Skip to content

Commit

Permalink
Update GameServerSet scheduling when Fleet scheduling is changed.
Browse files Browse the repository at this point in the history
  • Loading branch information
pooneh-m authored and markmandel committed Feb 21, 2019
1 parent 8bffcc8 commit 861771b
Show file tree
Hide file tree
Showing 4 changed files with 139 additions and 19 deletions.
3 changes: 2 additions & 1 deletion pkg/fleets/controller.go
Original file line number Diff line number Diff line change
Expand Up @@ -301,9 +301,10 @@ func (c *Controller) upsertGameServerSet(fleet *stablev1alpha1.Fleet, active *st
return nil
}

if replicas != active.Spec.Replicas {
if replicas != active.Spec.Replicas || active.Spec.Scheduling != fleet.Spec.Scheduling {
gsSetCopy := active.DeepCopy()
gsSetCopy.Spec.Replicas = replicas
gsSetCopy.Spec.Scheduling = fleet.Spec.Scheduling
gsSetCopy, err := c.gameServerSetGetter.GameServerSets(fleet.ObjectMeta.Namespace).Update(gsSetCopy)
if err != nil {
return errors.Wrapf(err, "error updating replicas for gameserverset for fleet %s", fleet.ObjectMeta.Name)
Expand Down
44 changes: 42 additions & 2 deletions pkg/fleets/controller_test.go
Original file line number Diff line number Diff line change
Expand Up @@ -143,6 +143,44 @@ func TestControllerSyncFleet(t *testing.T) {
agtesting.AssertEventContains(t, m.FakeRecorder.Events, "ScalingGameServerSet")
})

t.Run("gameserverset with different scheduling", func(t *testing.T) {
f := defaultFixture()
f.Spec.Strategy.Type = appsv1.RecreateDeploymentStrategyType
c, m := newFakeController()
gsSet := f.GameServerSet()
gsSet.ObjectMeta.Name = "gsSet1"
gsSet.ObjectMeta.UID = "1234"
gsSet.Spec.Replicas = f.Spec.Replicas
gsSet.Spec.Scheduling = v1alpha1.Distributed
updated := false

m.AgonesClient.AddReactor("list", "fleets", func(action k8stesting.Action) (bool, runtime.Object, error) {
return true, &v1alpha1.FleetList{Items: []v1alpha1.Fleet{*f}}, nil
})

m.AgonesClient.AddReactor("list", "gameserversets", func(action k8stesting.Action) (bool, runtime.Object, error) {
return true, &v1alpha1.GameServerSetList{Items: []v1alpha1.GameServerSet{*gsSet}}, nil
})

m.AgonesClient.AddReactor("update", "gameserversets", func(action k8stesting.Action) (bool, runtime.Object, error) {
updated = true

ua := action.(k8stesting.UpdateAction)
gsSet := ua.GetObject().(*v1alpha1.GameServerSet)
assert.Equal(t, f.Spec.Replicas, gsSet.Spec.Replicas)
assert.Equal(t, f.Spec.Scheduling, gsSet.Spec.Scheduling)
return true, gsSet, nil
})

_, cancel := agtesting.StartInformers(m, c.fleetSynced, c.gameServerSetSynced)
defer cancel()

err := c.syncFleet("default/fleet-1")
assert.Nil(t, err)
assert.True(t, updated, "gameserverset should have been updated")
agtesting.AssertEventContains(t, m.FakeRecorder.Events, "ScalingGameServerSet")
})

t.Run("gameserverset with different image details", func(t *testing.T) {
f := defaultFixture()
f.Spec.Strategy.Type = appsv1.RollingUpdateDeploymentStrategyType
Expand All @@ -153,6 +191,7 @@ func TestControllerSyncFleet(t *testing.T) {
gsSet.ObjectMeta.UID = "4321"
gsSet.Spec.Template.Spec.Ports = []v1alpha1.GameServerPort{{HostPort: 7777}}
gsSet.Spec.Replicas = f.Spec.Replicas
gsSet.Spec.Scheduling = f.Spec.Scheduling
gsSet.Status.Replicas = 5
updated := false
created := false
Expand Down Expand Up @@ -747,8 +786,9 @@ func defaultFixture() *v1alpha1.Fleet {
UID: "1234",
},
Spec: v1alpha1.FleetSpec{
Replicas: 5,
Template: v1alpha1.GameServerTemplateSpec{},
Replicas: 5,
Scheduling: v1alpha1.Packed,
Template: v1alpha1.GameServerTemplateSpec{},
},
}
f.ApplyDefaults()
Expand Down
75 changes: 75 additions & 0 deletions test/e2e/fleet_test.go
Original file line number Diff line number Diff line change
Expand Up @@ -758,6 +758,81 @@ func TestScaleUpAndDownInParallelStressTest(t *testing.T) {
wg.Wait()
}

// Creates a fleet and one GameServer with Packed scheduling.
// Scale to two GameServers with Distributed scheduling.
// The old GameServer has Scheduling set to 5 and the new one has it set to Distributed.
func TestUpdateFleetScheduling(t *testing.T) {
t.Parallel()
t.Run("Updating Spec.Scheduling on fleet should be updated in GameServer",
func(t *testing.T) {
alpha1 := framework.AgonesClient.StableV1alpha1()

flt := defaultFleet()
flt.Spec.Replicas = 1
flt.Spec.Scheduling = v1alpha1.Packed
flt, err := alpha1.Fleets(defaultNs).Create(flt)

if assert.Nil(t, err) {
defer alpha1.Fleets(defaultNs).Delete(flt.ObjectMeta.Name, nil) // nolint:errcheck
}

assert.Equal(t, int32(1), flt.Spec.Replicas)
assert.Equal(t, v1alpha1.Packed, flt.Spec.Scheduling)

framework.WaitForFleetCondition(t, flt, e2e.FleetReadyCount(flt.Spec.Replicas))

const targetScale = 2
flt = schedulingFleetPatch(t, flt, v1alpha1.Distributed, targetScale)
framework.WaitForFleetCondition(t, flt, e2e.FleetReadyCount(targetScale))

assert.Equal(t, int32(targetScale), flt.Spec.Replicas)
assert.Equal(t, v1alpha1.Distributed, flt.Spec.Scheduling)

err = framework.WaitForFleetGameServerListCondition(flt,
func(gsList []v1alpha1.GameServer) bool {
return countFleetScheduling(gsList, v1alpha1.Distributed) == 1 &&
countFleetScheduling(gsList, v1alpha1.Packed) == 1
})
assert.Nil(t, err)
})
}

// Counts the number of gameservers with the specified scheduling strategy in a fleet
func countFleetScheduling(gsList []v1alpha1.GameServer, scheduling v1alpha1.SchedulingStrategy) int {
count := 0
for _, gs := range gsList {
if gs.Spec.Scheduling == scheduling {
count++
}
}
return count
}

// Patches fleet with scheduling and scale values
func schedulingFleetPatch(t *testing.T,
f *v1alpha1.Fleet,
scheduling v1alpha1.SchedulingStrategy,
scale int32) *v1alpha1.Fleet {

patch := fmt.Sprintf(`[{ "op": "replace", "path": "/spec/scheduling", "value": "%s" },
{ "op": "replace", "path": "/spec/replicas", "value": %d }]`,
scheduling, scale)

logrus.WithField("fleet", f.ObjectMeta.Name).
WithField("scheduling", scheduling).
WithField("scale", scale).
WithField("patch", patch).
Info("updating scheduling")

fltRes, err := framework.AgonesClient.
StableV1alpha1().
Fleets(defaultNs).
Patch(f.ObjectMeta.Name, types.JSONPatchType, []byte(patch))

assert.Nil(t, err)
return fltRes
}

func scaleAndWait(t *testing.T, flt *v1alpha1.Fleet, fleetSize int32) time.Duration {
t0 := time.Now()
scaleFleetSubresource(t, flt, fleetSize)
Expand Down
36 changes: 20 additions & 16 deletions test/e2e/framework/framework.go
Original file line number Diff line number Diff line change
Expand Up @@ -172,30 +172,34 @@ func FleetReadyCount(amount int32) func(fleet *v1alpha1.Fleet) bool {
}
}

// WaitForFleetGameServersCondition wait for all GameServers for a given
// fleet to match the spec.replicas and match a a condition
func (f *Framework) WaitForFleetGameServersCondition(flt *v1alpha1.Fleet, cond func(server v1alpha1.GameServer) bool) error {
// WaitForFleetGameServersCondition waits for all GameServers for a given fleet to match
// a condition specified by a callback.
func (f *Framework) WaitForFleetGameServersCondition(flt *v1alpha1.Fleet,
cond func(server v1alpha1.GameServer) bool) error {
return f.WaitForFleetGameServerListCondition(flt,
func(servers []v1alpha1.GameServer) bool {
for _, gs := range servers {
if !cond(gs) {
return false
}
}
return true
})
}

// WaitForFleetGameServerListCondition waits for the list of GameServers to match a condition
// specified by a callback and the size of GameServers to match fleet's Spec.Replicas.
func (f *Framework) WaitForFleetGameServerListCondition(flt *v1alpha1.Fleet,
cond func(servers []v1alpha1.GameServer) bool) error {
return wait.Poll(2*time.Second, 5*time.Minute, func() (done bool, err error) {
gsList, err := f.ListGameServersFromFleet(flt)
if err != nil {
return false, err
}

if int32(len(gsList)) != flt.Spec.Replicas {
return false, nil
}

if err != nil {
return false, err
}

for _, gs := range gsList {
if !cond(gs) {
return false, nil
}
}

return true, nil
return cond(gsList), nil
})
}

Expand Down

0 comments on commit 861771b

Please sign in to comment.