Overview
Quilkin is a UDP proxy, specifically designed for use with multiplayer dedicated game servers.
What is Quilkin?
Quilkin on open source is a non-transparent UDP proxy specifically designed for use with large scale multiplayer dedicated game servers deployments, to ensure security, access control, telemetry data, metrics and more.
It is designed to be used behind game clients as well as in front of dedicated game servers.
Quilkin's aim is to pull the above functionality out of bespoke, monolithic dedicated game servers and clients, and provide standard, composable modules that can be reused across a wide set of multiplayer games, so that game developers can instead focus on their game specific aspects of building a multiplayer game.
Why use Quilkin?
Some of Quilkin's advantages:
- Lower development and operational costs for securing, monitoring and making reliable multiplayer game servers and their communications.
- Provide entry-point redundancy for your game clients to connect to - making it much harder to take down your game servers.
- Multiple integration patterns, allowing you to choose the level of integration that makes sense for your architecture.
- Remove non-game specific computation out of your game server's processing loop - and save that precious CPU for your game simulation!
Major Features
Quilkin incorporates these abilities:
- Non-transparent proxying of UDP data, the internal state of your game architecture is not visible to bad actors.
- Out of the box metrics for UDP packet information.
- Composable tools for access control and security.
- Able to be utilised as a standalone binary, with no client/server changes required or as a Rust library depending on how deep an integration you wish for your system.
- Integration with Game Server hosting platforms such as Agones.
- Can be integrated with C/C++ code bases via FFI.
What Next?
Quilkin provides a variety of different services depending on your use-case.
The primary service is proxy
, which runs a reverse UDP
proxy. To see a basic usage of the command-line interface run through the
netcat with Quilkin quickstart.
For more advanced usage, you might also be interested in:
- Checking out the installation guide
- Having a look at the example projects for basic configuration examples.
- Checking out the example deployment architecture for deploying quilkin for your game network.
$ quilkin --help
The Command-Line Interface for Quilkin
Usage: quilkin [OPTIONS] <COMMAND>
Commands:
agent Runs Quilkin as a relay service that runs a Manager Discovery Service (mDS) for accepting cluster and configuration information from xDS management services, and exposing it as a single merged xDS service for proxy services
generate-config-schema Generates JSON schema files for known filters
manage Runs Quilkin as a xDS management server, using `provider` as a configuration source
qcmp
proxy Run Quilkin as a UDP reverse proxy
relay Runs Quilkin as a relay service that runs a Manager Discovery Service (mDS) for accepting cluster and configuration information from xDS management services, and exposing it as a single merged xDS service for proxy services
help Print this message or the help of the given subcommand(s)
Options:
--no-admin Whether to spawn the admin server or not [env: NO_ADMIN=]
-c, --config <CONFIG> The path to the configuration file for the Quilkin instance [env: QUILKIN_CONFIG=] [default: quilkin.yaml]
--admin-address <ADMIN_ADDRESS> The port to bind for the admin server [env: QUILKIN_ADMIN_ADDRESS=]
-q, --quiet Whether Quilkin will report any results to stdout/stderr [env: QUIET=]
--log-format <LOG_FORMAT> [default: auto] [possible values: auto, json, plain, pretty]
-h, --help Print help
-V, --version Print version
Installation
There are variety of automated and manual methods for installing Quilkin onto your system. For cloud deployments Quilkin provides a container image to make it easily to immediately start using it. You can also install Quilkin on your local machine through Cargo.
Distributions
OCI Image
- Source / Method
-
us-docker.pkg.dev/quilkin/release/quilkin:0.10.0-dev-00345be
- Notes
- Pre-built Quilkin binary with no preset arguments
Cargo
- Source / Method
-
cargo install quilkin
- Notes
- Compiled from source using cargo
GitHub
- Source / Method
- Notes
- Pre-built binaries for manual installation
FAQ
Just how fast is Quilkin? What sort of performance can I expect?
Our current testing shows that on Quilkin shows that it process packets quite fast!
We won't be publishing performance benchmarks, as performance will always change depending on the underlying hardware, number of filters, configurations and more.
We highly recommend you run your own load tests on your platform and configuration, matching your production workload and configuration as close as possible.
Our iperf3 based performance test in the examples' folder is a good starting point.
Since this is still an alpha project, we have plans on investigating further performance improvements in upcoming releases, both from an optimisation and observability perspective as well.
Can I integrate Quilkin with C++ code?
Quilkin is also released as a library so it can be integrated with an external codebase as necessary.
Using Rust code inside a C or C++ project mostly consists of two parts.
- Creating a C-friendly API in Rust
- Embedding your Rust project into an external build system
See A little Rust with your C for more information.
Over time, we will be expanding documentation on how to integrate with specific engines if running Quilkin as a separate binary is not an option.
I would like to run Quilkin as a client side proxy on a console? Can I do that?
This is an ongoing discussion, and since console development is protected by non-disclosure agreements, we can't comment on this directly.
That being said, we have an Unreal Engine for games in circumstances where compiling Rust or providing a separate Quilkin binary as an executable is not an option.
Any reason you didn't contribute this into/extend Envoy?
This is an excellent question! Envoy is an amazing project, and has set many of the standards for how proxies are written and orchestrated, and was an inspiration for many of the decisions made on Quilkin.
However, we decided to build this project separately:
- Envoy seems primarily focused on web/mobile network workloads (which makes total sense), whereas we wanted something specialised on gaming UDP communication, so having a leaner, more focused codebase would allow us to move faster.
- We found the Rust and Cargo ecosystem easier to work with than Bazel and C++, and figured our users would as well.
Quickstart: Quilkin with netcat
Requirements
- A *nix terminal
- A binary release of Quilkin from the Github releases page or by running
cargo install quilkin
- ncat
- netcat
1. Start an udp echo service
So that we have a target for sending UDP packets to, let's use ncat
to create a simple UDP echo process.
To do this run:
ncat -e $(which cat) -k -u -l 8080
This routes all UDP packets that ncat
receives to the local cat
process, which echoes it back.
2. Start Quilkin
Next let's configure Quilkin in proxy mode, with a static configuration that points at the UDP echo service we just started.
quilkin proxy --to 127.0.0.1:8080
This configuration will start Quilkin on the default proxy port, and it will redirect all incoming UDP traffic to a single endpoint of 127.0.0.1, port 8080.
You should see an output like the following:
{"timestamp":"2023-01-19T10:16:23.399277Z","level":"INFO","fields":{"message":"Starting Quilkin","version":"0.6
.0-dev","commit":"72176a191ffc3a597e3834ee1d0090b30caf81d4"},"target":"quilkin::cli","filename":"src/cli.rs"}
{"timestamp":"2023-01-19T10:16:23.399771Z","level":"INFO","fields":{"message":"Starting admin endpoint","addres
s":"0.0.0.0:8000"},"target":"quilkin::admin","filename":"src/admin.rs"}
{"timestamp":"2023-01-19T10:16:23.400544Z","level":"INFO","fields":{"message":"Starting","port":7777,"proxy_id"
:"7e9fc464-6ccc-41fe-afc4-6c97089de9b8"},"target":"quilkin::proxy","filename":"src/proxy.rs"}
{"timestamp":"2023-01-19T10:16:23.401192Z","level":"INFO","fields":{"message":"Quilkin is ready"},"target":"qui
3. Send a packet
In (yet 😃) another shell, let's use netcat to send an udp packet.
Run the following to connect netcat to Quilkin's receiving port of 7000 via UDP (-u
):
nc -u 127.0.0.1 7777
Type the word "test" and hit enter, you should see it echoed back to you like so:
nc -u 127.0.0.1 7777
test
test
Feel free to send even more packets, as many as you would like 👍.
Congratulations! You have successfully routed a UDP packet and back again with Quilkin!
What's next?
- Run through the Quilkin with Agones quickstart.
- Have a look at some of the examples we have.
Quickstart: Quilkin with Agones and Xonotic (Sidecar)
Requirements
- A terminal with
kubectl
installed - A local copy of the Xonotic client
- A running Agones Kubernetes cluster
- Installation instructions
- If you aren't familiar with Agones, we recommend working through their Getting Started guides.
1. Agones Fleet with Quilkin
In this step, we're going to set up a Xonotic dedicated game server, with Quilkin running as a sidecar, which will give us access to all the metrics that Quilkin provides.
kubectl apply -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-sidecar/sidecar.yaml
This applies two resources to your cluster:
- A Kubernetes ConfigMap with a basic Quilkin static configuration.
- An Agones Fleet specification with Quilkin running as a sidecar to Xonotic, such that it can process all the UDP traffic and pass it to the Xonotic dedicated game server.
Now you can run kubectl get gameservers
until all your Agones GameServers
are marked as Ready
like so:
$ kubectl get gameservers
NAME STATE ADDRESS PORT NODE AGE
xonotic-sidecar-htc2x-84mzm Ready 34.94.107.201 7533 gke-agones-default-pool-0f7d8adc-7w3c 7m25s
xonotic-sidecar-htc2x-sdp4k Ready 34.94.107.201 7599 gke-agones-default-pool-0f7d8adc-7w3c 7m25s
2. Play Xonotic!
Usually with Agones you would
Allocate a
GameServer
, but we'll skip this step for this example.
Choose one of the listed GameServer
s from the previous step, and connect to the IP and port of the Xonotic
server via the "Multiplayer > Address" field in the Xonotic client in the format of {IP}:{PORT}.
You should now be playing a game of Xonotic against 4 bots!
3. Check out the metrics
Let's take a look at some metrics that Quilkin outputs.
Grab the name of the GameServer you connected to before, and replace the ${gameserver}
value below, and run the
command. This will forward the admin interface to localhost.
kubectl port-forward ${gameserver} 8000
Then open a browser to http://localhost:8000/metrics to see the Prometheus metrics that Quilkin exports.
5. Cleanup
Run the following to delete the Fleet and the accompanying ConfigMap:
kubectl delete -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-sidecar/sidecar.yaml
6. Agones Fleet, but with Compression
Let's take this one step further and compress the data between the Xonotic client and the server, without having to change either of them!
Let's create a new Xonotic Fleet on our Agones cluster, but this time configured such that Quilkin will decompress packets that are incoming.
Run the following:
kubectl apply -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-sidecar/sidecar-compress.yaml
This will implement the Compress filter in our Quilkin sidecar proxy in our new Fleet.
Now you can run kubectl get gameservers
until all your Agones GameServers
are marked as Ready
like so:
$ kubectl get gameservers
NAME STATE ADDRESS PORT NODE AGE
xonotic-sidecar-compress-htc2x-84mzm Ready 34.94.107.201 7534 gke-agones-default-pool-0f7d8adc-7w3c 7m25s
xonotic-sidecar-compress-htc2x-sdp4k Ready 34.94.107.201 7592 gke-agones-default-pool-0f7d8adc-7w3c 7m25s
4. Play Xonotic, through Quilkin
What we will do in this step, is run Quilkin locally as a client-side proxy to compress the UDP data before it is sent up to our Xonotic servers that are expecting compressed data.
First, grab a copy of the Quilkin configuration client-compress.yaml locally. This has the Compress filter already configured, but we need to fill in the address to connect to.
Rather than editing a file, this could also be sent through the xDS API, but it is easier to demonstrate this functionality through a static configuration.
Instead of connecting Xonotic directly, take the IP and port from one of the Agones hosted GameServer
records, and
replace the ${GAMESERVER_IP}
and ${GAMESERVER_PORT}
values in your copy of client-compress.yaml
.
Run this configuration locally as:
quilkin -c ./client-compress.yaml proxy
Now we can connect to the local client proxy on "127.0.0.1:7777" via the "Multiplayer > Address" field in the Xonotic client, and Quilkin will take care of compressing the data for you without having to change the game client!
Congratulations! You are now using Quilkin to manipulate the game client to server connection, without having to edit either!
7. Cleanup
Run the following to delete the Fleet and the accompanying ConfigMap:
kubectl delete -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-sidecar/sidecar-compress.yaml
What's Next?
- Have a look at the examples folder for configuration and usage examples.
Quickstart: Quilkin with Agones and Xonotic (xDS)
Requirements
- A terminal with
kubectl
installed - A local copy of the Xonotic client
- A running Agones Kubernetes cluster
- Installation instructions
- If you aren't familiar with Agones, we recommend working through their Getting Started guides.
- A local copy of the Quilkin Binary.
1. Overview
In this quickstart, we'll be setting up an example Xonotic Agones
Fleet, that will only be accessible through Quilkin that is hosted within the same cluster, utilising the
TokenRouter Filter to provide routing and access control to the Allocated GameServer
instances.
To do this, we'll take advantage of the Quilkin Agones xDS Provider to provide an out-of-the-box control plane for integration between Agones and Quilkin's xDS configuration API with minimal effort.
2. Install Quilkin Agones xDS Provider
To install Quilkin as an Agones integrated xDS control plane, we can create a deployment of Quilkin running as
quilkin manage agones
, with the appropriate permissions.
Run the following:
kubectl apply -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-xds/xds-control-plane.yaml
This applies several resources to your cluster:
- A ConfigMap with a Capture and TokenRouter Filter set up to route packets to Endpoints, to be the base configuration for all the Quilkin proxies.
- Appropriate RBAC permissions for the
quilkin manage agones
process to inspect Agones resources. - A matching Deployment that runs the
quilkin manage process
xDS control plane and a Service that the Quilkin proxies can connect to, to get their Filter and Endpoint configuration from.
Now we can run kubectl get pods
until we see that the Pod for the Deployment is up and running.
$ kubectl get pods
NAME READY STATUS RESTARTS AGE
quilkin-manage-agones-54b787654-9dbvp 1/1 Running 0 76s
We can now run kubectl get service quilkin-manage-agones
and see the
service that is generated in front of the above Deployment for our Quilkin proxies to connect to and receive their
configuration information from.
$ kubectl get service quilkin-manage-agones
NAME TYPE CLUSTER-IP EXTERNAL-IP PORT(S) AGE
quilkin-manage-agones ClusterIP 10.104.2.72 <none> 80/TCP 1m23s
3. Install Quilkin Proxy Pool
To install the Quilkin Proxy pool which connects to the above xDS provider, we can create a Deployment of Quilkin proxy instances that point to the aforementioned Service, like so:
kubectl apply -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-xds/proxy-pool.yaml
This will set up three instances of Quilkin running as quilkin proxy --management-server http://quilkin-manage-agones:80
all connected to the quilkin-manage-agones
service.
Now we can run kubectl get pods
until we see that the Pods for the proxy Deployment is up and running.
$ kubectl get pods
NAME READY STATUS RESTARTS AGE
quilkin-manage-agones-54b787654-9dbvp 1/1 Running 0 5m7s
quilkin-proxies-78965c446d-dqvjg 1/1 Running 0 6s
quilkin-proxies-78965c446d-fr6zs 1/1 Running 0 6s
quilkin-proxies-78965c446d-m4rr7 1/1 Running 0 6s
Let's take this one step further, and check the configuration of the proxies that should have come from the quilkin manage agones
instance.
In another terminal, run: kubectl port-forward deployments/quilkin-proxies 8001:8000
, to port forward the
admin endpoint locally to port 8001, which we can then query.
Go back to your original terminal and run curl -s http://localhost:8001/config
If you have jq installed, run
curl -s http://localhost:8001/config | jq
for a nicely formatted JSON output.
$ curl -s http://localhost:8001/config | jq
{
"clusters": [
{
"endpoints": [],
"locality": null
}
],
"filters": [
{
"name": "quilkin.filters.capture.v1alpha1.Capture",
"label": null,
"config": {
"metadataKey": "quilkin.dev/capture",
"suffix": {
"size": 3,
"remove": true
}
}
},
{
"name": "quilkin.filters.token_router.v1alpha1.TokenRouter",
"label": null,
"config": null
}
],
"id": "quilkin-proxies-7d9bbbccdf-9vd59",
"version": "v1alpha1"
}
This shows us the current configuration of the proxies coming from the xDS server created via quilkin manage agones
. The most interesting part that we see here, is that we have a matching set of
Filters that are found in the ConfigMap
in the
xds-control-plane.yaml
we installed earlier.
4. Create the Agones Fleet
Now we will create an Agones Fleet to spin up all our Xonotic game servers.
Thankfully, Agones Fleets require no specific configuration to work with Quilkin proxies, so this yaml is a standard Agones Fleet configuration
kubectl apply -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-xds/fleet.yaml
Run kubectl get gameservers
until all the GameServer
records show that they are Ready
and able to take players.
$ kubectl get gameservers
NAME STATE ADDRESS PORT NODE AGE
xonotic-d7rfx-55j7q Ready 34.168.170.51 7226 gke-agones-default-534a3f8d-ifpc 34s
xonotic-d7rfx-nx7xr Ready 34.168.170.51 7984 gke-agones-default-534a3f8d-ifpc 34s
xonotic-d7rfx-sn5d6 Ready 34.168.170.51 7036 gke-agones-default-534a3f8d-ifpc 34s
5. Allocate a GameServer
To let the Quilkin xDS provider know what token will route to which GameServer
we need to apply the
quilkin.dev/tokens
annotation to an allocated GameServer
, with the token content as its value.
This token would normally get generated by some kind of player authentication service and passed to the client via the matchmaking service - but for demonstrative purposes, we've hardcoded it into the example
GameServerAllocation
.
Since you can add annotations to GameServers
at
allocation time, we can both allocate a GameServer
and apply the annotation at the same time!
kubectl create -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-xds/gameserverallocation.yaml
If we check our GameServers
now, we should see that one of them has moved to the Allocated
state, marking it as
having players playing on it, and therefore it is protected by Agones until the game session ends.
$ kubectl get gs
NAME STATE ADDRESS PORT NODE AGE
xonotic-d7rfx-55j7q Allocated 34.168.170.51 7226 gke-agones-default-534a3f8d-ifpc 23m
xonotic-d7rfx-nx7xr Ready 34.168.170.51 7984 gke-agones-default-534a3f8d-ifpc 23m
xonotic-d7rfx-sn5d6 Ready 34.168.170.51 7036 gke-agones-default-534a3f8d-ifpc 23m
Don't do this more than once, as then multiple allocated
GameServers
will have the same routing token!
If we kubectl describe gameserver <allocated-gameserver>
and have a look at the annotations section, we
should see something similar to this:
$ kubectl describe gameserver xonotic-d7rfx-55j7q
Name: xonotic-d7rfx-55j7q
Namespace: default
Labels: agones.dev/fleet=xonotic
agones.dev/gameserverset=xonotic-h5cfn
Annotations: agones.dev/last-allocated: 2022-12-19T22:59:22.099818298Z
agones.dev/ready-container-id: containerd://7b3d9e9dbda6f2e0381df7669f6117bf3e54171469cfacbce2670605a61ce4b8
agones.dev/sdk-version: 1.40.0
quilkin.dev/tokens: NDU2
API Version: agones.dev/v1
Kind: GameServer
...
Where we can see that there is now an annotation of quilkin.dev/tokens
with the base64 encoded version of 456
as
our authentication and routing token ("NDU2").
You should use something more cryptographically random than
456
in your application.
Let's run curl -s http://localhost:8001/config
again, so we can see what has changed!
❯ curl -s http://localhost:8001/config | jq
{
"clusters": [
{
"endpoints": [
{
"address": "34.168.170.51:7226",
"metadata": {
"quilkin.dev": {
"tokens": [
"NDU2"
]
},
"name": "xonotic-8ns7b-2lk5d"
}
}
],
"locality": null
}
],
"filters": [
{
"name": "quilkin.filters.capture.v1alpha1.Capture",
"label": null,
"config": {
"metadataKey": "quilkin.dev/capture",
"suffix": {
"size": 3,
"remove": true
}
}
},
{
"name": "quilkin.filters.token_router.v1alpha1.TokenRouter",
"label": null,
"config": null
}
],
"id": "quilkin-proxies-7d9bbbccdf-9vd59",
"version": "v1alpha1"
}
Looking under clusters
> endpoints
we can see an address and token that matches up with the
GameServer
record we created above!
The xDS process saw that allocated GameServer
, turned it into a Quilkin Endpoint
and applied the set the routing
token appropriately -- without you having to write a line of xDS compliant code!
Connecting Client Side
Instead of connecting to Xonotic or an Agones GameServer
directly, we'll want to grab the IP and exposed port of
the Service
that fronts all our Quilkin proxies and connect to that instead -- but we'll have to append our
routing token 456
from before, to ensure our traffic gets routed to the correct Xonotic GameServer
address.
Run kubectl get service quilkin-proxies
to get the EXTERNAL-IP
of the Service you created.
$ kubectl get service quilkin-proxies
NAME TYPE CLUSTER-IP EXTERNAL-IP PORT(S) AGE
quilkin-proxies LoadBalancer 10.109.0.12 35.246.94.14 7777:30174/UDP 3h22m
We have a Quilkin config yaml
file all ready for you, that is configured to append the routing token 456
to each
packet that passes through it, via the power of a
Concatenate Filter.
Download client-token.yaml
locally, so you can edit it:
curl https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-xds/client-token.yaml --output client-token.yaml
We then take the EXTERNAL-IP and port from the quilkin-proxies
service, and replace the${LOADBALANCER_IP}
with it in client-token.yaml
.
Run this edited configuration locally with your quilkin binary as quilkin -c ./client-token.yaml proxy
:
$ ./quilkin --config ./client-token.yaml proxy
2023-10-04T20:09:07.320780Z INFO quilkin::cli: src/cli.rs: Starting Quilkin version="0.7.0-dev" commit="d42db7e14c2e0e758e9a6eb655ccf4184941066c"
2023-10-04T20:09:07.321711Z INFO quilkin::admin: src/admin.rs: Starting admin endpoint address=[::]:8000
2023-10-04T20:09:07.322089Z INFO quilkin::cli::proxy: src/cli/proxy.rs: Starting port=7777 proxy_id="markmandel45"
2023-10-04T20:09:07.322576Z INFO quilkin::cli::proxy: src/cli/proxy.rs: Quilkin is ready
2023-10-04T20:09:07.322692Z INFO qcmp_task{v4_addr=0.0.0.0:7600 v6_addr=[::]:7600}: quilkin::protocol: src/protocol.rs: awaiting qcmp packets v4_addr=0.0.0.0:7600 v6_addr=[::]:7600
Now connect to the local client proxy on "[::1]:7777" via the "Multiplayer > Address" field in the Xonotic client, and Quilkin will take care of appending the routing token to all your UDP packets, which the Quilkin proxies will route to the Allocated GameServer, and you can play a gamee!
...And you didn't have to change the client or the dedicated game server 🤸
What's Next?
- Check out the variety of Filters that are possible with Quilkin.
- Read into the xDS Management API.
Quickstart: Quilkin with Agones and Xonotic (Relay)
Requirements
- A terminal with
kubectl
installed - A local copy of the Xonotic client
- A running Agones Kubernetes cluster
- Installation instructions
- If you aren't familiar with Agones, we recommend working through their Getting Started guides.
- A local copy of the Quilkin Binary.
1. Overview
In this quickstart, we'll be setting up an example multi-cluster
Xonotic Agones Fleet, that will
only be accessible through Quilkin, via utilising the TokenRouter Filter to
provide routing and access control to the Allocated GameServer
instances.
To do this, we'll take advantage of the Quilkin Relay to provide an out-of-the-box multi-cluster xDS control plane, and the Agones Agent to send information from the cluster(s) to the relay, which can be used as a management server for each of the Quilkin Proxy instances.
While the application of
quilkin relay
is to ultimately provide a solution where multiple clusters feed configuration information into a single relay endpoint via aquilkin agent
, in this example we'll use a single cluster for demonstrative purposes.
2. Install Quilkin Relay and Agones Agent
To install Quilkin as an Agones integrated relay control plane, we can create a deployment of Quilkin running as
quilkin relay
with a corresponding Agones agent, quilkin agent agones
, with the appropriate permissions.
Run the following:
kubectl apply -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-relay/relay-control-plane.yaml
This applies several resources to your cluster:
- A ConfigMap with a Capture and TokenRouter Filter set up to route packets to Endpoints, to be the base configuration for all the Quilkin proxies.
- Appropriate RBAC permissions for the
quilkin agent agones
process to inspect Agones resources. - A Deployment that runs the
quilkin relay
process, a matching Deployment for thequilkin agent
process and a Service that the Quilkin agents can send configuration information to, and the Proxies can connect to, to get their Filter and Endpoint configuration from.
Now we can run kubectl get pods
until we see that the Pod for the Deployment is up and running.
$ kubectl get pods
NAME READY STATUS RESTARTS AGE
quilkin-agones-agent-9dd6699bd-qh7cq 1/1 Running 0 6s
quilkin-relay-agones-55fbd69f5d-cdh9k 1/1 Running 0 6s
We can now run kubectl get service quilkin-relay-agones
and see the
service that is generated in front of the above Quilkin Relay Deployment for our Quilkin Proxies to connect to and
receive their configuration information from.
$ kubectl get service quilkin-relay-agones
NAME TYPE CLUSTER-IP EXTERNAL-IP PORT(S) AGE
quilkin-relay-agones ClusterIP 10.103.243.246 <none> 7800/TCP,7900/TCP 57s
3. Install Quilkin Proxy Pool
To install the Quilkin Proxy pool which connects to the above Relay xDS provider, we can create a Deployment of Quilkin proxy instances that point to the aforementioned Service, like so:
kubectl apply -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-relay/proxy-pool.yaml
This will set up three instances of Quilkin running as quilkin proxy --management-server http://quilkin-relay-agones:7900
all of which are connected to the quilkin-relay-agones
service.
Now we can run kubectl get pods
until we see that the Pods for the proxy Deployment is up and running.
$ kubectl get pods
NAME READY STATUS RESTARTS AGE
quilkin-agones-agent-9dd6699bd-5brzf 1/1 Running 0 18s
quilkin-proxies-7d9bbbccdf-5mz4l 1/1 Running 0 7s
quilkin-proxies-7d9bbbccdf-9vd59 1/1 Running 0 7s
quilkin-proxies-7d9bbbccdf-vwn2f 1/1 Running 0 7s
quilkin-relay-agones-55fbd69f5d-k2n7b 1/1 Running 0 18s
Let's take this one step further, and check the configuration of the proxies that should have come from the quilkin agent agones
instance and passed through the quilkin relay instance
into each of the proxies.
In another terminal, run: kubectl port-forward deployments/quilkin-proxies 8001:8000
, to port forward the
admin endpoint locally to port 8001, which we can then query.
Go back to your original terminal and run curl -s http://localhost:8001/config
If you have jq installed, run
curl -s http://localhost:8001/config | jq
for a nicely formatted JSON output.
$ curl -s http://localhost:8001/config | jq
{
"clusters": [
{
"endpoints": [],
"locality": null
}
],
"filters": [
{
"name": "quilkin.filters.capture.v1alpha1.Capture",
"label": null,
"config": {
"metadataKey": "quilkin.dev/capture",
"suffix": {
"size": 3,
"remove": true
}
}
},
{
"name": "quilkin.filters.token_router.v1alpha1.TokenRouter",
"label": null,
"config": null
}
],
"id": "quilkin-proxies-7d9bbbccdf-9vd59",
"version": "v1alpha1"
}
This shows us the current configuration of the proxies coming from the xDS server created via quilkin agent agones
. The most interesting part that we see here, is that we have a matching set of
Filters that are found in the ConfigMap
in the
relay-control-plane.yaml
we installed earlier.
4. Create the Agones Fleet
Now we will create an Agones Fleet to spin up all our Xonotic game servers.
Thankfully, Agones Fleets require no specific configuration to work with Quilkin proxies, so this yaml is a standard Agones Fleet configuration
kubectl apply -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-relay/fleet.yaml
Run kubectl get gameservers
until all the GameServer
records show that they are Ready
and able to take players.
$ kubectl get gs
NAME STATE ADDRESS PORT NODE AGE
xonotic-8ns7b-2lk5d Ready 39.168.219.72 7015 gke-agones-default-ad8cd7e5-3b12 1m
xonotic-8ns7b-hrc8j Ready 39.168.219.72 7298 gke-agones-default-ad8cd7e5-3b12 1m
xonotic-8ns7b-mldg6 Ready 39.168.219.72 7558 gke-agones-default-ad8cd7e5-3b12 1m
5. Allocate a GameServer
To let the Quilkin Agones Agent know what token will route to which GameServer
we need to apply the
quilkin.dev/tokens
annotation to an allocated GameServer
, with the token content as its value.
This token would normally get generated by some kind of player authentication service and passed to the client via the matchmaking service - but for demonstrative purposes, we've hardcoded it into the example
GameServerAllocation
.
Since you can add annotations to GameServers
at
allocation time, we can both allocate a GameServer
and apply the annotation at the same time!
kubectl create -f https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-relay/gameserverallocation.yaml
If we check our GameServers
now, we should see that one of them has moved to the Allocated
state, marking it as
having players playing on it, and therefore it is protected by Agones until the game session ends.
$ kubectl get gs
NAME STATE ADDRESS PORT NODE AGE
xonotic-8ns7b-2lk5d Allocated 39.168.219.72 7015 gke-agones-default-ad8cd7e5-3b12 17m
xonotic-8ns7b-hrc8j Ready 39.168.219.72 7298 gke-agones-default-ad8cd7e5-3b12 17m
xonotic-8ns7b-mldg6 Ready 39.168.219.72 7558 gke-agones-default-ad8cd7e5-3b12 17m
Don't do this more than once, as then multiple allocated
GameServers
will have the same routing token!
If we kubectl describe gameserver <allocated-gameserver>
and have a look at the annotations section, we
should see something similar to this:
❯ kubectl describe gs xonotic-8ns7b-2lk5d
Name: xonotic-8ns7b-2lk5d
Namespace: default
Labels: agones.dev/fleet=xonotic
agones.dev/gameserverset=xonotic-8ns7b
Annotations: agones.dev/last-allocated: 2023-10-04T19:47:04.047026419Z
agones.dev/ready-container-id: containerd://b39d30965becdbc40336fd9aa642fe776421553615f642dd599e1b0d88c505b6
agones.dev/sdk-version: 1.40.0
quilkin.dev/tokens: NDU2
API Version: agones.dev/v1
Kind: GameServer
...
Where we can see that there is now an annotation of quilkin.dev/tokens
with the base64 encoded version of 456
as
our authentication and routing token ("NDU2").
You should use something more cryptographically random than
456
in your application.
Let's run curl -s http://localhost:8001/config
again, so we can see what has changed!
❯ curl -s http://localhost:8001/config | jq
{
"clusters": [
{
"endpoints": [
{
"address": "39.168.219.72:7015",
"metadata": {
"quilkin.dev": {
"tokens": [
"NDU2"
]
},
"name": "xonotic-8ns7b-2lk5d"
}
}
],
"locality": null
}
],
"filters": [
{
"name": "quilkin.filters.capture.v1alpha1.Capture",
"label": null,
"config": {
"metadataKey": "quilkin.dev/capture",
"suffix": {
"size": 3,
"remove": true
}
}
},
{
"name": "quilkin.filters.token_router.v1alpha1.TokenRouter",
"label": null,
"config": null
}
],
"id": "quilkin-proxies-7d9bbbccdf-9vd59",
"version": "v1alpha1"
}
Looking under clusters
> endpoints
we can see an address and token that matches up with the
GameServer
record we created above!
The Agones agent process saw that allocated GameServer
, turned it into a Quilkin Endpoint
and applied the set
routing token appropriately -- without you having to write a line of xDS compliant code!
Connecting Client Side
Instead of connecting to Xonotic or an Agones GameServer
directly, we'll want to grab the IP and exposed port of
the Service
that fronts all our Quilkin proxies and connect to that instead -- but we'll have to append our
routing token 456
from before, to ensure our traffic gets routed to the correct Xonotic GameServer
address.
Run kubectl get service quilkin-proxies
to get the EXTERNAL-IP
of the Service you created.
$ kubectl get service quilkin-proxies
NAME TYPE CLUSTER-IP EXTERNAL-IP PORT(S) AGE
quilkin-proxies LoadBalancer 10.109.0.12 35.246.94.14 7777:30174/UDP 3h22m
We have a Quilkin config yaml
file all ready for you, that is configured to append the routing token 456
to each
packet that passes through it, via the power of a
Concatenate Filter.
Download client-token.yaml
locally, so you can edit it:
curl https://raw.githubusercontent.com/googleforgames/quilkin/main/examples/agones-xonotic-relay/client-token.yaml --output client-token.yaml
We then take the EXTERNAL-IP and port from the quilkin-proxies
service, and replace the${LOADBALANCER_IP}
with it in client-token.yaml
.
Run this edited configuration locally with your quilkin binary as quilkin -c ./client-token.yaml proxy
:
$ ./quilkin --config ./client-token.yaml proxy
2023-10-04T20:09:07.320780Z INFO quilkin::cli: src/cli.rs: Starting Quilkin version="0.7.0-dev" commit="d42db7e14c2e0e758e9a6eb655ccf4184941066c"
2023-10-04T20:09:07.321711Z INFO quilkin::admin: src/admin.rs: Starting admin endpoint address=[::]:8000
2023-10-04T20:09:07.322089Z INFO quilkin::cli::proxy: src/cli/proxy.rs: Starting port=7777 proxy_id="markmandel45"
2023-10-04T20:09:07.322576Z INFO quilkin::cli::proxy: src/cli/proxy.rs: Quilkin is ready
2023-10-04T20:09:07.322692Z INFO qcmp_task{v4_addr=0.0.0.0:7600 v6_addr=[::]:7600}: quilkin::protocol: src/protocol.rs: awaiting qcmp packets v4_addr=0.0.0.0:7600 v6_addr=[::]:7600
Now connect to the local client proxy on "[::1]:7777" via the "Multiplayer > Address" field in the Xonotic client, and Quilkin will take care of appending the routing token to all your UDP packets, which the Quilkin proxies will route to the Allocated GameServer, and you can play a gamee!
...And you didn't have to change the client or the dedicated game server 🤸
What's Next?
- Check out the variety of Filters that are possible with Quilkin.
- Read into the xDS Management API.
Proxy
Services | Ports | Protocol |
---|---|---|
Proxy | 7777 | UDP (IPv4 OR IPv6) |
QCMP | 7600 | UDP (IPv4 OR IPv6) |
"Proxy" is the primary Quilkin service, which acts as a non-transparent UDP proxy.
To view all the options for the proxy
subcommand, run:
$ quilkin proxy --help
Run Quilkin as a UDP reverse proxy
Usage: quilkin proxy [OPTIONS]
Options:
-m, --management-server <MANAGEMENT_SERVER>
One or more `quilkin manage` endpoints to listen to for config changes
[env: QUILKIN_MANAGEMENT_SERVER=]
--mmdb <MMDB>
The remote URL or local file path to retrieve the Maxmind database
[env: MMDB=]
-p, --port <PORT>
The port to listen on
[env: QUILKIN_PORT=]
[default: 7777]
-q, --qcmp-port <QCMP_PORT>
The port to listen on
[env: QUILKIN_QCMP_PORT=]
[default: 7600]
--to <TO>
One or more socket addresses to forward packets to
[env: QUILKIN_DEST=]
--to-tokens <TO_TOKENS>
Assigns dynamic tokens to each address in the `--to` argument
Format is `<number of unique tokens>:<length of token suffix for each packet>`
[env: QUILKIN_DEST_TOKENS=]
--idle-request-interval-secs <IDLE_REQUEST_INTERVAL_SECS>
The interval in seconds at which the relay will send a discovery request to an management server after receiving no updates
[env: QUILKIN_IDLE_REQUEST_INTERVAL_SECS=]
-w, --workers <WORKERS>
Number of worker threads used to process packets. If not specified defaults to number of cpus
[env: QUILKIN_WORKERS=]
-h, --help
Print help (see a summary with '-h')
Endpoints
An Endpoint represents an address that Quilkin forwards packets to that it has received from the source port.
It is represented by an IP address and port. An Endpoint can optionally be associated with an arbitrary set of metadata as well.
Proxy Filters
Filters are the way for a Quilkin proxy to intercept UDP packet traffic from the source and Endpoints in either direction, and be able to inspect, manipulate, and route the packets as desired.
See Filters for a deeper dive into Filters, as well as the list of build in Filters that come with Quilkin.
Endpoint Metadata
Endpoint metadata is an arbitrary set of key value pairs that are associated with an Endpoint.
These are visible to Filters when processing packets and can be used to provide more context about endpoints (e.g whether or not to route a packet to an endpoint). Keys must be of type string otherwise the configuration is rejected.
Metadata associated with an endpoint contain arbitrary key value pairs which Filters can consult when processing packets (e.g they can contain information that determine whether or not to route a particular packet to an endpoint).
Specialist Endpoint Metadata
Access tokens that can be associated with an endpoint are simply a special piece of metadata well known to Quilkin and utilised by the built-in TokenRouter filter to route packets.
Such well known values are placed within an object in the endpoint metadata, under the special key quilkin.dev
.
Currently, only the tokens
key is in use.
As an example, the following shows the configuration for an endpoint with its metadata:
clusters:
- endpoints:
- address: 127.0.0.1:26000
metadata:
canary: false
quilkin.dev: # This object is extracted by Quilkin and is usually reserved for built-in features
tokens:
- MXg3aWp5Ng== # base64 for 1x7ijy6
- OGdqM3YyaQ== # base64 for 8gj3v2i
An endpoint's metadata can be specified alongside the endpoint in static configuration or using the xDS endpoint metadata field when using dynamic configuration via xDS.
Session
A session represents ongoing communication flow between a client on a [Local Port] and an Endpoint.
Quilkin uses the "Session" concept to track traffic flowing through the proxy between any client-server pair. A
Session serves the same purpose, and can be thought of as a lightweight version of a TCP
session in that, while a
TCP session requires a protocol to establish and teardown:
- A Quilkin session is automatically created upon receiving the first packet from a client via the [Local Port] to be sent to an upstream Endpoint.
- The session is automatically deleted after a period of inactivity (where no packet was sent between either party) - currently 60 seconds.
A session is identified by the 4-tuple (client IP, client Port, server IP, server Port)
where the client is the
downstream endpoint which initiated the communication with Quilkin and the server is one of the upstream Endpoints
that Quilkin proxies traffic to.
Sessions are established after the filter chain completes. The destination Endpoint of a packet is determined by the filter chain, so a Session can only be created after filter chain completion. For example, if the filter chain drops all packets, then no session will ever be created.
Configuration File
While much of Quilkin's proxy configuration can be configured via its command line interface, if you have a larger or more complex configuration it might be useful to use a configuration file instead.
The following is the schema and reference for Quilkin's proxy configuration file. See the examples folder for example configuration files.
By default, Quilkin will look for a configuration file named quilkin.yaml
in
its current running directory first, then if not present, in
/etc/quilkin/quilkin.yaml
on UNIX systems. This can be overridden with the
-c/--config
command-line argument, or the QUILKIN_FILENAME
environment variable.
Static Configuration
Example of a full configuration for quilkin proxy
that utlisies a static
endpoint configuration to specify two endpoints with token
metadata attached to each:
#
# Example configuration for a Quilkin Proxy with static Endpoints
#
version: v1alpha1
id: my-proxy # An identifier for the proxy instance.
clusters: # grouping of clusters
- endpoints: # array of potential endpoints to send on traffic to
- address: 127.0.0.1:26000
metadata: # Metadata associated with the endpoint
quilkin.dev:
tokens:
- MXg3aWp5Ng== # the connection byte array to route to, encoded as base64 (string value: 1x7ijy6)
- OGdqM3YyaQ== # (string value: 8gj3v2i)
- address: 127.0.0.1:26001
metadata: # Metadata associated with the endpoint
quilkin.dev:
tokens:
- bmt1eTcweA== # (string value: nkuy70x)
This is a great use of a static configuration file, as we only get a singular --to
endpoint address via the
command line arguments.
We can also configure Filters via the configuration file. See that section for documentation.
Dynamic Configuration
If you need to dynamically change either Filters and/or Endpoints at runtime, see the Control Plane documentation on the configuration API surface, and built in dynamic management providers.
Json Schema
The full JSON Schema for the YAML configuration file.
type: object
properties:
version:
type: string
description: |
The configuration file version to use.
enum:
- v1alpha1
id:
type: string
description: |
An identifier for the proxy instance.
default: On linux, the machine hostname is used as default. On all other platforms a UUID is generated for the proxy.
port:
type: integer
description: |
The listening port. In "proxy" mode, the port for traffic to be sent to. In "manage" mode, the port to connect to the xDS API.
default: 7000
maxmind_db:
type: string
description: |
The remote URL or local file path to retrieve the Maxmind database (requires licence).
filters:
type: array
description: |
A filter chain.
items:
'$ref': {} # Refer to the Filter documentation for a filter configuration schema.
clusters:
type: array
description: |
grouping of endpoints, per cluster.
items:
type: object
properties:
endpoints:
type: array
description: |
A list of upstream endpoints to forward packets to.
items:
type: object
description: |
An upstream endpoint
properties:
address:
type: string
description: |
Socket address of the endpoint. This must be of the ´IP:Port` form e.g `192.168.1.1:7001`
metadata:
type: object
description: |
Arbitrary key value pairs that is associated with the endpoint.
These are visible to Filters when processing packets and can be used to provide more context about endpoints (e.g whether or not to route a packet to an endpoint).
Keys must be of type string otherwise the configuration is rejected.
required:
- address
Packet Filters
In most cases, we would like Quilkin to do some preprocessing of received packets before sending them off to their destination. Because this stage is entirely specific to the use case at hand and differs between Quilkin deployments, we must have a say over what tweaks to perform - this is where filters come in.
Filters and Filter chain
A filter represents a step in the tweaking/decision-making process of how we would like to process our packets. For example, at some step, we might choose to append some metadata to every packet we receive before forwarding it while at a later step, choose not to forward packets that don't meet some criteria.
Quilkin lets us specify any number of filters and connect them in a sequence to form a packet processing pipeline similar to a Unix pipeline - we call this pipeline a Filter chain
. The combination of filters and filter chain allows us to add new functionality to fit every scenario without changing Quilkin's core.
As an example, say we would like to perform the following steps in our processing pipeline to the packets we receive.
- Append a predetermined byte to the packet.
- Compress the packet.
- Do not forward (drop) the packet if its compressed length is over 512 bytes.
We would create a filter corresponding to each step either by leveraging any existing filters that do what we want or and connect them to form the following filter chain:
append | compress | drop
When Quilkin consults our filter chain, it feeds the received packet into append
and forwards the packet it receives (if any) from drop
- i.e the output of append
becomes the input
into compress
and so on in that order.
There are a few things we note here:
-
Although we have in this example, a filter called
drop
, every filter in the filter chain has the same ability to drop or update a packet - if any filter drops a packet then no more work needs to be done regarding that packet so the next filter in the pipeline never has any knowledge that the dropped packet ever existed. -
The filter chain is consulted for every received packet, and its filters are traversed in reverse order for packets travelling in the opposite direction. A packet received downstream will be fed into
append
and the result fromdrop
is forwarded upstream - a packet received upstream will be fed intodrop
and the result fromappend
is forwarded downstream. -
Exactly one filter chain is specified and used to process all packets that flow through Quilkin.
Configuration Examples
// Wrap this example within an async main function since the // local_rate_limit filter spawns a task on initialization #[tokio::main] async fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.debug.v1alpha1.Debug config: id: debug-1 - name: quilkin.filters.local_rate_limit.v1alpha1.LocalRateLimit config: max_packets: 10 period: 1 clusters: - endpoints: - address: 127.0.0.1:7001 "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 2); }
We specify our filter chain in the .filters
section of the proxy's configuration which has takes a sequence of FilterConfig objects. Each object describes all information necessary to create a single filter.
The above example creates a filter chain comprising a Debug filter followed by a LocalRateLimit filter - the effect is that every packet will be logged and the proxy will not forward more than 10 packets per second.
The sequence determines the filter chain order so its ordering matters - the chain starts with the filter corresponding the first filter config and ends with the filter corresponding the last filter config in the sequence.
Filter Dynamic Metadata
A filter within the filter chain can share data within another filter further along in the filter chain by propagating the desired data alongside the packet being processed. This enables sharing dynamic information at runtime, e.g information about the current packet that might be useful to other filters that process that packet.
At packet processing time each packet is associated with filter dynamic metadata (a set of key-value pairs). Each key is a unique string while its value is an associated quilkin::metadata::Value
.
When a filter processes a packet, it can choose to consult the associated dynamic metadata for more information or itself add/update or remove key-values from the set.
As an example, the built-in [CaptureBytes] filter is one such filter that populates a packet's filter metadata. [CaptureBytes] extracts information (a configurable byte sequence) from each packet and appends it to the packet's dynamic metadata for other filters to leverage. On the other hand, the built-in TokenRouter filter selects what endpoint to route a packet by consulting the packet's dynamic metadata for a routing token. Consequently, we can build a filter chain with a [CaptureBytes] filter preceeding a TokenRouter filter, both configured to write and read the same key in the dynamic metadata entry. The effect would be that packets are routed to upstream endpoints based on token information extracted from their contents.
Well Known Dynamic Metadata
The following metadata are currently used by Quilkin core and built-in filters.
Name | Type | Description |
---|---|---|
quilkin.dev/captured | Bytes | The default key under which the Capture filter puts the byte slices it extracts from each packet. |
Built-in filters
Quilkin includes several filters out of the box.
Filter | Description |
---|---|
Capture | Capture specific bytes from a packet and store them in filter dynamic metadata. |
Compress | Compress and decompress packets data. |
Concatenate | Add authentication tokens to packets. |
Debug | Logs every packet. |
Drop | Drop all packets |
Firewall | Allowing/blocking traffic by IP and port. |
LoadBalancer | Distributes downstream packets among upstream endpoints. |
LocalRateLimit | Limit the frequency of packets. |
Match | Change Filter behaviour based on dynamic metadata |
Pass | Allow all packets through |
Timestamp | Accepts a UNIX timestamp from metadata and observes the duration between that timestamp and now. |
TokenRouter | Send packets to endpoints based on metadata. |
FilterConfig
Represents configuration for a filter instance.
properties:
name:
type: string
description: |
Identifies the type of filter to be created.
This value is unique for every filter type - please consult the documentation for the particular filter for this value.
config:
type: object
description: |
The configuration value to be passed onto the created filter.
This is passed as an object value since it is specific to the filter's type and is validated by the filter
implementation. Please consult the documentation for the particular filter for its schema.
required: [ 'name' ]
Capture
The Capture
filter's job is to find a series of bytes within a packet, and capture it into
Filter Dynamic Metadata, so that it can be utilised by filters further
down the chain.
This is often used as a way of retrieving authentication tokens from a packet, and used in combination with Concatenate and TokenRouter filter to provide common packet routing utilities.
Capture strategies
There are multiple strategies for capturing bytes from the packet.
Suffix
Captures bytes from the end of the packet.
Prefix
Captures bytes from the start of the packet.
Regex
Captures bytes using a regular expression. Unlike other capture strategies, the regular expression can return one or many values if there are multiple matches.
Filter name
quilkin.filters.capture.v1alpha1.Capture
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.capture.v1alpha1.Capture config: metadataKey: myapp.com/myownkey prefix: size: 3 remove: false clusters: - endpoints: - address: 127.0.0.1:7001 "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 1); }
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
type: object
required:
- metadata_key
- strategy
properties:
metadata_key:
description: The key to use when storing the captured value in the filter context. If a match was found it is available under `{{metadata_key}}/is_present`.
allOf:
- $ref: '#/definitions/Key'
strategy:
description: The capture strategy.
allOf:
- $ref: '#/definitions/Strategy'
definitions:
Key:
description: A key in the metadata table.
type: string
Strategy:
description: Strategy to apply for acquiring a set of bytes in the UDP packet
oneOf:
- description: Looks for the set of bytes at the beginning of the packet
type: object
required:
- kind
- size
properties:
kind:
type: string
enum:
- PREFIX
remove:
description: Whether captured bytes are removed from the original packet.
default: false
type: boolean
size:
description: The number of bytes to capture.
type: integer
format: uint32
minimum: 0.0
- description: Look for the set of bytes at the end of the packet
type: object
required:
- kind
- size
properties:
kind:
type: string
enum:
- SUFFIX
remove:
description: The number of bytes to capture.
default: false
type: boolean
size:
description: Whether captured bytes are removed from the original packet.
type: integer
format: uint32
minimum: 0.0
- description: Look for the set of bytes at the end of the packet
type: object
required:
- kind
- pattern
properties:
kind:
type: string
enum:
- REGEX
pattern:
description: The regular expression to use for capture.
type: string
Compress
The Compress
filter's job is to provide a variety of compression implementations for compression
and subsequent decompression of UDP data when sent between systems, such as a game client and game server.
Filter name
quilkin.filters.compress.v1alpha1.Compress
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.compress.v1alpha1.Compress config: on_read: COMPRESS on_write: DECOMPRESS mode: SNAPPY clusters: - endpoints: - address: 127.0.0.1:7001 "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 1); }
The above example shows a proxy that could be used with a typical game client, where the original client data is sent to the local listening port and then compressed when heading up to a dedicated game server, and then decompressed when traffic is returned from the dedicated game server before being handed back to game client.
It is worth noting that since the Compress filter modifies the entire packet, it is worth paying special attention to the order it is placed in your Filter configuration. Most of the time it will likely be the first or last Filter configured to ensure it is compressing the entire set of data being sent.
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
type: object
required:
- on_read
- on_write
properties:
mode:
default: SNAPPY
allOf:
- $ref: '#/definitions/Mode'
on_read:
$ref: '#/definitions/Action'
on_write:
$ref: '#/definitions/Action'
definitions:
Action:
description: Whether to do nothing, compress or decompress the packet.
type: string
enum:
- DO_NOTHING
- COMPRESS
- DECOMPRESS
Mode:
description: The library to use when compressing.
type: string
enum:
- SNAPPY
- LZ4
Compression Modes
Snappy
Snappy is a compression/decompression library. It does not aim for maximum compression, or compatibility with any other compression library; instead, it aims for very high speeds and reasonable compression.
This compression method is provided by rust-snappy.
Due to the small size of packets, this only encodes and decodes the non-streaming version of the format described here.
- name: quilkin.filters.compress.v1alpha1.Compress
config:
on_read: COMPRESS
on_write: DECOMPRESS
mode: SNAPPY
LZ4
LZ4 is lossless compression algorithm, providing compression speed > 500 MB/s per core, scalable with multi-cores CPU. It features an extremely fast decoder, with speed in multiple GB/s per core, typically reaching RAM speed limits on multi-core systems.
This compression method is provided by lz4_flex.
Due to the small size of packets, this only encodes and decodes the block version of the format described. If your game client/server itself is performing LZ4 de/compression it needs to encode or decode a varint of the uncompressed packet size (maximum 2^16) since that is not part of the LZ4 block format. The varint is of the same exact form as that used by snappy.
- name: quilkin.filters.compress.v1alpha1.Compress
config:
on_read: COMPRESS
on_write: DECOMPRESS
mode: LZ4
Metrics
quilkin_filter_int_counter{label="compressed_bytes_total"}
Total number of compressed bytes either received or sent.quilkin_filter_int_counter{label="decompressed_bytes_total"}
Total number of decompressed bytes either received or sent.
Concatenate
The Concatenate
filter's job is to add a byte packet to either the beginning or end of each UDP packet that passes
through. This is commonly used to provide an auth token to each packet, so they can be routed appropriately.
Filter name
quilkin.filters.concatenate.v1alpha1.Concatenate
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.concatenate.v1alpha1.Concatenate config: on_read: APPEND on_write: DO_NOTHING bytes: MXg3aWp5Ng== clusters: - endpoints: - address: 127.0.0.1:7001 "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 1); }
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
description: Config represents a `Concatenate` filter configuration.
type: object
required:
- bytes
properties:
bytes:
type: array
items:
type: integer
format: uint8
minimum: 0.0
on_read:
description: Whether or not to `append` or `prepend` or `do nothing` on Filter `Read`
default: DO_NOTHING
allOf:
- $ref: '#/definitions/Strategy'
on_write:
description: Whether or not to `append` or `prepend` or `do nothing` on Filter `Write`
default: DO_NOTHING
allOf:
- $ref: '#/definitions/Strategy'
definitions:
Strategy:
type: string
enum:
- APPEND
- PREPEND
- DO_NOTHING
Debug
The Debug filter logs all incoming and outgoing packets to standard output.
This filter is useful in debugging deployments where the packets strictly contain valid UTF-8
encoded strings. A generic error message is instead logged if conversion from bytes to UTF-8
fails.
Filter name
quilkin.filters.debug_filter.v1alpha1.Debug
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.debug.v1alpha1.Debug config: id: debug-1 clusters: - endpoints: - address: 127.0.0.1:7001 "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 1); }
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
description: A Debug filter's configuration.
type: object
properties:
id:
description: Identifier that will be optionally included with each log message.
type:
- string
- 'null'
Drop
The Drop
filter always drops any packet passed through it. This is useful in
combination with conditional flow filters like Matches
Filter name
quilkin.filters.drop.v1alpha1.Drop
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 clusters: - endpoints: - address: 127.0.0.1:26000 - address: 127.0.0.1:26001 filters: - name: quilkin.filters.capture.v1alpha1.Capture config: metadataKey: myapp.com/token prefix: size: 3 remove: false - name: quilkin.filters.match.v1alpha1.Match config: on_read: metadataKey: myapp.com/token branches: - value: abc name: quilkin.filters.pass.v1alpha1.Pass fallthrough: name: quilkin.filters.drop.v1alpha1.Drop "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 2); }
Configuration
No defined configuration options.
Firewall
The Firewall
filter's job is to allow or block traffic depending on if the incoming traffic's IP and port matches
the rules set on the Firewall filter.
Filter name
quilkin.filters.firewall.v1alpha1.Firewall
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.firewall.v1alpha1.Firewall config: on_read: - action: ALLOW sources: - 192.168.51.0/24 ports: - 10 - 1000-7000 on_write: - action: DENY sources: - 192.168.51.0/24 ports: - 7000 clusters: - endpoints: - address: 127.0.0.1:7001 "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 1); }
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
description: Represents how a Firewall filter is configured for read and write operations.
type: object
required:
- on_read
- on_write
properties:
on_read:
type: array
items:
$ref: '#/definitions/Rule'
on_write:
type: array
items:
$ref: '#/definitions/Rule'
definitions:
Action:
description: Whether or not a matching [Rule] should Allow or Deny access
oneOf:
- description: Matching rules will allow packets through.
type: string
enum:
- ALLOW
- description: Matching rules will block packets.
type: string
enum:
- DENY
Cidr:
description: Cidr notation for an ipv6 or ipv4 netmask
type: string
PortRange:
description: Range of matching ports that are configured against a [Rule].
allOf:
- $ref: '#/definitions/Range_of_uint16'
Range_of_uint16:
type: object
required:
- end
- start
properties:
end:
type: integer
format: uint16
minimum: 0.0
start:
type: integer
format: uint16
minimum: 0.0
Rule:
description: Combination of CIDR range, port range and action to take.
type: object
required:
- action
- ports
- sources
properties:
action:
$ref: '#/definitions/Action'
ports:
type: array
items:
$ref: '#/definitions/PortRange'
sources:
description: ipv4 or ipv6 CIDR address.
type: array
items:
$ref: '#/definitions/Cidr'
Rule Evaluation
The Firewall filter supports DENY and ALLOW actions for access control. When multiple DENY and ALLOW actions are used for a workload at the same time, the evaluation is processed in the order it is configured, with the first matching rule deciding if the request is allowed or denied:
- If a rule action is ALLOW, and it matches the request, then the entire request is allowed.
- If a rule action is DENY and it matches the request, then the entire request is denied.
- If none of the configured rules match, then the request is denied.
LoadBalancer
The LoadBalancer
filter distributes packets received downstream among all upstream endpoints.
Filter name
quilkin.filters.load_balancer.v1alpha1.LoadBalancer
Configuration Examples
#[tokio::main] async fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.load_balancer.v1alpha1.LoadBalancer config: policy: ROUND_ROBIN clusters: - endpoints: - address: 127.0.0.1:7001 "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 1); }
The load balancing policy (the strategy to use to select what endpoint to send traffic to) is configurable. In the example above, packets will be distributed by selecting endpoints in turn, in round robin fashion.
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
description: The configuration for [`load_balancer`][super].
type: object
properties:
policy:
default: ROUND_ROBIN
allOf:
- $ref: '#/definitions/Policy'
definitions:
Policy:
description: Policy represents how a [`load_balancer`][super] distributes packets across endpoints.
oneOf:
- description: Send packets to endpoints in turns.
type: string
enum:
- ROUND_ROBIN
- description: Send packets to endpoints chosen at random.
type: string
enum:
- RANDOM
- description: Send packets to endpoints based on hash of source IP and port.
type: string
enum:
- HASH
LocalRateLimit
The LocalRateLimit filter controls the frequency at which packets received downstream are forwarded upstream by the proxy. Rate limiting is done independently per source (IP, Port) combination.
Filter name
quilkin.filters.local_rate_limit.v1alpha1.LocalRateLimit
Configuration Examples
// Wrap this example within an async main function since the // local_rate_limit filter spawns a task on initialization #[tokio::main] async fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.local_rate_limit.v1alpha1.LocalRateLimit config: max_packets: 1000 period: 1 clusters: - endpoints: - address: 127.0.0.1:7001 "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 1); }
To configure a rate limiter, we specify the maximum rate at which the proxy is allowed to forward packets. In the example above, we configured the proxy to forward a maximum of 1000 packets per second).
Be aware that due to some optimizations in the current rate limiter implementation, the enforced maximum number of packets is not always exact. It is in theory possible that the rate limiter allows a few packets through, however in practice this would be a rare occurrence and the maximum number of such packets that is in the worse case
N-1
whereN
is the number of threads used to process packets. For example, a configuration allowing 1000 packets per second could potentially allow 1004 packets during some time window if we have up to 4 threads.
Packets that that exceeds the maximum configured rate are dropped.
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
description: Config represents a [self]'s configuration.
type: object
required:
- max_packets
- period
properties:
max_packets:
description: The maximum number of packets allowed to be forwarded by the rate limiter in a given duration.
type: integer
format: uint
minimum: 0.0
period:
description: The duration in seconds during which max_packets applies. If none is provided, it defaults to one second.
type: integer
format: uint32
minimum: 0.0
Match
The Match
filter's job is to provide a mechanism to change behaviour based
on dynamic metadata. This filter behaves similarly to the match
expression
in Rust or switch
statements in other languages.
Filter name
quilkin.filters.match.v1alpha1.Match
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 clusters: - endpoints: - address: 127.0.0.1:26000 - address: 127.0.0.1:26001 filters: - name: quilkin.filters.capture.v1alpha1.Capture config: metadataKey: myapp.com/token prefix: size: 3 remove: false - name: quilkin.filters.match.v1alpha1.Match config: on_read: metadataKey: myapp.com/token branches: - value: abc name: quilkin.filters.pass.v1alpha1.Pass fallthrough: name: quilkin.filters.drop.v1alpha1.Drop "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 2); }
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
description: Configuration for [`Match`][super::Match].
type: object
properties:
on_read:
description: Configuration for [`Filter::read`][crate::filters::Filter::read].
anyOf:
- $ref: '#/definitions/DirectionalConfig'
- type: 'null'
on_write:
description: Configuration for [`Filter::write`][crate::filters::Filter::write].
anyOf:
- $ref: '#/definitions/DirectionalConfig'
- type: 'null'
additionalProperties: false
definitions:
Branch:
description: A specific match branch. The filter is run when `value` matches the value defined in `metadata_key`.
type: object
required:
- name
- value
properties:
config: true
label:
type:
- string
- 'null'
name:
type: string
value:
description: The value to compare against the dynamic metadata.
allOf:
- $ref: '#/definitions/Value'
DirectionalConfig:
description: Configuration for a specific direction.
type: object
required:
- branches
- metadataKey
properties:
branches:
description: List of filters to compare and potentially run if any match.
type: array
items:
$ref: '#/definitions/Branch'
fallthrough:
description: The behaviour for when none of the `branches` match.
default:
config: null
label: null
name: quilkin.filters.drop.v1alpha1.Drop
allOf:
- $ref: '#/definitions/Filter'
metadataKey:
description: The key for the metadata to compare against.
allOf:
- $ref: '#/definitions/Key'
Filter:
description: Filter is the configuration for a single filter
type: object
required:
- name
properties:
config: true
label:
type:
- string
- 'null'
name:
type: string
additionalProperties: false
Key:
description: A key in the metadata table.
type: string
Value:
anyOf:
- type: boolean
- type: integer
format: uint64
minimum: 0.0
- type: array
items:
$ref: '#/definitions/Value'
- type: string
- type: array
items:
type: integer
format: uint8
minimum: 0.0
View the Match filter documentation for more details.
Metrics
quilkin_filter_int_counter{label="packets_matched_total"}
A counter of the total number of packets where the dynamic metadata matches a branch value.quilkin_filter_int_counter{label="packets_fallthrough_total"}
A counter of the total number of packets that are processed by the fallthrough configuration.
Pass
The Pass
filter that always passes any packet through it. This is useful in
combination with conditional flow filters like Matches
Filter name
quilkin.filters.pass.v1alpha1.Pass
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 clusters: - endpoints: - address: 127.0.0.1:26000 - address: 127.0.0.1:26001 filters: - name: quilkin.filters.capture.v1alpha1.Capture config: metadataKey: myapp.com/token prefix: size: 3 remove: false - name: quilkin.filters.match.v1alpha1.Match config: on_read: metadataKey: myapp.com/token branches: - value: abc name: quilkin.filters.pass.v1alpha1.Pass fallthrough: name: quilkin.filters.drop.v1alpha1.Drop "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 2); }
Configuration
No defined configuration options.
Timestamp
The Timestamp
filter accepts a UNIX timestamp from metadata and observes the
duration between that timestamp and now. Mostly useful in combination with other
filters such as Capture
to pull timestamp data from packets.
Filter name
quilkin.filters.timestamp.v1alpha1.Timestamp
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.capture.v1alpha1.Capture config: metadataKey: example.com/session_duration prefix: size: 3 remove: false - name: quilkin.filters.timestamp.v1alpha1.Timestamp config: metadataKey: example.com/session_duration clusters: - endpoints: - address: 127.0.0.1:26000 "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); }
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
description: Config represents a [self]'s configuration.
type: object
required:
- metadataKey
properties:
metadataKey:
description: The metadata key to read the UTC UNIX Timestamp from.
allOf:
- $ref: '#/definitions/Key'
definitions:
Key:
description: A key in the metadata table.
type: string
Metrics
quilkin_filter_histogram{label="duration"}
A histogram of durations frommetadata_key
to now in the packetdirection
.
TokenRouter
The TokenRouter
filter's job is to provide a mechanism to declare which Endpoints a packet should be sent to.
This Filter provides this functionality by comparing a byte array token found in the Filter Dynamic Metadata from a previous Filter, and comparing it to Endpoint's tokens, and sending packets to those Endpoints only if there is a match.
Filter name
quilkin.filters.token_router.v1alpha1.TokenRouter
Configuration Examples
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.token_router.v1alpha1.TokenRouter config: metadataKey: myapp.com/myownkey clusters: - endpoints: - address: 127.0.0.1:26000 metadata: quilkin.dev: tokens: - MXg3aWp5Ng== # Authentication is provided by these ids, and matched against - OGdqM3YyaQ== # the value stored in Filter dynamic metadata - address: 127.0.0.1:26001 metadata: quilkin.dev: tokens: - bmt1eTcweA== "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 1); }
View the CaptureBytes filter documentation for more details.
Configuration Options (Rust Doc)
$schema: http://json-schema.org/draft-07/schema#
title: Config
type: object
properties:
metadataKey:
description: the key to use when retrieving the token from the Filter's dynamic metadata
default: quilkin.dev/capture
allOf:
- $ref: '#/definitions/Key'
definitions:
Key:
description: A key in the metadata table.
type: string
Metrics
quilkin_filter_TokenRouter_packets_dropped_total
A counter of the total number of packets that have been dropped. This is also provided with aReason
label, as there are differing reasons for packets to be dropped:NoEndpointMatch
- The token provided via the Filter dynamic metadata does not match any Endpoint's tokens.NoTokenFound
- No token has been found in the Filter dynamic metadata.InvalidToken
- The data found for the token in the Filter dynamic metadata is not of the correct data type (Vec)
Sample Applications
Packet Authentication
In combination with several other filters, the TokenRouter
can be utilised as an authentication and access control
mechanism for all incoming packets.
Capturing the authentication token from an incoming packet can be implemented via the CaptureByte filter, with an example outlined below, or any other filter that populates the configured dynamic metadata key for the authentication token to reside.
It is assumed that the endpoint tokens that are used for authentication are generated by an external system, are appropriately cryptographically random and sent to each proxy securely.
For example, a configuration would look like:
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.capture.v1alpha1.Capture # Capture and remove the authentication token config: suffix: size: 3 remove: true - name: quilkin.filters.token_router.v1alpha1.TokenRouter clusters: - endpoints: - address: 127.0.0.1:26000 metadata: quilkin.dev: tokens: - MXg3aWp5Ng== # Authentication is provided by these ids, and matched against - OGdqM3YyaQ== # the value stored in Filter dynamic metadata - address: 127.0.0.1:26001 metadata: quilkin.dev: tokens: - bmt1eTcweA== "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 2); }
On the game client side the Concatenate filter could also be used to add authentication tokens to outgoing packets.
Quilkin Control Message Protocol (QCMP)
services | ports | Protocol |
---|---|---|
QCMP | 7600 | UDP AND TCP (IPv4 OR IPv6) |
In addition to the TCP based administration API, Quilkin provides a meta API over UDP and TCP. The purpose of this API is to provide meta operations that can be used by untrusted clients. Currently the API is focuses on providing pings for latency measurement but that may change overtime as new features are added.
Ping
The main functionality currently in QCMP is pinging, measuring the latency from
one service to another over UDP. You can also measure the distance locally using
the quilkin qcmp ping
command.
quilkin qcmp ping 127.0.0.1:7600
Protocol Data Unit
The following is a Kaitai Struct configuration of the protocol data unit accepted by Quilkin proxies.
meta:
id: quilkin_packet
endian: be
seq:
- id: magic_header
contents: "QLKN"
- id: protocol_version
type: u1
- id: packet_type
type: u1
- id: packet_length
type: u2
- id: packet
size: packet_length
type:
switch-on: packet_type
cases:
0: ping_packet
1: ping_reply_packet
types:
ping_packet:
doc: |
Sent by a client to a proxy containing the time when the client sent the
packet along with a unique nonce. The timestamp should be a UTC unix
timestamp in **nanoseconds**.
seq:
- id: nonce
type: u1
- id: client_sent_timestamp
type: u8
ping_reply_packet:
doc: |
A reply from a proxy containing the ping's nonce, the client sent time,
the server's receive time, and the server's sent time. The timestamps
should be UTC unix timestamps in **nanoseconds**.
seq:
- id: nonce
type: u1
- id: client_sent_timestamp
type: u8
- id: server_receive_timestamp
type: u8
- id: server_sent_timestamp
type: u8
Datacenter Latency
In addition to being able to ping Quilkin to get the latency between the client and proxy. In order to allow clients to send information to services like a matchmaker about which datacentre they are closest to, Quilkin also includes the ability to get a proxy's latency to each of its connected datacentres.
Note: This requires a multi-cluster relay setup, as when you set up proxies in the same cluster as gameservers, this measurement is redundant.
All that is required to set this up is to provide an ICAO code to the agent in
the gameserver cluster. (E.g. through the environment variable ICAO_CODE
).
No further setup is required. You can use duplicate ICAO codes, Quilkin will
choose the best result amongst the duplicates to return. Quilkin assumes that
multiple of the same ICAO code refer to the same phyiscal datacentre, so latency
between them should negible.
Why ICAO? ICAO is an international standard for airport codes, airport codes are an easy human readable code that makes it easy to use geo-visualisations in tools like Grafana, and easily allows grouping. IATA codes only cover major airports, ICAO codes cover practically every airport making them easy to more accurately represent the location of any datacentre.
API And Schema
Currently the datacentre latency can be retrieved by sending a GET /
HTTP
request to the QCMP port.
The returned data is a JSON object with each key being the ICAO code for the datacentre, and the value being the latency in nanoseconds.
Metrics
-
quilkin_phoenix_requests
The amount of phoenix (latency) requests
-
quilkin_phoenix_task_closed
Whether the phoenix latency measurement task has shutdown
-
quilkin_phoenix_server_errors
The amount of errors attempting to spawn the phoenix HTTP server
Proxy Metrics
The following are metrics that Quilkin provides while in Proxy Mode.
ASN Maxmind Information
If Quilkin is provided a a MaxmindDB GeoIP database, Quilkin will log the
following information in the maxmind information
log, as well as populate
the following fields in any metrics with matching labels.
Field | Description |
---|---|
asn | ASN Number |
organization | The organisation responsible for the ASN |
country_code | The corresponding country code |
ip_prefix | The IP prefix CIDR address |
prefix_entity | The name of the entity for the prefix address |
prefix_name | The name of the prefix address |
Maxmind databases often require a licence and/or fee, so they aren't included by default with Quilkin.
General Metrics
The proxy exposes the following general metrics:
-
quilkin_packets_processing_duration_seconds{event, asn, ip_prefix}
(Histogram)The total duration of time in seconds that it took to process a packet.
- The
event
label is either:read
: when the proxy receives data from a downstream connection on the listening port.write
: when the proxy sends data to a downstream connection via the listening port.
- The
-
quilkin_packets_dropped_total{reason, asn, ip_prefix}
(Counter)The total number of packets (not associated with any session) that were dropped by proxy. Not that packets reflected by this metric were dropped at an earlier stage before they were associated with any session. For session based metrics, see the list of session metrics instead.
reason = NoConfiguredEndpoints
NoConfiguredEndpoints
: No upstream endpoints were available to send the packet to. This can occur e.g if the endpoints cluster was scaled down to zero and the proxy is configured via a control plane.
-
quilkin_cluster_active
The number of currently active clusters.
-
quilkin_cluster_active_endpoints
The number of currently active upstream endpoints. Note that this tracks the number of endpoints that the proxy knows of rather than those that it is connected to (see Session Metrics instead for those)
-
quilkin_bytes_total{event, asn, ip_prefix}
The total number of bytes sent or received
- The
event
label is either:read
: when the proxy receives data from a downstream connection on the listening port.write
: when the proxy sends data to a downstream connection via the listening port.
- The
-
quilkin_packets_total{event, asn, ip_prefix}
The total number of packets sent or recieved.
- The
event
label is either:read
: when the proxy receives data from a downstream connection on the listening port.write
: when the proxy sends data to a downstream connection via the listening port.
- The
-
quilkin_packet_jitter{event, asn, ip_prefix}
The time between receiving new packets (in nanoseconds).
-
quilkin_errors_total{event, asn, ip_prefix}
The total number of errors encountered while reading a packet from the upstream endpoint.
-
quilkin_game_traffic_tasks
The amount of game traffic tasks that have spawned
-
quilkin_game_traffic_task_closed
The amount of game traffic tasks that have shutdown
Session Metrics
The proxy exposes the following metrics around sessions:
-
quilkin_session_active{asn, organization, country_code, ip_prefix, prefix_entity, prefix_name}
The number of currently active sessions. If a maxmind database has been provided, the labels are populated:
- The
asn
label is the ASN number of the connecting client. - The
ip_prefix
label is the IP prefix of the connecting client.
- The
-
quilkin_session_duration_secs
(Histogram)A histogram over how long sessions lasted before they were torn down. Note that, by definition, active sessions are not included in this metric.
-
quilkin_session_total
(Counter)The total number of sessions that have been created.
Filter Metrics
Quilkin's filters use a set of generic metric keys, to make it easier to build visualisations that can account for a dynamic set of filters that can be added, removed, or updated at runtime with different configurations. All of these metrics share a common set of labels.
Label | Description |
---|---|
id | The ID of the filter that used the metric. |
label | The name of the metric being measured. |
help | The description of the filter metric. |
direction | The direction of packet flow (e.g. read/write). |
-
quilkin_filter_int_counter{id, label, help, direction}
Generic filter counter, see help label for more specific info. -
quilkin_filter_histogram{id, label, help, direction, shared_metadata_1}
generic filter histogram, see help label for more specific info. -
quilkin_filter_read_duration_seconds{filter}
The duration it took for a
filter
'sread
implementation to execute.- The
filter
label is the name of the filter being executed.
- The
-
quilkin_filter_write_duration_seconds{filter}
The duration it took for a
filter
'swrite
implementation to execute.- The
filter
label is the name of the filter being executed.
- The
xDS Control Plane
services | ports | Protocol |
---|---|---|
xDS | 7800 | gRPC (IPv4 OR IPv6) |
For single-cluster integration, Quilkin provides a manage
service, that can be
used with a number of configuration discovery providers to provide cluster
configuration multiple proxy
s. With each provider automating the
complexity of a full xDS management control plane via integrations with popular
projects and common architecture patterns.
To view all the providers and options for the manage
subcommand, run:
$ quilkin manage --help
Runs Quilkin as a xDS management server, using `provider` as a configuration source
Usage: quilkin manage [OPTIONS] <COMMAND>
Commands:
agones Watches Agones' game server CRDs for `Allocated` game server endpoints, and for a `ConfigMap` that specifies the filter configuration
file Watches for changes to the file located at `path`
help Print this message or the help of the given subcommand(s)
Options:
-r, --relay <RELAY> One or more `quilkin relay` endpoints to push configuration changes to [env: QUILKIN_MANAGEMENT_SERVER=]
-p, --port <PORT> The TCP port to listen to, to serve discovery responses [env: QUILKIN_PORT=] [default: 7800]
--region <REGION> The `region` to set in the cluster map for any provider endpoints discovered [env: QUILKIN_REGION=]
--zone <ZONE> The `zone` in the `region` to set in the cluster map for any provider endpoints discovered [env: QUILKIN_ZONE=]
--sub-zone <SUB_ZONE> The `sub_zone` in the `zone` in the `region` to set in the cluster map for any provider endpoints discovered [env: QUILKIN_SUB_ZONE=]
--address-type <ADDRESS_TYPE> If specified, filters the available gameserver addresses to the one that matches the specified type
--ip-kind <IP_KIND> If specified, additionally filters the gameserver address by its ip kind [default: any] [possible values: v4, v6, any]
-h, --help Print help
Overview
In addition to static configuration provided upon startup, a Quiklin proxy's configuration can also be updated at runtime. The proxy can be configured on startup to talk to a set of management servers which provide it with updates throughout its lifecycle.
Communication between the proxy and management server uses the xDS gRPC protocol, similar to an envoy proxy. xDS is one of the standard configuration mechanisms for software proxies and as a result, Quilkin can be setup to discover configuration resources from any API compatible server. Also, given that the protocol is well specified, it is similarly straight-forward to implement a custom server to suit any deployment's needs.
As described within the xDS-api documentation, the xDS API comprises a set of resource discovery APIs, each serving a specific set of configuration resource types, while the protocol itself comes in several variants. Quilkin implements the Aggregated Discovery Service (ADS) Incremental xDS variant with gRPC.
xDS Configuration Resources
Heavily influenced by xDS's Cluster Discovery Service, Endpoint Discovery Service, and Listener Discovery Service, Quilkin utilises its own custom Configuration xDS resources (reference) to enable dynamic configuration of Datacenters, Clusters, Endpoints and Filters through the Aggregated Discovery Service.
This above reference also provides documentation for all the ProtoBuf definitions for all Filters that are available in Quilkin.
Connecting to an xDS management server
Connecting a Quilkin proxy to an xDS management server can be implemented via providing one or more URLs to
the management_servers
command line.
xDS Metrics
Proxy Mode
Quilkin exposes the following metrics around the management servers and its resources when running as a UDP Proxy:
-
quilkin_xds_connected_state
(Gauge)A boolean that indicates whether or not the proxy is currently connected to a management server. A value
1
means that the proxy is connected while0
means that it is not connected to any server at that point in time. -
quilkin_xds_update_attempt_total
(Counter)The total number of attempts made by a management server to configure the proxy. This is equivalent to the total number of configuration updates received by the proxy from a management server.
-
quilkin_xds_update_success_total
(Counter)The total number of successful attempts made by a management server to configure the proxy. This is equivalent to the total number of configuration updates received by the proxy from a management server and was successfully applied by the proxy.
-
quilkin_xds_update_failure_total
(Counter)The total number of unsuccessful attempts made by a management server to configure the proxy. This is equivalent to the total number of configuration updates received by the proxy from a management server and was rejected by the proxy (e.g due to a bad/inconsistent configuration).
-
quilkin_xds_requests_total
(Counter)The total number of DiscoveryRequests made by the proxy to management servers. This tracks messages flowing in the direction from the proxy to the management server.
xDS Provider Mode
The following metrics are exposed when Quilkin is running as an xDS provider.
-
quilkin_management_server_connected_proxies
(Gauge)The number of proxies currently connected to the server.
-
quilkin_management_server_discovery_requests_total{request_type}
(Counter)The total number of xDS Discovery requests received across all proxies.
request_type
=type.googleapis.com/envoy.config.cluster.v3.Cluster
|type.googleapis.com/envoy.config.endpoint.v3.ClusterLoadAssignment
|type.googleapis.com/envoy.config.listener.v3.Listener
Type URL of the requested resource
-
quilkin_management_server_discovery_responses_total
(Counter)The total number of xDS Discovery responses sent back across all proxies in response to Discovery Requests. Each Discovery response sent corresponds to a configuration update for some proxy.
request_type
=type.googleapis.com/envoy.config.cluster.v3.Cluster
|type.googleapis.com/envoy.config.endpoint.v3.ClusterLoadAssignment
|type.googleapis.com/envoy.config.listener.v3.Listener
Type URL of the requested resource
-
quilkin_management_server_endpoints_total
(Gauge)The number of active endpoints discovered by the server. The number of active endpoints correlates with the size of the cluster configuration update sent to proxies.
-
quilkin_management_server_snapshot_generation_errors_total
(Counter)The total number of errors encountered while generating a configuration snapshot update for a proxy.
-
quilkin_management_server_snapshots_generated_total
(Counter)The total number of configuration snapshot generated across all proxies. A snapshot corresponds to a point in time view of a proxy's configuration. However it does not necessarily correspond to a proxy update - a proxy only gets the latest snapshot so it might miss intermediate snapshots if it lags behind.
-
quilkin_management_server_snapshots_cache_size
(Gauge)The current number of snapshots in the in-memory snapshot cache. This corresponds 1-1 to proxies that connect to the server. However the number may be slightly higher than the number of connected proxies since snapshots for disconnected proxies are only periodically cleared from the cache.
Agones xDS Provider
The Agones xDS Provider is built to simplify Quilkin integration with Agones game server hosting on top of Kubernetes.
This provider watches for changes in Agones
GameServer
resources in a cluster, and
utilises that information to provide Endpoint information to connected Quilkin proxies.
To view all the options for the agones provider subcommand, run:
$ quilkin manage agones --help
Watches Agones' game server CRDs for `Allocated` game server endpoints, and for a `ConfigMap` that specifies the filter configuration
Usage: quilkin manage agones [OPTIONS]
Options:
-c, --config-namespace <CONFIG_NAMESPACE>
The namespace under which the configmap is stored [env: QUILKIN_AGONES_CONFIG_NAMESPACE=]
-g, --gameservers-namespace <GAMESERVERS_NAMESPACE>
The namespace under which the game servers run [env: QUILKIN_AGONES_GAMESERVERS_NAMESPACE=] [default: default]
-h, --help
Print help
Currently, the Agones provider can only discover resources within the cluster it is running in.
Endpoint Configuration
This provider watches the Kubernetes clusters for Allocated
Agones GameServers
and exposes their IP address and Port as Endpoints to any connected Quilkin proxies.
Since an Agones GameServer can have multiple ports exposed, if multiple ports are in use, the server will pick the first port in the port list.
By default the Agones xDS provider will look in the default
namespace for any GameServer
resources, but it can be
configured via the --gameservers-namespace
argument.
Access Tokens
The set of access tokens for the associated Endpoint can be
set by adding a comma separated standard base64 encoded strings. This must be added under an annotation
quilkin.dev/tokens
in the
GameServer's metadata.
For example:
annotations:
# Sets two tokens for the corresponding endpoint with values 1x7ijy6 and 8gj3v2i respectively.
quilkin.dev/tokens: MXg3aWp5Ng==,OGdqM3YyaQ==
Filter Configuration
The Agones provider watches for a singular ConfigMap
that has the label of quilkin.dev/configmap: "true"
, and any changes that happen to it, and use its contents to
send Filter configuration to any connected Quilkin proxies.
The ConfigMap
contents should be a valid Quilkin file configuration, but with no
Endpoint data.
For example:
apiVersion: v1
kind: ConfigMap
metadata:
name: quilkin-xds-filter-config
labels:
quilkin.dev/configmap: "true"
data:
quilkin.yaml: |
version: v1alpha1
filters:
- name: quilkin.filters.capture.v1alpha1.Capture
config:
suffix:
size: 3
remove: true
- name: quilkin.filters.token_router.v1alpha1.TokenRouter
By default the Agones xDS provider will look in the default
namespace for this ConfigMap
, but it can be
configured via the --config-namespace
argument.
Usage
As an example, the following runs the server with subcommnad manage agones
against a cluster (using default
kubeconfig authentication) where Quilkin pods run in the quilkin
namespace and GameServer
pods run in the
gameservers
namespace:
quilkin manage agones --config-namespace quilkin --gameservers-namespace gameservers
For a full referenmce of deploying this provider in a Kubernetes cluster, with appropriate Deployments, Services, and RBAC Rules, there is an Agones, xDS and Xonotic example.
Filesystem xDS Provider
The filesystem provider watches a configuration file on disk and sends updates to proxies whenever that file changes.
To view all the options for the file provider subcommand, run:
$ quilkin manage agones --help
Watches for changes to the file located at `path`
Usage: quilkin manage file <PATH>
Arguments:
<PATH> The path to the source config [env: QUILKIN_FS_PATH=]
Options:
-h, --help Print help
For example:
quilkin manage file quilkin.yaml
We run this on port 1800, in this example, in case you are running this locally, and the default port is taken up by an existing Quilkin proxy.
After running this command, any proxy that connects to port 18000 will receive updates as configured in config.yaml
file.
You can find the configuration file schema in Configuration File.
Example:
#![allow(unused)] fn main() { let yaml = " version: v1alpha1 filters: - name: quilkin.filters.debug.v1alpha1.Debug config: id: hello clusters: - endpoints: - address: 123.0.0.1:29 metadata: 'quilkin.dev': tokens: - 'MXg3aWp5Ng==' "; let config = quilkin::config::Config::from_reader(yaml.as_bytes()).unwrap(); assert_eq!(config.filters.load().len(), 1); }
Protocol Documentation
Table of Contents
quilkin/relay/v1alpha1/relay.proto
AggregatedControlPlaneDiscoveryService
The Manager Discovery Service provides an RPC for a management service to upstream its configuration to a relay service. This RPC works essentially the same as xDS, except instead of the client connecting to the server to receive configuration, the client is connecting to the server send its configuration.
This service enables the relay to merge the configuration of all currently live management servers as a single aggregated xDS server without the relay needing to maintain a list of xDS servers to connect to in the relay itself.
Method Name | Request Type | Response Type | Description |
---|---|---|---|
StreamAggregatedResources | .envoy.service.discovery.v3.DiscoveryResponse stream | .envoy.service.discovery.v3.DiscoveryRequest stream | This RPC is not supported but remains here as part of the xDS standard, as Quilkin only uses a delta configuration transport for performance reasons. |
DeltaAggregatedResources | .envoy.service.discovery.v3.DeltaDiscoveryResponse stream | .envoy.service.discovery.v3.DeltaDiscoveryRequest stream | Delta (Incremental) xDS implementation |
quilkin/config/v1alpha1/config.proto
Cluster
ClusterMap
Field | Type | Label | Description |
---|---|---|---|
clusters | Cluster | repeated |
Datacenter
Endpoint
Field | Type | Label | Description |
---|---|---|---|
host | string | ||
port | uint32 | ||
metadata | google.protobuf.Struct | ||
host2 | Host |
Filter
FilterChain
Field | Type | Label | Description |
---|---|---|---|
filters | Filter | repeated |
Host
Ipv6
Locality
quilkin/filters/capture/v1alpha1/capture.proto
Capture
Field | Type | Label | Description |
---|---|---|---|
metadata_key | google.protobuf.StringValue | ||
prefix | Capture.Prefix | ||
suffix | Capture.Suffix | ||
regex | Capture.Regex |
Capture.Prefix
Field | Type | Label | Description |
---|---|---|---|
size | uint32 | ||
remove | google.protobuf.BoolValue |
Capture.Regex
Field | Type | Label | Description |
---|---|---|---|
regex | google.protobuf.StringValue |
Capture.Suffix
Field | Type | Label | Description |
---|---|---|---|
size | uint32 | ||
remove | google.protobuf.BoolValue |
quilkin/filters/compress/v1alpha1/compress.proto
Compress
Field | Type | Label | Description |
---|---|---|---|
mode | Compress.ModeValue | ||
on_read | Compress.ActionValue | ||
on_write | Compress.ActionValue |
Compress.ActionValue
Field | Type | Label | Description |
---|---|---|---|
value | Compress.Action |
Compress.ModeValue
Field | Type | Label | Description |
---|---|---|---|
value | Compress.Mode |
Compress.Action
Name | Number | Description |
---|---|---|
DoNothing | 0 | |
Compress | 1 | |
Decompress | 2 |
Compress.Mode
Name | Number | Description |
---|---|---|
Snappy | 0 | |
Lz4 | 1 |
quilkin/filters/concatenate/v1alpha1/concatenate.proto
Concatenate
Field | Type | Label | Description |
---|---|---|---|
on_write | Concatenate.StrategyValue | ||
on_read | Concatenate.StrategyValue | ||
bytes | bytes |
Concatenate.StrategyValue
Field | Type | Label | Description |
---|---|---|---|
value | Concatenate.Strategy |
Concatenate.Strategy
Name | Number | Description |
---|---|---|
DoNothing | 0 | |
Append | 1 | |
Prepend | 2 |
quilkin/filters/debug/v1alpha1/debug.proto
Debug
Field | Type | Label | Description |
---|---|---|---|
id | google.protobuf.StringValue |
quilkin/filters/drop/v1alpha1/drop.proto
Drop
quilkin/filters/firewall/v1alpha1/firewall.proto
Firewall
Field | Type | Label | Description |
---|---|---|---|
on_read | Firewall.Rule | repeated | |
on_write | Firewall.Rule | repeated |
Firewall.PortRange
Firewall.Rule
Field | Type | Label | Description |
---|---|---|---|
action | Firewall.Action | ||
sources | string | repeated | |
ports | Firewall.PortRange | repeated |
Firewall.Action
Name | Number | Description |
---|---|---|
Allow | 0 | |
Deny | 1 |
quilkin/filters/load_balancer/v1alpha1/load_balancer.proto
LoadBalancer
Field | Type | Label | Description |
---|---|---|---|
policy | LoadBalancer.PolicyValue |
LoadBalancer.PolicyValue
Field | Type | Label | Description |
---|---|---|---|
value | LoadBalancer.Policy |
LoadBalancer.Policy
Name | Number | Description |
---|---|---|
RoundRobin | 0 | |
Random | 1 | |
Hash | 2 |
quilkin/filters/local_rate_limit/v1alpha1/local_rate_limit.proto
LocalRateLimit
Field | Type | Label | Description |
---|---|---|---|
max_packets | uint64 | ||
period | google.protobuf.UInt32Value |
quilkin/filters/match/v1alpha1/match.proto
Match
Field | Type | Label | Description |
---|---|---|---|
on_read | Match.Config | optional | |
on_write | Match.Config | optional |
Match.Branch
Field | Type | Label | Description |
---|---|---|---|
value | google.protobuf.Value | ||
filter | envoy.config.listener.v3.Filter |
Match.Config
Field | Type | Label | Description |
---|---|---|---|
metadata_key | google.protobuf.StringValue | ||
branches | Match.Branch | repeated | |
fallthrough | envoy.config.listener.v3.Filter |
quilkin/filters/pass/v1alpha1/pass.proto
Pass
quilkin/filters/token_router/v1alpha1/token_router.proto
TokenRouter
Field | Type | Label | Description |
---|---|---|---|
metadata_key | google.protobuf.StringValue |
quilkin/filters/timestamp/v1alpha1/timestamp.proto
Timestamp
Field | Type | Label | Description |
---|---|---|---|
metadata_key | google.protobuf.StringValue |
Scalar Value Types
Control Plane Relay
services | ports | Protocol |
---|---|---|
ADS | 7800 | gRPC(IPv4 OR IPv6) |
CPDS | 7900 | gRPC(IPv4 OR IPv6) |
Note: This service is currently in active experimentation and development so there may be bugs which cause it to be unusable for production, as always all bug reports are welcome and appreciated.
For multi-cluster integration, Quilkin provides a relay
service, that can be
used with a multiple control plane services in different clusters to
provide a unified "Aggregated Discovery Service" endpoint for proxy
services.
To connect to a control plane to a relay, add the --relay
flag to your control
plane with the address of the relay. Then to connect a proxy service to the
relay's ADS endpoint, you use the same --management-server
argument for
connecting to control planes.
To view all options for the relay
subcommand, run:
$ quilkin relay --help
Runs Quilkin as a relay service that runs a Manager Discovery Service (mDS) for accepting cluster and configuration information from xDS management services, and exposing it as a single merged xDS service for proxy services
Usage: quilkin relay [OPTIONS] [COMMAND]
Commands:
agones Watches Agones' game server CRDs for `Allocated` game server endpoints, and for a `ConfigMap` that specifies the filter configuration
file Watches for changes to the file located at `path`
help Print this message or the help of the given subcommand(s)
Options:
-m, --mds-port <MDS_PORT>
Port for mDS service [env: QUILKIN_MDS_PORT=] [default: 7900]
-x, --xds-port <XDS_PORT>
Port for xDS management_server service [env: QUILKIN_PORT=] [default: 7800]
--idle-request-interval-secs <IDLE_REQUEST_INTERVAL_SECS>
The interval in seconds at which the relay will send a discovery request to an management server after receiving no updates [env: QUILKIN_IDLE_REQUEST_INTERVAL_SECS=]
-h, --help
Print help
Each sub-control planes (
file
,agones
, etc) matches thequilkin manage
providers capabilities. Have a look at each of the Control Plane > Providers documentation for integration details.
Quickstart
To get started with the relay service we need to start the relay service, and then setup our configuration source. For this we're going to the built-in relay client in the control plane service to forward information to the relay. For this demo we'll use the file provider for the control plane, but this example works with any configuration provider.
# quilkin.yaml
version: v1alpha1
clusters:
- endpoints:
- address: 127.0.0.1:8888
To start the relay, run the relay
command:
quilkin relay
To spawn the control plane and have the control plane send its configuration,
we need to run the manage
command with the --relay
flag with the address
of the relay of the relay server we just spawned which is at port 7900
by
default. We're also going to set --admin-address
and --port
flags to avoid
port collision with the relay's admin and xds endpoints.
quilkin --admin-address http://localhost:8001 \
manage \
--port 7801 \
--relay http://localhost:7900 \
file quilkin.yaml
Now if we run cURL on both the relay and the control plane we should see that they both contain the same set of endpoints.
# Check Control Plane
curl localhost:8001/config
# Check Relay
curl localhost:8000/config
Since the relay service also exposes a aDS control plane endpoint, that
represents the merged set of all sources, to connect this to the proxy all we
have to do is use the same --management-server
flag that we use to specify
the location of control planes, then the proxies will be able to pull
configuration from the relay.
quilkin --admin-address http://localhost:8002 proxy --management-server http://127.0.0.1:7800
We can also additionally add a second control plane source to the relay, which will be merged with our control plane's configuration to create a singular set of data that the proxies can query using xDS discovery requests.
# quilkin2.yaml
version: v1alpha1
clusters:
- endpoints:
- address: 127.0.0.1:9999
quilkin --admin-address http://localhost:8003 \
manage \
--port 7802 \
--relay http://localhost:7900 \
file quilkin.yaml
And that's it! We've just setup control planes to look for configuration changes in our system, a relay to merge any changes into a unified dataset, and set up proxies that make use of that data to decide where and how to send packets.
Quilkin Agent
services | ports | Protocol |
---|---|---|
QCMP | 7600 | UDP(IPv4 OR IPv6) |
For multi-cluster integration, Quilkin provides a agent
service, that can be
deployed to a cluster to act as a beacon for QCMP pings and forward cluster
configuration information to a relay
service.
Agent configuration sources matches that of the Management Server, such as Filesystem and Agones.
To view all options for the agent
subcommand, run:
$ quilkin agent --help
Runs Quilkin as a relay service that runs a Manager Discovery Service (mDS) for accepting cluster and configuration information from xDS management services, and exposing it as a single merged xDS service for proxy services
Usage: quilkin agent [OPTIONS] [COMMAND]
Commands:
agones Watches Agones' game server CRDs for `Allocated` game server endpoints, and for a `ConfigMap` that specifies the filter configuration
file Watches for changes to the file located at `path`
help Print this message or the help of the given subcommand(s)
Options:
-q, --qcmp-port <QCMP_PORT> Port for QCMP service [env: QCMP_PORT=] [default: 7600]
-r, --relay <RELAY> One or more `quilkin relay` endpoints to push configuration changes to [env: QUILKIN_MANAGEMENT_SERVER=]
--region <REGION> The `region` to set in the cluster map for any provider endpoints discovered [env: QUILKIN_REGION=]
--zone <ZONE> The `zone` in the `region` to set in the cluster map for any provider endpoints discovered [env: QUILKIN_ZONE=]
--sub-zone <SUB_ZONE> The `sub_zone` in the `zone` in the `region` to set in the cluster map for any provider endpoints discovered [env: QUILKIN_SUB_ZONE=]
--address-type <ADDRESS_TYPE> If specified, filters the available gameserver addresses to the one that matches the specified type
--ip-kind <IP_KIND> If specified, additionally filters the gameserver address by its ip kind [possible values: v4, v6, any]
-i, --icao-code <ICAO_CODE> The ICAO code for the agent [env: ICAO_CODE=] [default: XXXX]
-h, --help Print help
Quickstart
The simplest version of the agent
service is just running quilkin agent
,
this will setup just the QCMP service allowing the agent to be pinged for
measuring round-time-trips (RTT).
quilkin agent
To run an agent with the relay (see relay
quickstart
for more information), you just need to specify the relay endpoint with the
--relay
flag and provide a configuration discovery provider such as a
configuration file or Agones.
quilkin --admin-adress http://localhost:8001 agent --relay http://localhost:7900 file quilkin.yaml
Now if we run cURL on both the relay and the control plane we should see that they both contain the same set of endpoints.
# Check Agent
curl localhost:8001/config
# Check Relay
curl localhost:8000/config
Quilkin Unreal Engine Plugin
This is an unreal engine 5 plugin for Quilkin, a UDP proxy for gameservers. The plugin provides several features that you can use with Quilkin deployments, such as proxying game traffic, and latency measurement.
You can also find guide level documentation on how the proxy works in the Quilkin Book.
Installation
Copy this plugin to your Plugins
folder in your Engine
directory.
Configuration
Static configuration is available in the editor through UQuilkinDeveloperSettings
in "Project Settings".
Dynamic configuration is available through UQuilkinConfigSubsystem
, it is initialised from the settings provided in UQuilkinDeveloperSettings
, but can also be updated in code, and users can bind individual properties to delegates allowing them to dynamically set based on custom logic.
bool Enabled
Whether the plugin will attach a versioned routing token to UDP packets to allow load balancers forward traffic to the correct gameserver. This also requires the address the clients connect to be a Quilkin load balancer, if connected directly to a gameserver the client will be rejected.bool EnabledInPie
By defaultEnabled
is disabled in editor to prevent interfering with local clients and gameservers, you can override this behaviour by also enablingEnabledInPie
.TArray<uint8> RoutingToken
The routing token representing the gameserver a client wants to reach, the token must be 16 bytes exactly. Currently the plugin only supports usingEnabled
with a routing token to create the following layout. It is assumed that the routing token would come from an external service, such as a matchmaking system.
<packet> | token | version
X bytes | 16 bytes | 1 byte
TArray<FQuilkinEndpoint> Endpoints
A set of Quilkin load balancer endpoints that can be used for the following features.bool MeasureEndpoints
When enabled, the plugin will start a newTick
task that executes at a fixed interval (currently 30 seconds), where it will spawn a new background task that will ping each endpoint inEndpoints
, and track its measurement in a fixed size circular buffer. Pings are handled through Quilkin Control Message Protocol, this is a bespoke protocol for UDP to be able to support situations where for example using ICMP is not possible, see the Quilkin Book for more details on the protocol data unit. NoteMeasureEndpoints
is orthogonal toEnabled
andUseEndpoints
meaning that you can useMeasureEndpoints
for latency measurements without being required to also use Quilkin for game traffic.bool UseEndpoints
Whether to useEndpoints
for game traffic. When enabled, instead of using the providedFInternetAddr
, the plugin will choose the lowest latency endpoint available and send traffic through that endpoint to connect to the gameserver, and if the latency should exceedJitterThreshold
then the plugin will attempt to redirect traffic to the next available endpoint with the lowest latency.
Delegates
Quilkin exposes a number of delegates to be able to access certain information, they can be accessed through the FQuilkinDelegates
class.
-
GetQuilkinEndpointMeasurements
returnsTArray<EndpointPair>
representing each endpoint set inEndpoints
with their median latency. The array will be empty if no endpoints have been set andMeasureEndpoints
is not enabled. -
GetLowestLatencyEndpoint
returnsTOptional<EndpointPair>
is a specialisation ofGetQuilkinEndpointMeasurements
returning the lowest latency endpoint and its median latency. The delegate will returnNone
if the array is empty andMeasureEndpoints
is not enabled.
Administration
services | ports | Protocol |
---|---|---|
Administration | 8000 | HTTP (IPv4 OR IPv6) |
Logging
By default, Quilkin will log INFO
level events, you can change this by setting
the RUST_LOG
environment variable. See log
documentation for
more advanced usage.
If you are debugging Quilkin set the
RUST_LOG
environment variable toquilkin=trace
, to filter trace level logging to only Quilkin components.
Verbose logging in Quilkin will affect performance considerably, so we recommend only turning it on for debugging purposes.
HTTP API
Quilkin exposes an HTTP interface to query different aspects of the server.
It is assumed that the administration interface will only ever be able to be accessible on
localhost
.
By default, the administration interface is bound to [::]:8000
, but it can be
configured with the --admin-address
CLI flag or the QUILKIN_ADMIN_ADDRESS
environment.
Endpoints
The admin interface provides the following endpoints:
/live
This provides a liveness probe endpoint, most commonly used in Kubernetes based systems.
Liveness is defined as "hasn't panicked", as long as the process has not panicked quilkin is considered live.
/ready
This provides a readiness probe endpoint, most commonly used in Kubernetes based systems.
Readiness is service and provider specific, so based on what you're running there will be different criteria for a service to be considered ready. Here's a list of the criteria for each service an provider.
Service | Readiness |
---|---|
Proxy | Management server is connected (or always true if config is static) OR if there is more than one endpoint configured |
Manage | Provider is ready |
Relay | Provider is ready |
Agent | Provider is ready AND connected to relay |
Provider | Readiness |
---|---|
Agones | The service is connected to kube-api |
File | The service has found and watches the file |
When setting thresholds for your proxy
probes, you generally want to set a low
check period (e.g. periodSeconds=1
) and a low success threshold
(e.g. successThreshold=1
), but a high failureThreshold
(e.g. failureThreshold=60
) and terminationGracePeriodSeconds
to allow for
backoff attempts and existing player sessions to continue without disruption.
Proxy Mode
Will return an HTTP status of 200 when there is at least one endpoint to send data to. This is primarily to ensure that new proxies that have yet to get configuration information from an xDS server aren't send data until they are fully populated.
xDS Provider Mode
Will return an HTTP status of 200 when all health checks pass.
/metrics
Outputs Prometheus formatted metrics for this instance.
See the Proxy Metrics documentation for what proxy metrics are available.
See the xDS Metrics documentation for what xDS metrics are available.
Heap Allocation Metrics
Quilkin exposes the following metrics on heap allocations, which are useful for performance observability:
-
quilkin_allocation_bytes_total
(Counter)The total number of allocated bytes.
-
quilkin_allocation_total
(Counter)The total number of allocations.
-
quilkin_extant_allocation_size
(Gauge)The current total of extant allocation bytes.
-
quilkin_extant_allocation_count
(Gauge)The current number of extant allocations
-
quilkin_shutdown_initiated
Shutdown process has been started
/debug/pprof/profile
This provides a endpoint to profile Quilkin's performance. You can use with any system which supports pprof output such as Pyroscope.
This requires setting up a writable /tmp
directory in the Quilkin container. E.g.
apiVersion: apps/v1
kind: Deployment
spec:
template:
spec:
containers:
- name: quilkin
# ...Other container configuration...
volumeMounts:
- mountPath: /tmp
name: tmp
subPath: tmp
volumes:
- name: tmp
emptyDir:
medium: Memory
sizeLimit: 64Mi
/config
Returns a JSON representation of the cluster and filterchain configuration that the instance is running with at the time of invocation.
Quilkin Integration Examples
The Quilkin proxy can be integrated with your dedicated game servers in several ways, each providing different capabilities and complexity tradeoffs.
Below captures several of the most useful and prevalent architectural patterns to give you inspiration on how you can use Quilkin in your multiplayer game networking architecture.
These examples as well many others are available on Github repository.
Server Proxy as a Sidecar
|
|
Internet
|
|
|
┌─────────┐ | ┌────────────────┐ ┌────────────────┐
│ Game │ | │ Quilkin │ │ Dedicated │
│ Client ◄──────────────────► (Server Proxy) │ │ Game Server │
└─────────┘ | │ ◄─► │
| └────────────────┘ └────────────────┘
|
|
| ┌────────────────┐ ┌────────────────┐
| │ Quilkin │ │ Dedicated │
| │ (Server Proxy) │ │ Game Server │
| │ ◄─► │
| └────────────────┘ └────────────────┘
|
|
|
|
This is the simplest integration and configuration option with Quilkin, but does provide the smallest number of possible feature implementations and ability to provide redundancy.
That being said, this is a low risk way to integrate Quilkin, and take advantage of the out-of-the-box telemetry and metric information that comes with Quilkin.
- In this example, the Server proxy is running alongside the dedicated game server - on the same public IP/machine/container.
- This is often referred to as a sidecar pattern.
- Communication between the Server Proxy and the Dedicated Game Server occurs over the localhost network, with a separate port for each Game Client connection.
- Clients connect to the Server Proxy's public port/IP combination, and the Server Proxy routes all traffic directly to the dedicated game server.
- The Server Proxy can still use filters such as rate limiting, compression, firewall rules, etc as long as the Game Client conforms to the standard protocols utilised by those filters as appropriate.
Client Proxy to Sidecar Server Proxy
|
|
Internet
|
|
|
┌─────────┐ ┌────────────────┐ | ┌────────────────┐ ┌────────────────┐
│ Game │ │ Quilkin │ | │ Quilkin │ │ Dedicated │
│ Client ◄────► (Client Proxy) ◄────────────► (Server Proxy) │ │ Game Server │
└─────────┘ └────────────────┘ | │ ◄─► │
| └────────────────┘ └────────────────┘
|
|
| ┌────────────────┐ ┌────────────────┐
| │ Quilkin │ │ Dedicated │
| │ (Server Proxy) │ │ Game Server │
| │ ◄─► │
| └────────────────┘ └────────────────┘
|
|
|
|
This example is the same as the above, but puts a Client Proxy between the Game Client, and the Server Proxy to take advantage of Client Proxy functionality.
- The Client Proxy may be integrated as a standalone binary, directly into the client with communication occurring over a localhost port or it may be possible utlise one of our client SDKs such as Unreal Engine.
- The Client Proxy can now utilise filters, such as compression, without having to change the Game Client.
- The Game Client will need to communicate to the Client Proxy what IP it should connect to when the Client is match-made with a Game Server.
Client Proxy to Separate Server Proxies Pools
| |
| |
Internet Private
| Network
| ┌────────────────┐ | ┌────────────────┐
| │ Quilkin │ | │ Dedicated │
| ┌──► (Server Proxy) ◄──────────┬───► Game Server │
┌─────────┐ ┌────────────────┐ | │ │ │ | │ │ │
│ Game │ │ Quilkin ◄───────┤ └────────────────┘ | │ └────────────────┘
│ Client ◄──────► (Client Proxy) │ | │ | │
└─────────┘ └────────────────┘ | │ ┌────────────────┐ | │ ┌────────────────┐
| │ │ Quilkin │ | │ │ Dedicated │
| └──► (Server Proxy) ◄──────────┘ │ Game Server │
| │ │ | │ │
| └────────────────┘ | └────────────────┘
| |
| ┌────────────────┐ | ┌────────────────┐
| │ Quilkin │ | │ Dedicated │
| │ (Server Proxy) │ | │ Game Server │
| │ │ | │ │
| └────────────────┘ | └────────────────┘
| ▲ | ▲
│ │
│ ┌───────────┴────┐
│ │ xDS │
└──────────────┤ Control Plane │
└────────────────┘
This is the most complex configuration, but enables the most reuse of Quilkin's functionality, while also providing the most redundancy and security for your dedicated game servers.
- The Game client sends and receives packets from the Quilkin client proxy.
- The Client Proxy may be integrated as a standalone binary, with communication occurring over a localhost port, or it could be integrated directly with the game client as a library, or the client could utilise one of our [client SDKs] if Rust integration is not possible.
- The Client Proxy can utilise the full set of filters, such as concatenation (for routing), compression or load balancing, without having to change the Game Client.
- A hosted set of Quilkin Server proxies that have public IP addresses, are connected to an xDS Control Plane to coordinate routing and access control to the dedicated game servers, which are on private IP addresses.
- The Client Proxy is made aware of one or more Server proxies to connect to, possibly via their Game Client matchmaker or another service, with an authentication token to pass to the Server proxies, such that the UDP packets can be routed correctly to the dedicated game server they should connect to.
- Dedicated game servers receive traffic as per normal from the Server Proxies, and send data back to the proxies directly.
- If the dedicated game server always expects traffic from only a single ip/port combination for client connection, then traffic will always need to be sent through a single Server Proxy. Otherwise, UDP packets can be load balanced via the Client Proxy to multiple Server Proxies for even greater redundancy.
What Next?
- Have a look at the Administration API.
- Review the set of filters that are available.
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Third Party Videos and Presentations
GDC 2023: Open Source Game Development Summit: Agones and Quilkin: OSS Multiplayer Game Server Service Mesh on Kubernetes
(Does not require GDCVault access to watch)
Previous talks have looked at two open source projects: Agones, the platform for orchestrating and scaling dedicated multiplayer game servers on top of Kubernetes, and Quilkin, an extensible UDP proxy specifically built for protecting, observing and authenticating game server communications.
On the surface this seems like a very powerful combination, but manually integrating the two can be a tricky and intimidating process. You need to know and understand the Kubernetes API and its client libraries, and then tie it into Quilkin's xDS compliant API implementation all through some custom code - which is a large and complex amount of work (and a lot of acronyms).
In this talk, Mark Mandel, Developer Advocate at Google Cloud, will look at how anyone can utilize Quilkin's native Agones integration to provide a turnkey solution for proxying UDP traffic to game servers providing an extra layer of protection and observability when orchestrating game servers on top of Kubernetes.