Unreal Engine 像素流送在 g4dn 上实现容器化部署实践(二)

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{"value":"在 [*Unreal Engine 像素流送在 g4dn 上实现容器化部署实践(一)*](https://aws.amazon.com/cn/blogs/china/practice-of-container-deployment-of-unreal-engine-pixel-streaming-on-g4dn-i/)中我们讲解了在 g4dn 上如何编译 Unreal Engine 4 项目, 构建 docker 镜像,还讲解了如何通过 docker-compose 部署了 UE4 像素流送演示项目,接下来我们将会在 Amazon Elastic Kubernetes Service(EKS) 上尝试部署一套可以弹性伸缩的像素流送平台。\n\n本文分为如下几个部分:\n\n1. 架构说明\n2. 创建 Amazon EKS 集群,配置工作节点, 配置 Amazon Load Balancer Controller\n3. 编写需要的 yaml 配置文件,包括 TURN/STUN, Matchmaker, Streamer , Enovy 等多个组件\n4. 测试弹性伸缩功能\n### **1. 架构说明**\nEpic Games 官方提供了一个多用户/多游戏像素流送的参考架构(见下图), 通过一个 Matchmaker 匹配服务,将用户请求连接到不同的Signaling Server(Web Server), 不过官方提供的 Matchmaker 是直接返回 Singaling Server 的 IP 和端口,并没有实现统一接入,需要自行修改 Matchmaker 实现统一端口接入。\n\nEpic Games 官方多用户/多游戏像素流送参考架构图\n\n![image.png](https://dev-media.amazoncloud.cn/de294cf6e4304f6a8b9b6a5d3a37dfd0_image.png)\n\n根据 Amazon EKS/Kubernetes 的特性进行了重构\n\n- 分别使用 CPU 和 GPU, 2种类型的工作节点, 通过节点亲和/污点容忍,CPU 类型节点运行 Matchmaker, STUN/TRUN, Envoy 路由服务, GPU 类型节点(g4dn)运行 UE4 项目/Streamer。\n- 平台通过统一 Ingress 入口提供对外服务, 使用了 Enovy 作为中间路由。\n- Matchmaker 进行了改造,不用进行端口跳转。\n\nAmazon EKS 参考架构图如下:\n\n![image.png](https://dev-media.amazoncloud.cn/7dcd61c86ec64b2eb7d6bb0214cac2ab_image.png)\n\n### **2. 创建 Amazon EKS 集群**\n#### **2.1 创建 Amazon EKS 集群**\n我们将同时会创建2个工作节点组,1节点组个使用 m5.large (CPU负载),主要用来部署 STUN/TURN, Envoy, Matchmaker, player 等服务器, 另外一个节点组使用 g4dn.xlarge,主要是用来部署 UE4 像素流送项目,实现 WebRTC 流推送。\n\n集群配置文件(cluster.yaml),当前默认 kubernetes 集群版本为1.21\n\n```\napiVersion: eksctl.io/v1alpha5\nkind: ClusterConfig\n\nmetadata:\n name: ue4-pixelsteraming-eks\n region: us-east-1\n\nnodeGroups:\n - name: ng-cpu-group01\n instanceType: m5.large\n desiredCapacity: 1\n minSize: 1\n maxSize: 4\n labels: \n app.pixel/turn: true\n app.pixel/envoy: true\n ssh:\n allow: true\n publicKeyName: <请更换成自己的私钥对名字>\n - name: ng-gpu-group01\n instanceType: g4dn.xlarge\n desiredCapacity: 1\n minSize: 1\n maxSize: 4\n labels: \n app.pixel/streamer: true\n taints:\n app.pixel/streamer: \"true:NoSchedule\"\n ssh:\n allow: true\n publicKeyName: <请更换成自己的私钥对名字>\n```\n\n创建集群\n\n```eksctl create cluster -c cluster.yaml```\n\n#### **2.1 部署 Amazon Load Balancer Controller (ALB ingress需要)**\n#创建 ingress 使用的角色,策略, service account\n\n```\neksctl utils associate-iam-oidc-provider --region=us-east-1 --cluster=ue4-pixelsteraming-eks --approve\n\neksctl create iamserviceaccount \\\n --cluster=ue4-pixelsteraming-eks \\\n --namespace=kube-system \\\n --name=aws-load-balancer-controller \\\n --attach-policy-arn=arn:aws:iam::<12位账号IP>:policy/AWSLoadBalancerControllerIAMPolicy \\\n --override-existing-serviceaccounts \\\n --approve\n```\n\n#安装cert-manager\n\n```\nkubectl apply --validate=false -f https://github.com/jetstack/cert-manager/releases/download/v1.0.2/cert-manager.yaml\n```\n\n#下载 ALB 2.2.1 安装配置文件\n\n```\ncurl -OL https://raw.githubusercontent.com/kubernetes-sigs/aws-load-balancer-controller/v2.2.1/docs/install/v2_2_1_full.yaml\n```\n\n编辑 v2_2_1_full.yaml,将–cluster-name=your-cluster-name 修改为–cluster-name=eksworshop\n\n![image.png](https://dev-media.amazoncloud.cn/08c0563f48ca424ab1cd34989e63a1ca_image.png)\n\n修改 v2_2_1_full.yaml 后安装 Amazon-load-balancer-controller\n\n```kubectl apply -f v2_2_1_full.yaml```\n\n系统会自动在 kube-system 下部署 Amazon-load-balancer-controller。\n\n```\neks:~/environment/ue4-on-eks/deploy $ kc get deploy -n kube-system\nNAME READY UP-TO-DATE AVAILABLE AGE\naws-load-balancer-controller 1/1 1 1 5d19h\n```\n\n**3. 编写需要的 yaml 文件**\n根据步骤1我们设计的架构,准备所需要的 yaml 文件, 笔者已经将所有文件放在UE4-PixelStreaming-Amazon-EKS仓库中的deploy目录中。\n\n```git clone https://github.com/stevensu1977/UE4-PixelStreaming-AWS-EKS```\n\n#### **3.1 创建 namespace,配置权限**\n我们将使用部署一个带有 kubectl 命令行工具的 pod 来为了获得 TURN 外网地址,所以我们需要 kubernetes API Server 访问权限\n\n创建 Namespace\n\n```\napiVersion: v1\nkind: Namespace\nmetadata:\n labels:\n app.kubernetes.io/component: unrealengine\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n name: ue4\n```\n\n创建了2个 service account 并且通过 ClusterRole, ClusterRoleBinding 进行正确授权\n\n```\n#service account 摘要\napiVersion: v1\nkind: ServiceAccount\nmetadata:\n labels:\n app.kubernetes.io/component: unrealengine\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n name: stream-svc-account\n namespace: ue4\n---\napiVersion: v1\nkind: ServiceAccount\nmetadata:\n labels:\n app.kubernetes.io/component: turn\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n name: turn-svc-account\n namespace: ue4\n```\n\n#### **3.2 STUN/TURN server**\n我们使用了 coturn 作为 STUN/TURN server ,通过它来解决内网 Streamer (游戏实例)数据传输的问题 , 通过标签”app.pixel/turn=true” 将 cotton 以 Dameonset 的方式部署到指定的 EC2 节点。\n\n```\napiVersion: apps/v1\nkind: DaemonSet\nmetadata:\n labels:\n app.kubernetes.io/component: turn\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n app: turn\n name: turn\n namespace: ue4\nspec:\n selector:\n matchLabels:\n app.kubernetes.io/name: turn\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n app: turn\n template:\n metadata:\n annotations:\n sidecar.istio.io/inject: \"false\"\n labels:\n app: turn\n app.kubernetes.io/name: turn\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n version: 0.0.1\n spec:\n affinity:\n nodeAffinity:\n requiredDuringSchedulingIgnoredDuringExecution:\n nodeSelectorTerms:\n - matchExpressions:\n - key: app.pixel/turn\n operator: In\n values:\n - \"true\"\n containers:\n - env:\n - name: INTERNAL_IP\n valueFrom:\n fieldRef:\n fieldPath: status.podIP\n - name: TURN_PORT\n value: \"3478\"\n - name: TURN_MIN_PORT\n value: \"49152\"\n - name: TURN_MAX_PORT\n value: \"65535\"\n - name: TURN_REALM\n value: app.pixel\n - name: TURN_USER\n valueFrom:\n secretKeyRef:\n key: username\n name: turn-secret\n - name: TURN_PASS\n valueFrom:\n secretKeyRef:\n key: password\n name: turn-secret\n image: ghcr.io/stevensu1977/ue4-pixelstreaming/turnserver\n imagePullPolicy: Always\n name: turn\n ports:\n - containerPort: 3478\n hostPort: 3478\n name: turn-udp\n protocol: UDP\n - containerPort: 3478\n hostPort: 3478\n name: turn-tcp\n protocol: TCP\n hostNetwork: true\n serviceAccountName: turn-svc-account\n terminationGracePeriodSeconds: 10\n```\n\n#### **3.3 matchmaker, player, streamer**\nmatchmaker 负载将空闲的 streamer 发送给客户,player 提供的是静态网页/javascript , streamer 使用了 Epic Games 提供的一个ARPG演示项目。\n\n#### **3.4 ingress , envoy-router**\n我们会创建一个 ALB Ingress, 它由 Amazon load balancer controller 完成 ALB 资源的创建\n\n```\napiVersion: networking.k8s.io/v1\nkind: Ingress\nmetadata:\n labels:\n app.kubernetes.io/component: unrealengine\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n namespace: ue4\n name: pixelstreaming-ingress\n annotations:\n alb.ingress.kubernetes.io/scheme: internet-facing\n alb.ingress.kubernetes.io/target-type: ip\nspec:\n ingressClassName: alb\n rules:\n - http:\n paths:\n - path: /\n pathType: Prefix\n backend:\n service:\n name: envoy-router\n port:\n number: 80\n```\n\n另外我们会部署一个 envoy 网关,通过它将不同路由分别映射到player, matchmaker 服务上去。\n\n```\n#envoy yaml文件摘要\n\napiVersion: apps/v1\nkind: Deployment\nmetadata:\n labels:\n app.kubernetes.io/component: routing\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n app: envoy-router\n name: envoy-router\n namespace: ue4\nspec:\n selector:\n matchLabels:\n app: envoy-router\n app.kubernetes.io/component: routing\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n template:\n metadata:\n labels:\n app: envoy-router\n app.kubernetes.io/component: routing\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n spec:\n affinity:\n nodeAffinity:\n requiredDuringSchedulingIgnoredDuringExecution:\n nodeSelectorTerms:\n - matchExpressions:\n - key: app.pixel/envoy\n operator: In\n values:\n - \"true\"\n containers:\n - image: envoyproxy/envoy:v1.21.1\n imagePullPolicy: IfNotPresent\n name: envoy-router\n ports:\n - containerPort: 11000\n name: http\n - containerPort: 12000\n name: api\n resources:\n limits:\n cpu: 200m\n memory: 128Mi\n requests:\n cpu: 100m\n memory: 64Mi\n securityContext:\n capabilities:\n add:\n - NET_BIND_SERVICE\n - CHOWN\n - SETGID\n - SETUID\n drop:\n - all\n readOnlyRootFilesystem: true\n runAsNonRoot: true\n runAsUser: 10001\n volumeMounts:\n - mountPath: /etc/envoy\n name: config\n volumes:\n - configMap:\n name: envoy-routing-config\n name: config\n \n#envoy 路由规则\nstatic_resources:\n listeners:\n - name: listener_0\n address:\n socket_address:\n protocol: TCP\n address: 0.0.0.0\n port_value: 11000\n \n\n filter_chains:\n - filters:\n - name: envoy.filters.network.http_connection_manager\n typed_config:\n \"@type\": type.googleapis.com/envoy.extensions.filters.network.http_connection_manager.v3.HttpConnectionManager\n stat_prefix: ingress_http\n upgrade_configs:\n - upgrade_type: websocket\n access_log:\n - name: envoy.access_loggers.stdout\n typed_config:\n \"@type\": type.googleapis.com/envoy.extensions.access_loggers.stream.v3.StdoutAccessLog\n route_config:\n name: local_route\n virtual_hosts:\n - name: local_service\n domains: [\"*\"]\n routes:\n - match: { prefix: \"/matchmaker\" }\n route: \n cluster: service_matchmaker\n - match: { prefix: \"/ws\" }\n route: \n cluster: service_matchmaker\n - match: { prefix: \"/\" }\n route: \n cluster: service_player\n http_filters:\n - name: envoy.filters.http.router\n\n clusters:\n - name: service_matchmaker\n connect_timeout: 1s\n type: LOGICAL_DNS\n dns_lookup_family: V4_ONLY\n lb_policy: ROUND_ROBIN\n load_assignment:\n cluster_name: service_envoyproxy_io\n endpoints:\n - lb_endpoints:\n - endpoint:\n address:\n socket_address:\n address: matchmaker\n port_value: 3000\n - name: service_player\n connect_timeout: 1s\n type: LOGICAL_DNS\n dns_lookup_family: V4_ONLY\n lb_policy: ROUND_ROBIN\n load_assignment:\n cluster_name: service_envoyproxy_io\n endpoints:\n - lb_endpoints:\n - endpoint:\n address:\n socket_address:\n address: player\n port_value: 80\n```\n\n### **4. 部署测试**\n所有的yaml内容都在 deploy 目录下面 ,我们直接进行部署\n\n```kubectl apply -f ./deploy```\n\n#### **4.1 验证部署是否成功**\n检查 Ingress , Service\n\n```\nkubectl get ingress\nkubectl get svc\n```\n\n![image.png](https://dev-media.amazoncloud.cn/e5fcdfafa9a3401cbdd42abc6bc54484_image.png)\n\n检查应用\n\n![image.png](https://dev-media.amazoncloud.cn/4ed4f10ec0a248f897431f55b2fec860_image.png)\n\n#### **4.2 测试演示项目**\n获取访问地址\n\n```\neks:~/environment/ue4-on-eks $ kubectl get ingress -o json | jq .items[].status.loadBalancer.ingress[].hostname\n#参考输出\n\"k8s-ue4-pixelstr-1111111111111-1111111111111.us-east-1.elb.amazonaws.com\"\n```\n\n![image.png](https://dev-media.amazoncloud.cn/ffc7b2110bfd4937a839b989c7d0c94d_image.png)\n\n![image.png](https://dev-media.amazoncloud.cn/92bf2eab2b7f48e782e0db95e440297f_image.png)\n\n#### **4.3 弹性伸缩测试**\n我们部署的应用 stream 默认只有1个副本,当我们已经有1个浏览器连接 ingress, matchmaker 会把当前空闲的游戏实例发送给客户建立 WebRTC 连接,我们开启第二个浏览器(Firefox)访问该地址的时候它会显示”Waiting for available streamer”\n\n![image.png](https://dev-media.amazoncloud.cn/2a2b3c5172ed4a6fb0f613a8425cf423_image.png)\n\n这个时候我们只需要增加 stream 的副本,matchmaker 就会通过 websocket 发送新的游戏连接信息,firefox 浏览器也会从”Waiting for available streamer” 状态变为游戏连接状态。\n\n```\nkubectl get deploy stream\nkubectl scale deploy stream --replicas=2\n```\n\n![image.png](https://dev-media.amazoncloud.cn/9bf8908b17ca4e3e87e5037ac39f6093_image.png)\n\n这个时候我们可以看到 firefox , chrome 浏览器使用同一个 ALB 地址但是分别连接到2个独立的 UE4 游戏, 进行各自的游戏,说明通过副本数扩展可以实现演示游戏的弹性伸缩,我们也可以继续增加应用 stream 的副本数量来支持更多的客户访问。\n\n![image.png](https://dev-media.amazoncloud.cn/68eaaa711af84d9a8d1f17041d8332f3_image.png)\n\n有兴趣的读者还可以自行研究与 Kubernetes HPA 组件结合来实现 UE4 像素流送的自动弹性伸缩。\n\n#### **5.总结**\n本文详细地介绍了如何将 Unreal Engine 4 游戏打包部署在 Amazon Elastic Kubernetes Service(EKS)服务上,通过 Kubernetes 内置的功能和 Amazon EC2 g4dn 实例打造一个支持多用户可以弹性伸缩的 UE4 游戏像素流送平台。\n\n### **参考文档、资源**\n- [*Unreal Engine 像素流送在 g4dn 上实现容器化部署实践(一)*](https://aws.amazon.com/cn/blogs/china/practice-of-container-deployment-of-unreal-engine-pixel-streaming-on-g4dn-i/)\n- [*Unreal Engine 官方像素流送文档*](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/PixelStreaming/)\n- [*部署、配置 Amazon Loadbalacner Controller*](https://github.com/aws-samples/eks-workshop-greater-china/blob/master/global/2021_GCR_MAD_Day/lab2-eks/%E6%AD%A5%E9%AA%A43-%E9%83%A8%E7%BD%B2%E9%85%8D%E7%BD%AEaws-load-balancer-controller%262048%E6%B8%B8%E6%88%8F.md)\n#### **本篇作者**\n\n![image.png](https://dev-media.amazoncloud.cn/6ff2056bf3614ff49ead7a8495cbea9e_image.png)\n\n**粟伟**\nAmazon 资深解决方案架构师,专注游戏行业, 开源项目爱好者,致力于云原生应用推广、落地。具有15年以上的信息技术行业专业经验,担任过高级软件工程师,系统架构师等职位,在加入 Amazon 之前曾就职于Bea, Oracle, IBM 等公司。\n\n![image.png](https://dev-media.amazoncloud.cn/ab09346dc8f34bb89adbcde8cd3a497f_image.png)\n\n**白鹤**\n教授级高级工程师,亚马逊云科技媒体行业资深解决方案架构师,重点从事融合媒体系统、内容制作平台、超高清编码云原生能力等方面架构设计工作,在围绕媒体数字化转型的多个领域有丰富的实践经验。\n\n\n![image.png](https://dev-media.amazoncloud.cn/ac771af5fc3f41158d3bce474547af62_image.png)\n\n**贺杨**\nAmazon 解决方案架构师,具备17年IT专业服务经验,工作中担任过研发、开发经理、解决方案架构师等多种角色。在加入 Amazon 前,拥有多年外企研发和售前架构经验,在传统企业架构和中间件解决方案有深入的理解和丰富的实践经验","render":"<p>在 <a href=\"https://aws.amazon.com/cn/blogs/china/practice-of-container-deployment-of-unreal-engine-pixel-streaming-on-g4dn-i/\" target=\"_blank\"><em>Unreal Engine 像素流送在 g4dn 上实现容器化部署实践(一)</em></a>中我们讲解了在 g4dn 上如何编译 Unreal Engine 4 项目, 构建 docker 镜像,还讲解了如何通过 docker-compose 部署了 UE4 像素流送演示项目,接下来我们将会在 Amazon Elastic Kubernetes Service(EKS) 上尝试部署一套可以弹性伸缩的像素流送平台。</p>\n<p>本文分为如下几个部分:</p>\n<ol>\n<li>架构说明</li>\n<li>创建 Amazon EKS 集群,配置工作节点, 配置 Amazon Load Balancer Controller</li>\n<li>编写需要的 yaml 配置文件,包括 TURN/STUN, Matchmaker, Streamer , Enovy 等多个组件</li>\n<li>测试弹性伸缩功能</li>\n</ol>\n<h3><a id=\"1__8\"></a><strong>1. 架构说明</strong></h3>\n<p>Epic Games 官方提供了一个多用户/多游戏像素流送的参考架构(见下图), 通过一个 Matchmaker 匹配服务,将用户请求连接到不同的Signaling Server(Web Server), 不过官方提供的 Matchmaker 是直接返回 Singaling Server 的 IP 和端口,并没有实现统一接入,需要自行修改 Matchmaker 实现统一端口接入。</p>\n<p>Epic Games 官方多用户/多游戏像素流送参考架构图</p>\n<p><img src=\"https://dev-media.amazoncloud.cn/de294cf6e4304f6a8b9b6a5d3a37dfd0_image.png\" alt=\"image.png\" /></p>\n<p>根据 Amazon EKS/Kubernetes 的特性进行了重构</p>\n<ul>\n<li>分别使用 CPU 和 GPU, 2种类型的工作节点, 通过节点亲和/污点容忍,CPU 类型节点运行 Matchmaker, STUN/TRUN, Envoy 路由服务, GPU 类型节点(g4dn)运行 UE4 项目/Streamer。</li>\n<li>平台通过统一 Ingress 入口提供对外服务, 使用了 Enovy 作为中间路由。</li>\n<li>Matchmaker 进行了改造,不用进行端口跳转。</li>\n</ul>\n<p>Amazon EKS 参考架构图如下:</p>\n<p><img src=\"https://dev-media.amazoncloud.cn/7dcd61c86ec64b2eb7d6bb0214cac2ab_image.png\" alt=\"image.png\" /></p>\n<h3><a id=\"2__Amazon_EKS__25\"></a><strong>2. 创建 Amazon EKS 集群</strong></h3>\n<h4><a id=\"21__Amazon_EKS__26\"></a><strong>2.1 创建 Amazon EKS 集群</strong></h4>\n<p>我们将同时会创建2个工作节点组,1节点组个使用 m5.large (CPU负载),主要用来部署 STUN/TURN, Envoy, Matchmaker, player 等服务器, 另外一个节点组使用 g4dn.xlarge,主要是用来部署 UE4 像素流送项目,实现 WebRTC 流推送。</p>\n<p>集群配置文件(cluster.yaml),当前默认 kubernetes 集群版本为1.21</p>\n<pre><code class=\"lang-\">apiVersion: eksctl.io/v1alpha5\nkind: ClusterConfig\n\nmetadata:\n name: ue4-pixelsteraming-eks\n region: us-east-1\n\nnodeGroups:\n - name: ng-cpu-group01\n instanceType: m5.large\n desiredCapacity: 1\n minSize: 1\n maxSize: 4\n labels: \n app.pixel/turn: true\n app.pixel/envoy: true\n ssh:\n allow: true\n publicKeyName: &lt;请更换成自己的私钥对名字&gt;\n - name: ng-gpu-group01\n instanceType: g4dn.xlarge\n desiredCapacity: 1\n minSize: 1\n maxSize: 4\n labels: \n app.pixel/streamer: true\n taints:\n app.pixel/streamer: &quot;true:NoSchedule&quot;\n ssh:\n allow: true\n publicKeyName: &lt;请更换成自己的私钥对名字&gt;\n</code></pre>\n<p>创建集群</p>\n<p><code>eksctl create cluster -c cluster.yaml</code></p>\n<h4><a id=\"21__Amazon_Load_Balancer_Controller_ALB_ingress_69\"></a><strong>2.1 部署 Amazon Load Balancer Controller (ALB ingress需要)</strong></h4>\n<p>#创建 ingress 使用的角色,策略, service account</p>\n<pre><code class=\"lang-\">eksctl utils associate-iam-oidc-provider --region=us-east-1 --cluster=ue4-pixelsteraming-eks --approve\n\neksctl create iamserviceaccount \\\n --cluster=ue4-pixelsteraming-eks \\\n --namespace=kube-system \\\n --name=aws-load-balancer-controller \\\n --attach-policy-arn=arn:aws:iam::&lt;12位账号IP&gt;:policy/AWSLoadBalancerControllerIAMPolicy \\\n --override-existing-serviceaccounts \\\n --approve\n</code></pre>\n<p>#安装cert-manager</p>\n<pre><code class=\"lang-\">kubectl apply --validate=false -f https://github.com/jetstack/cert-manager/releases/download/v1.0.2/cert-manager.yaml\n</code></pre>\n<p>#下载 ALB 2.2.1 安装配置文件</p>\n<pre><code class=\"lang-\">curl -OL https://raw.githubusercontent.com/kubernetes-sigs/aws-load-balancer-controller/v2.2.1/docs/install/v2_2_1_full.yaml\n</code></pre>\n<p>编辑 v2_2_1_full.yaml,将–cluster-name=your-cluster-name 修改为–cluster-name=eksworshop</p>\n<p><img src=\"https://dev-media.amazoncloud.cn/08c0563f48ca424ab1cd34989e63a1ca_image.png\" alt=\"image.png\" /></p>\n<p>修改 v2_2_1_full.yaml 后安装 Amazon-load-balancer-controller</p>\n<p><code>kubectl apply -f v2_2_1_full.yaml</code></p>\n<p>系统会自动在 kube-system 下部署 Amazon-load-balancer-controller。</p>\n<pre><code class=\"lang-\">eks:~/environment/ue4-on-eks/deploy $ kc get deploy -n kube-system\nNAME READY UP-TO-DATE AVAILABLE AGE\naws-load-balancer-controller 1/1 1 1 5d19h\n</code></pre>\n<p><strong>3. 编写需要的 yaml 文件</strong><br />\n根据步骤1我们设计的架构,准备所需要的 yaml 文件, 笔者已经将所有文件放在UE4-PixelStreaming-Amazon-EKS仓库中的deploy目录中。</p>\n<p><code>git clone https://github.com/stevensu1977/UE4-PixelStreaming-AWS-EKS</code></p>\n<h4><a id=\"31__namespace_117\"></a><strong>3.1 创建 namespace,配置权限</strong></h4>\n<p>我们将使用部署一个带有 kubectl 命令行工具的 pod 来为了获得 TURN 外网地址,所以我们需要 kubernetes API Server 访问权限</p>\n<p>创建 Namespace</p>\n<pre><code class=\"lang-\">apiVersion: v1\nkind: Namespace\nmetadata:\n labels:\n app.kubernetes.io/component: unrealengine\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n name: ue4\n</code></pre>\n<p>创建了2个 service account 并且通过 ClusterRole, ClusterRoleBinding 进行正确授权</p>\n<pre><code class=\"lang-\">#service account 摘要\napiVersion: v1\nkind: ServiceAccount\nmetadata:\n labels:\n app.kubernetes.io/component: unrealengine\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n name: stream-svc-account\n namespace: ue4\n---\napiVersion: v1\nkind: ServiceAccount\nmetadata:\n labels:\n app.kubernetes.io/component: turn\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n name: turn-svc-account\n namespace: ue4\n</code></pre>\n<h4><a id=\"32_STUNTURN_server_158\"></a><strong>3.2 STUN/TURN server</strong></h4>\n<p>我们使用了 coturn 作为 STUN/TURN server ,通过它来解决内网 Streamer (游戏实例)数据传输的问题 , 通过标签”app.pixel/turn=true” 将 cotton 以 Dameonset 的方式部署到指定的 EC2 节点。</p>\n<pre><code class=\"lang-\">apiVersion: apps/v1\nkind: DaemonSet\nmetadata:\n labels:\n app.kubernetes.io/component: turn\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n app: turn\n name: turn\n namespace: ue4\nspec:\n selector:\n matchLabels:\n app.kubernetes.io/name: turn\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n app: turn\n template:\n metadata:\n annotations:\n sidecar.istio.io/inject: &quot;false&quot;\n labels:\n app: turn\n app.kubernetes.io/name: turn\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n version: 0.0.1\n spec:\n affinity:\n nodeAffinity:\n requiredDuringSchedulingIgnoredDuringExecution:\n nodeSelectorTerms:\n - matchExpressions:\n - key: app.pixel/turn\n operator: In\n values:\n - &quot;true&quot;\n containers:\n - env:\n - name: INTERNAL_IP\n valueFrom:\n fieldRef:\n fieldPath: status.podIP\n - name: TURN_PORT\n value: &quot;3478&quot;\n - name: TURN_MIN_PORT\n value: &quot;49152&quot;\n - name: TURN_MAX_PORT\n value: &quot;65535&quot;\n - name: TURN_REALM\n value: app.pixel\n - name: TURN_USER\n valueFrom:\n secretKeyRef:\n key: username\n name: turn-secret\n - name: TURN_PASS\n valueFrom:\n secretKeyRef:\n key: password\n name: turn-secret\n image: ghcr.io/stevensu1977/ue4-pixelstreaming/turnserver\n imagePullPolicy: Always\n name: turn\n ports:\n - containerPort: 3478\n hostPort: 3478\n name: turn-udp\n protocol: UDP\n - containerPort: 3478\n hostPort: 3478\n name: turn-tcp\n protocol: TCP\n hostNetwork: true\n serviceAccountName: turn-svc-account\n terminationGracePeriodSeconds: 10\n</code></pre>\n<h4><a id=\"33_matchmaker_player_streamer_240\"></a><strong>3.3 matchmaker, player, streamer</strong></h4>\n<p>matchmaker 负载将空闲的 streamer 发送给客户,player 提供的是静态网页/javascript , streamer 使用了 Epic Games 提供的一个ARPG演示项目。</p>\n<h4><a id=\"34_ingress__envoyrouter_243\"></a><strong>3.4 ingress , envoy-router</strong></h4>\n<p>我们会创建一个 ALB Ingress, 它由 Amazon load balancer controller 完成 ALB 资源的创建</p>\n<pre><code class=\"lang-\">apiVersion: networking.k8s.io/v1\nkind: Ingress\nmetadata:\n labels:\n app.kubernetes.io/component: unrealengine\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n namespace: ue4\n name: pixelstreaming-ingress\n annotations:\n alb.ingress.kubernetes.io/scheme: internet-facing\n alb.ingress.kubernetes.io/target-type: ip\nspec:\n ingressClassName: alb\n rules:\n - http:\n paths:\n - path: /\n pathType: Prefix\n backend:\n service:\n name: envoy-router\n port:\n number: 80\n</code></pre>\n<p>另外我们会部署一个 envoy 网关,通过它将不同路由分别映射到player, matchmaker 服务上去。</p>\n<pre><code class=\"lang-\">#envoy yaml文件摘要\n\napiVersion: apps/v1\nkind: Deployment\nmetadata:\n labels:\n app.kubernetes.io/component: routing\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n app: envoy-router\n name: envoy-router\n namespace: ue4\nspec:\n selector:\n matchLabels:\n app: envoy-router\n app.kubernetes.io/component: routing\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n template:\n metadata:\n labels:\n app: envoy-router\n app.kubernetes.io/component: routing\n app.kubernetes.io/part-of: ue4-on-eks\n app.kubernetes.io/version: 0.0.1\n spec:\n affinity:\n nodeAffinity:\n requiredDuringSchedulingIgnoredDuringExecution:\n nodeSelectorTerms:\n - matchExpressions:\n - key: app.pixel/envoy\n operator: In\n values:\n - &quot;true&quot;\n containers:\n - image: envoyproxy/envoy:v1.21.1\n imagePullPolicy: IfNotPresent\n name: envoy-router\n ports:\n - containerPort: 11000\n name: http\n - containerPort: 12000\n name: api\n resources:\n limits:\n cpu: 200m\n memory: 128Mi\n requests:\n cpu: 100m\n memory: 64Mi\n securityContext:\n capabilities:\n add:\n - NET_BIND_SERVICE\n - CHOWN\n - SETGID\n - SETUID\n drop:\n - all\n readOnlyRootFilesystem: true\n runAsNonRoot: true\n runAsUser: 10001\n volumeMounts:\n - mountPath: /etc/envoy\n name: config\n volumes:\n - configMap:\n name: envoy-routing-config\n name: config\n \n#envoy 路由规则\nstatic_resources:\n listeners:\n - name: listener_0\n address:\n socket_address:\n protocol: TCP\n address: 0.0.0.0\n port_value: 11000\n \n\n filter_chains:\n - filters:\n - name: envoy.filters.network.http_connection_manager\n typed_config:\n &quot;@type&quot;: type.googleapis.com/envoy.extensions.filters.network.http_connection_manager.v3.HttpConnectionManager\n stat_prefix: ingress_http\n upgrade_configs:\n - upgrade_type: websocket\n access_log:\n - name: envoy.access_loggers.stdout\n typed_config:\n &quot;@type&quot;: type.googleapis.com/envoy.extensions.access_loggers.stream.v3.StdoutAccessLog\n route_config:\n name: local_route\n virtual_hosts:\n - name: local_service\n domains: [&quot;*&quot;]\n routes:\n - match: { prefix: &quot;/matchmaker&quot; }\n route: \n cluster: service_matchmaker\n - match: { prefix: &quot;/ws&quot; }\n route: \n cluster: service_matchmaker\n - match: { prefix: &quot;/&quot; }\n route: \n cluster: service_player\n http_filters:\n - name: envoy.filters.http.router\n\n clusters:\n - name: service_matchmaker\n connect_timeout: 1s\n type: LOGICAL_DNS\n dns_lookup_family: V4_ONLY\n lb_policy: ROUND_ROBIN\n load_assignment:\n cluster_name: service_envoyproxy_io\n endpoints:\n - lb_endpoints:\n - endpoint:\n address:\n socket_address:\n address: matchmaker\n port_value: 3000\n - name: service_player\n connect_timeout: 1s\n type: LOGICAL_DNS\n dns_lookup_family: V4_ONLY\n lb_policy: ROUND_ROBIN\n load_assignment:\n cluster_name: service_envoyproxy_io\n endpoints:\n - lb_endpoints:\n - endpoint:\n address:\n socket_address:\n address: player\n port_value: 80\n</code></pre>\n<h3><a id=\"4__420\"></a><strong>4. 部署测试</strong></h3>\n<p>所有的yaml内容都在 deploy 目录下面 ,我们直接进行部署</p>\n<p><code>kubectl apply -f ./deploy</code></p>\n<h4><a id=\"41__425\"></a><strong>4.1 验证部署是否成功</strong></h4>\n<p>检查 Ingress , Service</p>\n<pre><code class=\"lang-\">kubectl get ingress\nkubectl get svc\n</code></pre>\n<p><img src=\"https://dev-media.amazoncloud.cn/e5fcdfafa9a3401cbdd42abc6bc54484_image.png\" alt=\"image.png\" /></p>\n<p>检查应用</p>\n<p><img src=\"https://dev-media.amazoncloud.cn/4ed4f10ec0a248f897431f55b2fec860_image.png\" alt=\"image.png\" /></p>\n<h4><a id=\"42__439\"></a><strong>4.2 测试演示项目</strong></h4>\n<p>获取访问地址</p>\n<pre><code class=\"lang-\">eks:~/environment/ue4-on-eks $ kubectl get ingress -o json | jq .items[].status.loadBalancer.ingress[].hostname\n#参考输出\n&quot;k8s-ue4-pixelstr-1111111111111-1111111111111.us-east-1.elb.amazonaws.com&quot;\n</code></pre>\n<p><img src=\"https://dev-media.amazoncloud.cn/ffc7b2110bfd4937a839b989c7d0c94d_image.png\" alt=\"image.png\" /></p>\n<p><img src=\"https://dev-media.amazoncloud.cn/92bf2eab2b7f48e782e0db95e440297f_image.png\" alt=\"image.png\" /></p>\n<h4><a id=\"43__452\"></a><strong>4.3 弹性伸缩测试</strong></h4>\n<p>我们部署的应用 stream 默认只有1个副本,当我们已经有1个浏览器连接 ingress, matchmaker 会把当前空闲的游戏实例发送给客户建立 WebRTC 连接,我们开启第二个浏览器(Firefox)访问该地址的时候它会显示”Waiting for available streamer”</p>\n<p><img src=\"https://dev-media.amazoncloud.cn/2a2b3c5172ed4a6fb0f613a8425cf423_image.png\" alt=\"image.png\" /></p>\n<p>这个时候我们只需要增加 stream 的副本,matchmaker 就会通过 websocket 发送新的游戏连接信息,firefox 浏览器也会从”Waiting for available streamer” 状态变为游戏连接状态。</p>\n<pre><code class=\"lang-\">kubectl get deploy stream\nkubectl scale deploy stream --replicas=2\n</code></pre>\n<p><img src=\"https://dev-media.amazoncloud.cn/9bf8908b17ca4e3e87e5037ac39f6093_image.png\" alt=\"image.png\" /></p>\n<p>这个时候我们可以看到 firefox , chrome 浏览器使用同一个 ALB 地址但是分别连接到2个独立的 UE4 游戏, 进行各自的游戏,说明通过副本数扩展可以实现演示游戏的弹性伸缩,我们也可以继续增加应用 stream 的副本数量来支持更多的客户访问。</p>\n<p><img src=\"https://dev-media.amazoncloud.cn/68eaaa711af84d9a8d1f17041d8332f3_image.png\" alt=\"image.png\" /></p>\n<p>有兴趣的读者还可以自行研究与 Kubernetes HPA 组件结合来实现 UE4 像素流送的自动弹性伸缩。</p>\n<h4><a id=\"5_472\"></a><strong>5.总结</strong></h4>\n<p>本文详细地介绍了如何将 Unreal Engine 4 游戏打包部署在 Amazon Elastic Kubernetes Service(EKS)服务上,通过 Kubernetes 内置的功能和 Amazon EC2 g4dn 实例打造一个支持多用户可以弹性伸缩的 UE4 游戏像素流送平台。</p>\n<h3><a id=\"_475\"></a><strong>参考文档、资源</strong></h3>\n<ul>\n<li><a href=\"https://aws.amazon.com/cn/blogs/china/practice-of-container-deployment-of-unreal-engine-pixel-streaming-on-g4dn-i/\" target=\"_blank\"><em>Unreal Engine 像素流送在 g4dn 上实现容器化部署实践(一)</em></a></li>\n<li><a href=\"https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/PixelStreaming/\" target=\"_blank\"><em>Unreal Engine 官方像素流送文档</em></a></li>\n<li><a href=\"https://github.com/aws-samples/eks-workshop-greater-china/blob/master/global/2021_GCR_MAD_Day/lab2-eks/%E6%AD%A5%E9%AA%A43-%E9%83%A8%E7%BD%B2%E9%85%8D%E7%BD%AEaws-load-balancer-controller%262048%E6%B8%B8%E6%88%8F.md\" target=\"_blank\"><em>部署、配置 Amazon Loadbalacner Controller</em></a></li>\n</ul>\n<h4><a id=\"_479\"></a><strong>本篇作者</strong></h4>\n<p><img src=\"https://dev-media.amazoncloud.cn/6ff2056bf3614ff49ead7a8495cbea9e_image.png\" alt=\"image.png\" /></p>\n<p><strong>粟伟</strong><br />\nAmazon 资深解决方案架构师,专注游戏行业, 开源项目爱好者,致力于云原生应用推广、落地。具有15年以上的信息技术行业专业经验,担任过高级软件工程师,系统架构师等职位,在加入 Amazon 之前曾就职于Bea, Oracle, IBM 等公司。</p>\n<p><img src=\"https://dev-media.amazoncloud.cn/ab09346dc8f34bb89adbcde8cd3a497f_image.png\" alt=\"image.png\" /></p>\n<p><strong>白鹤</strong><br />\n教授级高级工程师,亚马逊云科技媒体行业资深解决方案架构师,重点从事融合媒体系统、内容制作平台、超高清编码云原生能力等方面架构设计工作,在围绕媒体数字化转型的多个领域有丰富的实践经验。</p>\n<p><img src=\"https://dev-media.amazoncloud.cn/ac771af5fc3f41158d3bce474547af62_image.png\" alt=\"image.png\" /></p>\n<p><strong>贺杨</strong><br />\nAmazon 解决方案架构师,具备17年IT专业服务经验,工作中担任过研发、开发经理、解决方案架构师等多种角色。在加入 Amazon 前,拥有多年外企研发和售前架构经验,在传统企业架构和中间件解决方案有深入的理解和丰富的实践经验</p>\n"}
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