal circumstances since the last report.

ServerProcessActivations

Count

Server processes that successfully transitioned from ACTIVATING to ACTIVE status since the last report.

ServerProcessTerminations

Count

Server processes that were shut down since the last report.

ActivatingGameSessions

Count

Game sessions with ACTIVATING status, which means they are in the process of starting up.

ActiveGameSessions

Count

Game sessions with ACTIVE status, which means they are able to host players, and are hosting zero or more players.

AvailableGameSessions

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.

ConcurrentActivatableGameSessions

Count

Active, healthy server processes that are not currently being used to host a game session and can immediately start a new game session.

PercentAvailableGameSessions

Percent

PercentAvailableGameSessions can be used with automatic scaling.

GameSessionInterruptions

Count

Number of game sessions on spot instances that have been interrupted.

CurrentPlayerSessions

Count

Player sessions with either ACTIVE status or RESERVED status.

PlayerSessionActivations

Count

Player sessions that transitioned from RESERVED status to ACTIVE since the last report.

AverageWaitTime

Seconds

Average amount of time that game session placement requests in the queue with status PENDING have been waiting to be fulfilled.

FirstChoiceNotViable

Count

Game sessions that were successfully placed but NOT in the first-choice fleet, because that fleet was considered not viable.

FirstChoiceOutOfCapacity

Count

Game sessions that were successfully placed but NOT in the first-choice fleet, because that fleet had no available resources.

LowestLatencyPlacement

Count

Game sessions that were successfully placed in a region that offers the queue's lowest possible latency for the players.

LowestPricePlacement

Count

Game sessions that were successfully placed in a fleet with the queue's lowest possible price for the chosen region.

PlacementsCanceled

Count

Game session placement requests that were canceled before timing out since the last report.

PlacementsFailed

Count

Game session placement requests that failed for any reason since the last report.

PlacementsStarted

Count

New game session placement requests that were added to the queue since the last report.

PlacementsSucceeded

Count

Game session placement requests that resulted in a new game session since the last report.

PlacementsTimedOut

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.

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