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GameServerSet Implementation #156
GameServerSet Implementation #156
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/cc @ianlewis if you also want to take a look. If anyone has a better name than |
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cmd/controller/main.go
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logger.Info("Shut down gameserver controller") | ||
<-stop | ||
logger.Info("Shut down agones controller") |
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Nitpick: controllers
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Done.
pkg/gameserversets/controller.go
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c.recorder.Eventf(gss, corev1.EventTypeNormal, "SuccessfulDelete", "Deleted GameServer: %s", gs.ObjectMeta.Name) | ||
count++ | ||
} | ||
} |
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What happens if they are all allocated? Will this re-queue the sync event to be processed later on?
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If they are allocated, the event handler above will watch for when the GameServer
is deleted for this GameServerSet
, and when it catches that event, it will queue the owning GameServerSet
to be processed again, and make sure it's at the right number.
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cmd/controller/main.go
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@@ -128,7 +129,8 @@ func main() { | |||
agonesInformerFactory := externalversions.NewSharedInformerFactory(agonesClient, 30*time.Second) | |||
kubeInformationFactory := informers.NewSharedInformerFactory(kubeClient, 30*time.Second) | |||
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c := gameservers.NewController(wh, health, minPort, maxPort, sidecarImage, alwaysPullSidecar, kubeClient, kubeInformationFactory, extClient, agonesClient, agonesInformerFactory) | |||
gsController := gameservers.NewController(wh, health, minPort, maxPort, sidecarImage, alwaysPullSidecar, kubeClient, kubeInformationFactory, extClient, agonesClient, agonesInformerFactory) | |||
gssController := gameserversets.NewController(wh, kubeClient, extClient, agonesClient, agonesInformerFactory) |
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@markmandel The one letter difference between variable names is easy to miss. How about gs
and gsSet
or something that is easier to parse quickly?
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I like gsSet better. I'm actually going to change that across the whole codebase. I've had issues writing this mixing up gs
and gss
and it took me ages to fix the bugs!
Small nitpick on variable names in |
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Blocking #149 (Helm) before merging this - so as to not keep moving the goalposts on what the install.yaml should be. |
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# validation for a gameserver spec | ||
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{{- define "gameserver.validation" }} |
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@Kuqd @fooock - see any issues with me shifting this validation into a template like this?
Seems like the correct way to do it, but wanted to double check in case you could see anything obviously bad?
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For me it's ok. Small things:
- I would add a small documentation above the
define
, line{{ /* Validation for a gameserver spec .... */ }}
- Why
{{ end - }}
instead of{{ - end }}
?? - Normally these templates are inside the
_helpers.tpl
file, but by organization, I would leave it like that.
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Good call on the first two. Done!.
Re:
Normally these templates are inside the _helpers.tpl file, but by organization, I would leave it like that.
So I looked at https://github.com/kubernetes/helm/blob/master/docs/chart_best_practices/templates.md
Template files should have the extension .yaml if they produce YAML output. The extension .tpl may be used for template files that produce no formatted content.
So I made it a .yaml file with an underscore, since it's a pretty big yaml block. WDYT?
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GameServerSets are the basic building block for Fleets. GameServerSets will be allow Fleet migrations to occur, similarly to how ReplicaSets allow Deployments to migrate one image type to another. This has not been formally documented, as this will likely be an internal CRD, and not (widely) used externally. Parent ticket: googleforgames#70
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GameServerSets are the basic building block for Fleets. They allow for creating a set of GameServers that can be scaled up and down in size, while also being aware of
Allocated
GameServers and ensuring they don't get deleted.GameServerSets will be allow Fleet migrations to occur, similarly to how ReplicaSets allow Deployments to migrate one image type to another.
This has not been formally documented, as this will likely be an internal CRD, and not (widely) used externally.
Parent ticket: #70