Glossary

Account

You need a zeuz account to use zeuz orchestration. Every account contains one or more projects and is linked to one or more Developers.

Active payload

A payload instance that is currently running and might be connected to players and running a game server. There are two types of payload that are active:

Allocation

An allocation is your game’s machine (hosting) arrangements. When you create an allocation, you create a set of rules for the zeuz scaler. The rules determine how to scale hosting for your game servers up and down, by adding or removing bare-metal machines or cloud servers.

The rules include the hardware configuration, payload definition and scaling to run your game, as well as the geographic regions to which the rules apply. To set up an allocation use the zeuz control panel.

An allocation can be in one of two states:

  • Enabled: The scaler allocates payload slots to payload instances on bare-metal machines or cloud servers, depending on the scaling rules you set up.
  • Disabled: The scaler either hasn’t started running (because you haven’t set it to “enabled” yet) or has stopped running (because you changed it from “enabled” to “disabled”). Note that a disabled allocation does not stop reserved payloads; that is payloads which are running a game with users connected to it.

Find out more

See documentation:

Bare-metal machine

In zeuz, a bare-metal machine is the same as a bare-metal server: a bare-metal machine is one unit of physical server hardware that is dedicated to a single tenant.

In zeuz, bare-metal machines are a hosting option for your game server. They work in conjunction with cloud servers to provide flexible, cost-efficient server hosting in Hybrid Cloud.

Bare-metal server

See bare-metal machine.

Binary

Also known as “an executable”, “a game’s executable code”, and “an executable file”.

A binary is the server software that computes your game world. In zeuz documentation “game server” is the same as your game’s executable code (or “binary”).

Cloud machine

See cloud server.

Cloud server

Also known as a “cloud machine” and a “virtual machine”.

A hosted, and usually virtual, server that users access over a network. Cloud servers usually provide the same functionality and support the same operating systems and applications as bare-metal machines.

In zeuz, cloud servers are a hosting option for your game server. They work in conjunction with bare-metal machines to provide flexible, cost-efficient server hosting in Hybrid Cloud.

Container

See containerized.

Containerized

zeuz uses third-party services to create a containerized game image of your game server. A containerized game image is a standalone, executable package of software and it includes everything you need to run your game server.

zeuz takes the game assembly you upload (which includes your game server) and puts it into a containerized game image. You then specify that zeuz uses this game image in a payload definition for your game’s machine (hosting) allocation. zeuz then spins up instances of your game’s payload to run on host machines: bare-metal machines or cloud servers.

Find out more

See documentation:

Developer

A zeuz control panel user. Developers can access all projects created in an account, and can access the APIs.

Find out more

See documentation:

API Reference

Environment

You use an environment to group a number of allocations together so that you have a consistent configuration and payload for use with a structured release management process. You can create a number of environments for your project. Usually you configure each environment for a different stage of the development process, for example development, testing and production.

Executable

Also known as “a binary”, “a game’s executable code”, and “an executable file”.

An executable is the server software that computes your game world. In zeuz documentation “game server” is the same as your game’s executable code (or “binary”).

Free payload capacity

The number of payload slots that are available to spawn payload instances of your game server instantly. You set up free payload capacity in your project’s allocation. The scaler can automatically assign payload slots on bare-metal machines or cloud servers from your machine pool to make this number of payload slots available.

Find out more

See glossary definitions:

Game assembly

Your game assembly consists of:

  • The executable file (binary file, “game binary”) which is your game’s server-side code and
  • Any files required by the game executable file to run (such as system libraries or tools).

You upload your game assembly from your local development machine to the zeuz orchestration service and then create a game image of it.

In order to upload your game assembly, you need to put it in a dedicated directory on your local development machine.

Find out more

See documentation:

Game image

Also known as “an image”, “a server image”, and “a game server image”.

A game image is a package of all the files needed to run your game server.

zeuz takes the game assembly you upload (which includes your game server) and puts it into a containerized game image. You then specify that zeuz uses this game image in a payload definition for your game’s allocation. zeuz then spins up instances of your game’s payload to run on bare-metal machines or cloud servers.

Find out more

See documentation:

Game server

The server software that computes your game world. In zeuz documentation “game server” is the same as your game’s executable code (or “binary”).

Your game server runs as a containerized service in a payload. Because a game server instance runs as part of a payload instance, the terms “game server” and “payload” are often used interchangeably within the documentation to mean “the server software which runs the game”.

Find out more

See documentation:

Game server image

See game image.

Hardware

See machine.

Hybrid Cloud

Hybrid Cloud allows you to configure your allocations to use payloads on cloud servers in addition to bare-metal machines. The scaler selects bare-metal machine payload slots over cloud server payload slots until no more bare-metal machines are available, then it selects cloud servers for subsequent payloads.

Hybrid Cloud works with these cloud providers:

Find out more

See documentation:

Image

See game image.

Inactive payload

A payload that was running as an active payload but is now stopped.

Machine

Also known as “hardware”, “server hardware”, and “server hardware machine”.

A machine (or machines) is the generic term for the host of your game server, either a bare metal machine or cloud server. A machine is one unit of server hardware, either one bare-metal machine or one cloud server (virtual machine). A machine can host several game server instances, the server space measured in payload slots.

Find out more

See documentation:

Machines

Machine scaling

The scaler determines whether your game needs new machines (bare-metal machines or cloud servers) when your allocation’s remaining payload slot falls below the free payload capacity. The scaler also frees machines when your game no longer needs them. This is called “machine scaling”.

Machine scaling and payload scaling are related, both determined by how you configure your game’s allocation. As the scaler increases the number of your game’s payloads, it might increase the number of machines which host them, depending on your game’s allocation.

Note that zeuz pricing is based on the number of machines your game uses and not the number of payloads your game uses.

Find out more

See documentation:

Manager

A zeuz control panel user with administrator rights. Managers have similar access to Developers (access all projects created in an account, and access the APIs). In addition, Managers can also invite new Developers, revoke access and edit Developer account information.

Find out more

See documentation:

API Reference

Omnibus package

The complete zeuz SDK download, containing all components and the API Reference documentation. The omnibus package includes:

  • An SDK in Go.
  • The zeuz tool CLI (for Windows, macOS and Linux).
  • An Unreal Engine plugin demonstrating Unreal C++ wrappers for the zeuz base API.
  • A Unity package with an example Unity Scene which demonstrates Unity C# wrappers for the zeuz base API.

Find out more

See the readme.txt file in the SDK download package for a full list of contents. See the zeuz SDK download website: sdk.zeuz.io

Orchestration

Orchestration is the configuration of your game’s hosting on bare-metal machines, cloud servers, or Hybrid Cloud. You do this via the zeuz control panel where you set up hosting allocations based on scaling rules. Use zeuz orchestration to allocate bare-metal machines or cloud servers to your game, and set the rules for when they are added or removed.

Find out more

See documentation:

Orchestration

Payload

A payload is how zeuz refers to your game server software once you have set it up on zeuz orchestration services. You set it up by creating a payload definition.

zeuz takes the game assembly you upload (which includes your game server) and puts it into a containerized game image. You then specify that zeuz uses this game image in a payload definition for your game’s machine (hosting) allocation. zeuz then spins up instances of your game’s payload to run on host machines: bare-metal machines or cloud servers.

Because a game server instance runs as a payload instance in zeuz, the terms “game server” and “payload” are often used interchangeably within the documentation to mean “the server software which runs the game”.

Find out more

See documentation:

Payload definition

When you set up your game’s allocation, you define what game image (representing a game server) you want zeuz to use for the allocation’s payload. This is the payload definition.

zeuz can then spin up instances of your game’s payload to run your game servers; the number of instances and where they are hosted depend on how you have set up the zeuz scaler.

Find out more

See documentation:

Payload quota

The resources you need for a single payload. The payload quota includes the core count, memory, storage, IO bandwidth and internet bandwidth requirements for a single payload.

The scaler uses the payload quota to determine how many payloads can run on each bare-metal machine or cloud server.

Payload runner

The software that zeuz puts in the containerized game image which it then uses to start the game server. The payload runner also monitors the status of the game server to see if it has started or not.

Payload scaling

The scaler uses the rules you set in an allocation to determine when to add or remove payloads on machines (bare-metal machines or cloud servers) based on your game’s requirements. This is called “payload scaling”.

Payload slot

Hosting machine space for your game server, measured by payload size.

zeuz spins up instances of your game’s payload to run your game servers in payload slots on either bare-metal machines or cloud servers, depending on how you have set up the zeuz scaler.

Find out more

See documentation:

Project

You must create a zeuz project for each game title you want to use zeuz hosting or orchestration with. To do this, in the zeuz control panel, you enter a title and description when you first create a project. An account can contain one or more projects and each project can contain one or more environments.

Region

The geographic area in which your zeuz allocation’s server hardware (bare-metal machines and cloud servers) resides. Regions you can select are: Asia, Australia, Australia (GCP-N1), Europe, Russia, US-East, US-Mid, US-West, South America. You specify regions when you define an allocation.

Reserved payload

A payload instance that is connected to players and is running a game. The zeuz control panel lists a reserved payload as an active payload.

A reserved payload is different to an unreserved payload. An unreserved payload is spare game server capacity that is ready for when a new game server is needed for your game.

Note: An active payload might be either:

Active status for a payload means zeuz might be in the process of doing one of these three tasks:

  • Downloading your game’s containerized game server (reserved payload or unreserved payload), or
  • Starting up the game server (reserved payload or unreserved payload), or
  • Waiting, ready to connect to players (unreserved payload only).

Find out more

See glossary definitions:

See documentation:

Scalability

A system’s ability to add and remove resources in line with increasing and decreasing workloads.

Find out more

See documentation:

Scaler

The scaler uses your settings to allocate bare-metal machines or cloud servers, to your game’s hosting provision, and add or remove them as the game server workload changes. You edit the scaler settings in the zeuz control panel. The settings include scaling rules and hardware configuration requirements that determine how many payloads run on a bare-metal machine or cloud server.

When a payload is about to start, if none of the server hardware currently running the game has enough capacity to run the new payload, the scaler runs it on a new bare-metal machine or cloud server. The scaler selects bare-metal machines over cloud servers where possible.

Scaling

There are two methods used to determine when to add or remove bare-metal machines or cloud servers from an allocation:

Find out more

See documentation:

Server hardware

See machine.

Server hardware machine

See machine.

Unreserved payload

A payload instance that is running your game server but not connected to players. Unreserved payloads are different to reserved payloads. Reserved payloads are running your game server and are connected to players.

Unreserved payloads are started by the scaler so that there is spare game server capacity ready for when a new game server is needed for your game. You set the number of unreserved payloads for an allocation in the zeuz control panel.

Active status for a payload means zeuz might be in the process of doing one of these three tasks:

  • Downloading your game’s containerized game server (reserved payload or unreserved payload), or
  • Starting up the game server (reserved payload or unreserved payload), or
  • Waiting, ready to connect to players (unreserved payload only).

Find out more

See glossary definitions:

See documentation:

ZCP

See zeuz control panel.

zeuz

zeuz is the short name for zeuz orchestration service.

zeuz control panel

The zeuz control panel (also known as ZCP) is a web-based tool which you use to orchestrate (manage, configure, and scale) server hosting environments for computer game worlds which are known as projects. The zeuz control panel has two user levels: Developer and Manager.

You can access the zeuz control panel at console.zeuz.io.

zeuz orchestration service

The zeuz orchestration service is a software as a service (SaaS) tool which manages your game’s server hosting.

zeuz creates a containerized version of your game server and uploads it to Amazon S3 data storage. It stores and enacts your instructions on how and when to spin up instances of your game server (running as payload instances) on bare-metal machines or cloud servers.

The zeuz orchestration service is also referred to in the documentation as “zeuz”.

zeuz tool

A CLI that allows you to use the command-line and APIs to perform a number of operations with game servers.

Find out more

See documentation:


2021-aug-17 Page updated with editorial review: updated definitions for payload scaling and machine scaling.

2021-aug-02 Page updated with editorial review: added readme file for Omnibus package.

2021-jul-16 Page updated with editorial review: moved “also known as” references to top of definitions.


Last edited on: October 21, 2021 (adcfeaae)