ROCKITPLAY API
    ROCKITPLAY API
    • ROCKIT Edge - Admin API
      • Minimal Tests
        • ping
        • submit test task
      • Admin Edge Organizations
        • Create Organization
        • Delete Organization
    • ROCKIT Edge - Backend API
      • Backend Edge Organizations
        • Create Organization
        • Delete Organization
      • Authentication
        • user login
        • authentication
      • Account Management
        • get user details
        • list users
        • Modify user
        • delete users
        • Create User / Create Machine User
      • Deployments
        • Creating Deployments
        • Get Deployments
        • Get Deployment Details
        • Modify Deployment
        • Deleting Deployments
      • Apps
        • Creating Apps
        • Import native builds
        • App Details
        • List Apps
        • patch app
        • Delete Apps
      • Triggers
        • Process Traces
        • Retry Task
      • Tasks
        • Listing Tasks
        • Task Details
        • Acknowledge Warning / Expire Task
      • Subscriptions
        • Subscribe
        • List Subscriptions
        • Unsubscribe
      • Roles
        • List Roles
        • Create Role
        • Patch Role
        • Role Details
        • Delete Roles
    • Changelog
      • Changelog

    ROCKIT Edge - Backend API

    Overview#

    The ROCKIT Edge cloud service provides the folllowing functionalities:
    Basic Features:
    Upload native game builds which will be automatically converted into ROCKIT Images and ROCKIT Patches
    Publish generated files automatically to one ore many object storage(s) which may act as CDN origins.
    Optional Features (ROCKIT StreamInstaller support):
    The following optional features are provided if the ROCKIT Edge should support the ROCKIT StreamInstaller (or any 3rd-party game launcher using the same API):
    ROCKIT Edge may perform an access-key based CDN download authentication of the generated ROCKIT Images and ROCKIT Patches. However, the download authentication can also be handled elsewhere.
    ROCKIT Edge can generate access-keys for each ROCKIT-enabled game to control the download authentication. However, the access can also be handled outside of ROCKIT Edge.
    Managing of 3rd-party dependencies for each app allowing the ROCKIT StreamInstaller to guarantee all necessary additional software being locally installed prior to game start.
    Storage of graphic assets to be displayed by the ROCKIT StreamInstaller.
    Upcoming Features:
    ROCKIT Edge can manage cloud gamesaves for ROCKIT-accelerated games. Here, gamesave data will be stored along with the ROCKIT trace allowing the user to continue game sessions on new PCs while benefiting from ROCKIT acceleration. This feature will mainly be used along with ROCKIT StreamInstaller.

    API Structure#

    The ROCKIT Edge Backend API calls are following the CRUD nomenclature:
    [C]reate POST {resource}
    [R]ead GET {resource}
    [U]pdate PATCH {resource}
    [D]elete DELETE {resource}

    Resources#

    The supported {resource} are:
    User login users
    Deployments deployments
    Apps apps
    Users users
    Subscriptions subscriptions

    Request Headers#

    Most endpoints need to be authenticated using the ROCKIT Backend Authentication token x-rockit-beauth-token. It can be obtained by a user login (POST /be/v1/login and POST /be/v1/auth). For an automated approach a machine user account would provide its API key instead.

    Typical Initial Configuration#

    Deployment. During the initialization procedure at least one ROCKIT Edge Deployment has to be registered in order to specify where the generated files (ROCKIT Images and ROCKIT Patches) should be published.
    Machine user API key. For an automated operation of the ROCKIT Edge, e.g. when being integrated into existing Game Store processing pipelines, a machine user account with an API key should be generated. That API key can be used for all automatic API calls.
    Cost Control
    The main costs arising from the usage of ROCKIT Edge are
    Object Storage costs and
    Compute costs.
    They can be optimized by setting the maximum number of game builds when registering apps (maxBuilds in POST /be/v1/apps). Higher values increase costs but allow for faster direct patching times for the gamers as more patches are being available for download.
    Previous
    Delete Organization
    Next
    Create Organization
    Built with