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Fix infinite creation of GameServerSets when 1000m CPU limit was used #1188
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Build Failed 😱 Build Id: 0986090d-c01e-4b70-b0e2-159710f15418 To get permission to view the Cloud Build view, join the agones-discuss Google Group. |
Build Failed 😱 Build Id: 55034221-426b-4a8a-bf3f-0001306bfb21 To get permission to view the Cloud Build view, join the agones-discuss Google Group. |
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Build Succeeded 👏 Build Id: 4547891c-24fa-4058-b6b5-1d31fe7b0ebf The following development artifacts have been built, and will exist for the next 30 days:
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pkg/fleets/controller.go
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@@ -534,6 +534,42 @@ func (c *Controller) updateFleetStatus(fleet *agonesv1.Fleet) error { | |||
return errors.Wrapf(err, "error updating status of fleet %s", fCopy.ObjectMeta.Name) | |||
} | |||
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// equalGameServerTemplates compares template with different Requests and Limits scales | |||
func equalGameServerTemplates(a, b agonesv1.GameServerTemplateSpec) bool { |
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Sounds like we should be using apiequality.Semantic.DeepEqual, like we do here
(We should probably find other places we use reflect.DeepEquals() and replace those as well.
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Add Semantic.DeepEqual() to compare equal values autoupdated after creation, for instance 1000m -> 1 CPU limit. More accurate comparision of GSSet vs Fleet is used.
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Build Succeeded 👏 Build Id: b8e4ed34-eda9-4553-8b7c-5ee71e288eec The following development artifacts have been built, and will exist for the next 30 days:
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[APPROVALNOTIFIER] This PR is APPROVED This pull-request has been approved by: aLekSer, markmandel The full list of commands accepted by this bot can be found here. The pull request process is described here
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Add Semantic.DeepEqual() to compare equal values autoupdated after creation, for instance 1000m -> 1 CPU limit. More accurate comparision of GSSet vs Fleet is used.
Add Semantic.DeepEqual() to compare equal values autoupdated after
creation, for instance 1000m -> 1 CPU limit.
More accurate comparison of GSSet vs Fleet is used.
Closes #1184.