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Address review feedbacks
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Jeffwan committed Sep 28, 2021
1 parent f5558c8 commit 1369291
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2 changes: 2 additions & 0 deletions site/content/en/docs/Guides/feature-stages.md
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Expand Up @@ -24,6 +24,7 @@ that can be found in the [Helm configuration]({{< ref "/docs/Installation/Instal

The current set of `alpha` and `beta` feature gates are:

{{% feature publishVersion="1.18.0" %}}
| Feature Name | Gate | Default | Stage | Since |
|--------------|---------|---------|-------|-------|
| Example Gate (not in use) | `Example` | Disabled | None | 0.13.0 |
Expand All @@ -33,6 +34,7 @@ The current set of `alpha` and `beta` feature gates are:
| [Custom resync period for FleetAutoscaler](https://github.com/googleforgames/agones/issues/1955) | `CustomFasSyncInterval` | Disabled | `Alpha` | 1.17.0 |
| [GameServer state filtering on GameServerAllocations](https://github.com/googleforgames/agones/issues/1239) | `StateAllocationFilter` | Disabled | `Alpha` | 1.14.0 |
| [GameServer player capacity filtering on GameServerAllocations](https://github.com/googleforgames/agones/issues/1239) | `PlayerAllocationFilter` | Disabled | `Alpha` | 1.14.0 |
{{% /feature %}}

## Description of Stages

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1 change: 0 additions & 1 deletion site/content/en/docs/Guides/fleet-updates.md
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Expand Up @@ -35,7 +35,6 @@ So when a Fleet is edited (any field other than `replicas`, see note below), eit
By default, a Fleet will wait for new `GameSevers` to become `Ready` during a Rolling Update before continuing to shutdown additional `GameServers`, only counting `GameServers` that are `Ready` as being available when calculating the current `maxUnavailable` value which controls the rate at which `GameServers` are updated.
This ensures that a Fleet cannot accidentally have zero `GameServers` in the `Ready` state if something goes wrong during a Rolling Update or if `GameServers` have a long delay before moving to the `Ready` state.

update?
{{< beta title="Rolling Update on Ready" gate="RollingUpdateOnReady" >}}

{{< alert title="Note" color="info">}}
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3 changes: 1 addition & 2 deletions test/e2e/fleet_test.go
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Expand Up @@ -300,12 +300,11 @@ func TestFleetRollingUpdate(t *testing.T) {
roundUp := false
maxUnavailable, err := intstr.GetValueFromIntOrPercent(flt.Spec.Strategy.RollingUpdate.MaxUnavailable, int(flt.Spec.Replicas), roundUp)

shift := 0
if maxUnavailable == 0 {
maxUnavailable = 1
}
// This difference is inevitable, also could be seen with Deployments and ReplicaSets
shift = maxUnavailable
shift := maxUnavailable
assert.Nil(t, err)

expectedTotal := targetScale + maxSurge + maxUnavailable + shift
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