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Local SDK Server should update internal GameServer on Ready(), Allocate() etc. #958
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You can assign this to me, that's really frustrating fo developers who want to test their code versus local sidecar. |
Assigned! |
Update the state of local SDK GS according to calls which were made by SDK client. Local sidecar now keeps the current state. For googleforgames#958.
Update the state of local SDK GS according to calls which were made by SDK client. Local sidecar now keeps the current state. For googleforgames#958.
Update the state of local SDK GS according to calls which were made by SDK client. Local sidecar now keeps the current state. For googleforgames#958.
Update the state of local SDK GS according to calls which were made by SDK client. Local sidecar now keeps the current state. For googleforgames#958.
Update the state of local SDK GS according to calls which were made by SDK client. Local sidecar now keeps the current state. For googleforgames#958.
Update the state of local SDK GS according to calls which were made by SDK client. Local sidecar now keeps the current state. For googleforgames#958.
Update the state of local SDK GS according to calls which were made by SDK client. Local sidecar now keeps the current state. For googleforgames#958.
Update the state of local SDK GS according to calls which were made by SDK client. Local sidecar now keeps the current state. For #958.
@aLekSer can we close this ticket now? |
Yes, I think we can close this as long as we don't need to implement Unhealthy state logic for local GameServer. |
Oh that's an interesting question. I would say - since that isn't covered by this ticket, we can close this ticket. If we have users that want this functionality as part of the local SDK, we can include it there as well. How does that sound? That also being said - should we add documentation to: https://agones.dev/site/docs/guides/client-sdks/local/ ? I'm thinking probably. WDYT? |
For health check it could be helpful and we can turn it off (so could support both options).
Definitely yes, I will explain current behavior of Local SDK in upcoming PR. |
All of this sounds good! Okay, let's not close this ticket then 👍 |
Returning back to this ticket, will add documentation to https://agones.dev/site/docs/guides/client-sdks/local/ . |
I assume we can close this now? |
Yes, now it is done |
Is your feature request related to a problem? Please describe.
When using the Local SDK Server,
Ready()
,Allocate()
,Shutdown()
,Reserve(seconds)
, do not change the state of the localGameServer
, and do not fire watch actions.It would be really nice if they did - especially since
SetLabel(...)
andSetAnnotation(...)
do do this - so there is precedent.Describe the solution you'd like
Ready()
,Allocate()
,Shutdown()
,Reserve(seconds)
should update the underlyingGameServer
record as appropriate for their logic, and fireWatchGameServer
events as well that can be intercepted by the game server SDK.Describe alternatives you've considered
Leaving it as is - but that does leave an inconsistent user experience - and one that I believe is less smooth.
Users can edit a YAML file directly to make the same thing happen, but its far less intuitive and smooth an experience.
Additional context
Code
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