Blueprints
A Blueprint is a declarative configuration file that defines the full runtime specification for how a game server should be run.
SLS uses Blueprints to create server instances. You provide a Blueprint ID, and SLS provisions the server based on that definition.
Because Blueprints are fully declarative and reproducible, a single Blueprint can be used to create unlimited identical server instances. Each instance will behave consistently and remain isolated from others, making scaling and deployment predictable across the system.
What a Blueprint defines
- What server software to use
- Which version to run
- How much CPU, RAM, and disk it can use
- What Docker image to run it in
- What files and folders the server needs
- What environment variables and configs to apply
- What should happen when the server starts or stops
For examples see Blueprint examples.
In this section
| Page | What it covers |
|---|---|
| Introduction (this page) | What Blueprints are and how SLS uses them |
| Creating blueprints | How to author a Blueprint YAML file: metadata, server, state, persistence, annotations |
| Examples overview | Block Hunt, vSLS, plugins, volumes, config patches, and more |
