gRPC C# Tutorial

Last updated: 2020-12-15 17:31:21

    Installing gRPC

    1. To use gRPC C#, you need to install .Net Core 3.1 SDK first. Taking CentOS as an example, the version must be v7, v8 or above.

      • Add the signature key
        sudo rpm -Uvh
      • Install .NET Core SDK
        sudo yum install dotnet-sdk-3.1
    2. In addition, you can also use gRPC C# in the following runtime environments/IDEs:

      • Windows: .NET Framework 4.5 or higher, Visual Studio 2013 or higher, Visual Studio Code.
      • Linux: Mono 4 or higher, Visual Studio Code.
      • macOS X: Mono 4 or higher, Visual Studio Code, Visual Studio for Mac.


      For more information on the installation process, please see Installing gRPC C#.

    Defining Service

    gRPC uses Protocol Buffers to define a service: an RPC service specifies methods that can be called remotely by using parameters and return types.


    We provide the .proto files for service definition. You can click here to directly download them with no need to generate them by yourself.

    Generating gRPC Code

    1. After defining the service, you can use protoc (protocol buffer compiler) to generate the client and server code (in any language supported by gRPC).
    2. The generated code includes the client stub and the abstract APIs to be implemented by the server.
    3. Steps for generating gRPC code:
      • Download the code. In the csharp-demo directory, run
        dotnet run
        to automatically compile and run the service.
      • After the program is compiled and run correctly, the project's dependent libraries and binary files, and the .cs files created by compiling the proto file will be generated in the csharp-demo/obj/Debug/netcoreapp3.1 folder.
      • The proto file is imported in csharp-demo/csharpdemo.csproj:
        <Protobuf Include="..\proto\csharp-demo\GameServerGrpcSdkService.proto" Link="GameServerGrpcSdkService.proto"/>
        <Protobuf Include="..\proto\csharp-demo\GseGrpcSdkService.proto" Link="GseGrpcSdkService.proto" />
        The project relies on the two proto files GameServerGrpcSdkService.proto and GseGrpcSdkService.proto in the proto/csharp-demo folder.

    Game Process Integration Process

    Server API list

    API Name Description
    OnHealthCheck Performs health check
    OnStartGameServerSession Receives game server session
    OnProcessTerminate Ends game process

    Client API list

    API Name Description
    ProcessReady Gets process ready
    ActivateGameServerSession Activates game server session
    AcceptPlayerSession Receives player session
    RemovePlayerSession Removes player session
    DescribePlayerSessions Gets player session list
    UpdatePlayerSessionCreationPolicy Updates player session creation policy
    TerminateGameServerSession Ends game server session
    ProcessEnding Ends process
    ReportCustomData Reports custom data


    When the game process uses gRPC to call a client API, you need to add two fields to meta of the gRPC request.

    Field Description Type
    pid pid of the current game process string
    requestId requestId of the current request, which is used to uniquely identify a request string
    1. Generally, after the server is initialized, the process will check itself to see whether it can provide services, and the game server will call the ProcessReady API to notify GSE that the process is ready to host a game server session. After receiving the notification, GSE will change the status of the server instance to "Active".

      public static GseResponse ProcessReady(string[] logPath, int clientPort, int grpcPort)
           logger.Println($"Getting process ready, LogPath: {logPath}, ClientPort: {clientPort}, GrpcPort: {grpcPort}");
           // Set the ports
           var req = new ProcessReadyRequest{
               ClientPort = clientPort,
               GrpcPort = grpcPort,
           // Log path
           req.LogPathsToUpload.Add(logPath);         // After being parsed by `pb`, the `repeated` type is read-only and needs to be added by running `Add`           
           // Ready to provide services
           return GrpcClient.GseClient.ProcessReady(req, meta);
    2. After the process is ready, GSE will call the OnHealthCheck API to perform a health check on the game server every minute. If the health check fails three consecutive times, the process will be considered to be unhealthy, and no game server sessions will be assigned to it.

      public override Task<HealthCheckResponse> OnHealthCheck(HealthCheckRequest request, ServerCallContext context)
           logger.Println($"OnHealthCheck, HealthStatus: {GseManager.HealthStatus}");
           return Task.FromResult(new HealthCheckResponse{
                   HealthStatus = GseManager.HealthStatus
    3. Because the client calls the CreateGameServerSession API to create a game server session and assigns it to a process, GSE will be triggered to call the onStartGameServerSession API for the process and change the status of GameServerSession to "Activating".

      public override Task<GseResponse> OnStartGameServerSession(StartGameServerSessionRequest request, ServerCallContext context)
           logger.Println($"OnStartGameServerSession, request: {request}");
           var resp = GseManager.ActivateGameServerSession(request.GameServerSession.GameServerSessionId, request.GameServerSession.MaxPlayers);
           return Task.FromResult(resp);
    4. After the game server receives onStartGameServerSession, you need to handle the logic or resource allocation by yourself. After everything is ready, the game server will call the ActivateGameServerSession API to notify GSE that the game server session has been assigned to a process and is ready to receive player requests and will change the server status to "Active".

      public static GseResponse ActivateGameServerSession(string gameServerSessionId, int maxPlayers)
           logger.Println($"Activating game server session, GameServerSessionId: {gameServerSessionId}, MaxPlayers: {maxPlayers}");
           var req = new ActivateGameServerSessionRequest{
               GameServerSessionId = gameServerSessionId,
               MaxPlayers = maxPlayers,
           return GrpcClient.GseClient.ActivateGameServerSession(req, meta);
    5. After the client calls the JoinGameServerSession API for the player to join, the game server will call the AcceptPlayerSession API to verify the validity of the player. If the connection is accepted, the status of PlayerSession will be set to "Active". If the client receives no response within 60 seconds after calling the JoinGameServerSession API, it will change the status of PlayerSession to "Timeout" and then call JoinGameServerSession again.

      public static GseResponse AcceptPlayerSession(string playerSessionId)
           logger.Println($"Accepting player session, PlayerSessionId: {playerSessionId}");
           var req = new AcceptPlayerSessionRequest{
               GameServerSessionId = gameServerSession.GameServerSessionId,
               PlayerSessionId = playerSessionId,
           return GrpcClient.GseClient.AcceptPlayerSession(req, meta);
    6. After the game ends or the player exits, the game server will call the RemovePlayerSession API to remove the player, change the status of playersession to "Completed", and reserve the player slot in the game server session.

      public static GseResponse RemovePlayerSession(string playerSessionId)
           logger.Println($"Removing player session, PlayerSessionId: {playerSessionId}");
           var req = new RemovePlayerSessionRequest{
               GameServerSessionId = gameServerSession.GameServerSessionId,
               PlayerSessionId = playerSessionId,
           return GrpcClient.GseClient.RemovePlayerSession(req, meta);
    7. After a game server session (a game battle or a service) ends, the game server will call the TerminateGameServerSession API to end the GameServerSession and change its status to Terminated.

      public static GseResponse TerminateGameServerSession()
           logger.Println($"Terminating game server session, GameServerSessionId: {gameServerSession.GameServerSessionId}");
           var req = new TerminateGameServerSessionRequest{
               GameServerSessionId = gameServerSession.GameServerSessionId
           return GrpcClient.GseClient.TerminateGameServerSession(req, meta);
    8. In case of health check failure or reduction, GSE will call the OnProcessTerminate API to end the game process. The reduction will be triggered according to the protection policy configured in the GSE Console.

      public override Task<GseResponse> OnProcessTerminate(ProcessTerminateRequest request, ServerCallContext context)
           logger.Println($"OnProcessTerminate, request: {request}");
           // Set the process termination time
           // If the following two APIs are called, the game server session will be ended immediately. We recommend you call `ProcessEnding` to end the process only when there are no players or game server sessions
           // If the following two APIs are not called, `ProcessEnding` will be called to end the process according to the protection policy. We recommend you configure time-period protection
           // Terminate the game server session
           // Exit the process
           return Task.FromResult(new GseResponse{
               Status = GseResponse.Types.Status.Ok,
               ResponseData = "SUCCESS",
    9. The game server calls the ProcessEnding API to end the process immediately, change the server process status to "Terminated", and repossess the resources.

      // Active call: a game battle corresponds to a process. The `ProcessEnding` API will be actively called after the game battle ends
      // Passive call: in case of reduction, process exception, or health check failure, the `ProcessEnding` API will be called passively according to the protection policy. If a full protection or time-period protection policy is configured, it is required to determine whether there are any players in the game server session before the passive call can be made
      public static GseResponse ProcessEnding()
           logger.Println($"Process ending, pid: {pid}");
           var req = new ProcessEndingRequest();            
           return GrpcClient.GseClient.ProcessEnding(req, meta);
    10. The game server calls the DescribePlayerSessions API to get the information of the player in the game server session (which is optional based on your actual business needs).

      public static DescribePlayerSessionsResponse DescribePlayerSessions(string gameServerSessionId, string playerId, string playerSessionId, string playerSessionStatusFilter, string nextToken, int limit)
          logger.Println($"Describing player session, GameServerSessionId: {gameServerSessionId}, PlayerId: {playerId}, PlayerSessionId: {playerSessionId}, PlayerSessionStatusFilter: {playerSessionStatusFilter}, NextToken: {nextToken}, Limit: {limit}");
          var req = new DescribePlayerSessionsRequest{
              GameServerSessionId = gameServerSessionId,
              PlayerId = playerId,
              PlayerSessionId = playerSessionId,
              PlayerSessionStatusFilter = playerSessionStatusFilter,
              NextToken = nextToken,
              Limit = limit,
          return GrpcClient.GseClient.DescribePlayerSessions(req, meta);
    11. The game server calls the UpdatePlayerSessionCreationPolicy API to update the player session creation policy and set whether to accept new players, i.e., whether to allow new players to join a game session (which is optional based on your actual business needs).

      public static GseResponse UpdatePlayerSessionCreationPolicy(string newPolicy)
          logger.Println($"Updating player session creation policy, newPolicy: {newPolicy}");
          var req = new UpdatePlayerSessionCreationPolicyRequest{
              GameServerSessionId = gameServerSession.GameServerSessionId,
              NewPlayerSessionCreationPolicy = newPolicy,
          return GrpcClient.GseClient.UpdatePlayerSessionCreationPolicy(req, meta);
    12. The game server calls the ReportCustomData API to notify GSE of the custom data (which is optional based on your actual business needs).

      public static GseResponse ReportCustomData(int currentCustomCount, int maxCustomCount)
          logger.Println($"Reporting custom data, CurrentCustomCount: {currentCustomCount}, MaxCustomCount: {maxCustomCount}");
          var req = new ReportCustomDataRequest{
              CurrentCustomCount = currentCustomCount,
              MaxCustomCount = maxCustomCount,
          return GrpcClient.GseClient.ReportCustomData(req, meta);

    Launching Server for GSE to Call

    Server running: launch GrpcServer.

    public class Program
            public static int ClientPort = PortServer.GenerateRandomPort(2000, 6000);
            public static int GrpcPort = PortServer.GenerateRandomPort(6001, 10000);
            public static void Main(string[] args)
            public static IHostBuilder CreateHostBuilder(string[] args) =>
                    .ConfigureWebHostDefaults(webBuilder =>
                        webBuilder.ConfigureKestrel(options =>
                             // gRPC port (set the HTTP/2 endpoint without TLS certificate)
                            options.ListenAnyIP(GrpcPort, o => o.Protocols = 
                            // HTTP port

    Connecting Client to gRPC Server of GSE

    Server connecting: create a gRPC channel, specify the host name and server port to connect to, and use this channel to create a stub instance.

    public class GrpcClient
            private static string agentAdress = "";
            public static GameServerGrpcSdkService.GameServerGrpcSdkServiceClient GameServerClient
                    Channel channel = new Channel(agentAdress, ChannelCredentials.Insecure);
                    return new GameServerGrpcSdkService.GameServerGrpcSdkServiceClient(channel);
            public static GseGrpcSdkService.GseGrpcSdkServiceClient GseClient
                    Channel channel = new Channel(agentAdress, ChannelCredentials.Insecure);
                    return new GseGrpcSdkService.GseGrpcSdkServiceClient(channel);

    Demo for C#

    1. Click here to download the code of the Demo for C#.
    2. Generate the gRPC code.
      As the gRPC code has already been generated in the proto/csharp-demo directory of the Demo for C#, you do not need to generate it again.
    3. Launch the server for GSE to call.
      • Implement the server.
        gameserversdk.cs in the csharp-demo/api directory implements three server APIs.
      • Run the server.
        Program.cs in the csharp-demo directory launches GrpcServer.
    4. Connect the client to the gRPC server of GSE.
      • Implement the client.
        GseManager.cs in the csharp-demo/Models directory implements nine client APIs.
      • Connect to the server.
        Create a gRPC channel, specify the host name and server port to connect to, and use this channel to create a stub instance.
    5. Compile and run.
      1. Generate the executable file and dependencies
        dotnet publish -c Release -r linux-x64 --self-contained true 
        The above operation will generate all the dependent files needed to generate and package the asset package in the csharp-demo/bin/Release/netcoreapp3.1/linux-x64 directory, which contains the executable file csharpdemo used to run the service.
      • Copy the pre-request script
        chmod u+x
        cp bin/Release/netcoreapp3.1/linux-x64
      • Package the GSE asset package
        cd csharp-demo/bin/Release/netcoreapp3.1/linux-x64
        zip -r * 
        The packaged is the asset package needed by GSE. Configure the launch path as csharpdemo with no launch parameter needed.
      • Create a server fleet and deploy the asset package on it. After that, you can perform various operations such as scaling.