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Unreal Engine SDK: Add HttpHost variable to configure host in case it's not localhost #2997

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ViktorWii
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/kind feature

Replace hardcoded 127.0.0.1 with variable, so it's possible to configure where Agones should connect to:

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@ViktorWii ViktorWii changed the title Add HttpHost variable to configure host in case it's not localhost Unreal Engine SKD: Add HttpHost variable to configure host in case it's not localhost Feb 24, 2023
@ViktorWii ViktorWii changed the title Unreal Engine SKD: Add HttpHost variable to configure host in case it's not localhost Unreal Engine SDK: Add HttpHost variable to configure host in case it's not localhost Feb 24, 2023
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Build Succeeded 👏

Build Id: 6f99d9ad-f1ec-4df4-aed9-0bcee1ea20fb

The following development artifacts have been built, and will exist for the next 30 days:

A preview of the website (the last 30 builds are retained):

To install this version:

  • git fetch https://github.com/googleforgames/agones.git pull/2997/head:pr_2997 && git checkout pr_2997
  • helm install agones ./install/helm/agones --namespace agones-system --agones.image.release=us-docker.pkg.dev/agones-images/ci --set agones.image.tag=1.30.0-b7244f2-amd64

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Build Succeeded 👏

Build Id: df63569e-6060-44fc-8503-5b3b5a4100d5

The following development artifacts have been built, and will exist for the next 30 days:

A preview of the website (the last 30 builds are retained):

To install this version:

  • git fetch https://github.com/googleforgames/agones.git pull/2997/head:pr_2997 && git checkout pr_2997
  • helm install agones ./install/helm/agones --namespace agones-system --agones.image.release=us-docker.pkg.dev/agones-images/ci --set agones.image.tag=1.30.0-b220ad0-amd64

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Build Succeeded 👏

Build Id: 1d88bd4c-77e7-4bc1-84f2-d298acb3062f

The following development artifacts have been built, and will exist for the next 30 days:

A preview of the website (the last 30 builds are retained):

To install this version:

  • git fetch https://github.com/googleforgames/agones.git pull/2997/head:pr_2997 && git checkout pr_2997
  • helm install agones ./install/helm/agones --namespace agones-system --agones.image.release=us-docker.pkg.dev/agones-images/ci --set agones.image.tag=1.30.0-a76a4bc-amd64

@roberthbailey
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/cc @markmandel

A similar change was proposed in #1183 and we did not move forward with that proposal.

I'll ask a similar question here - can you help me understand what the scenario is for needing to connect to a remote SDK? Is it for development? Are you deploying pods without the sdk sidecar into a cluster?

@ViktorWii
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ViktorWii commented Feb 25, 2023

Well, currently our approach is that we have cluster set up on remote machine, and in-editor session connects to specified IP to mock/replace remote agones with itself. That way we can test things both on game and backend without rebuilding game server after each change and redeploying it to backend

@ViktorWii
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ViktorWii commented Feb 25, 2023

So the answer is yes, it's just for development purposes.
It's fare to say that we could potentially host cluster locally but there is few catches that makes it difficult and most importantly inefficient

P.S.: I'm working on client side and might be wrong about some of details, I can ask server team about specifics of our approach

@markmandel
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Does this approach solve your issue instead?

https://agones.dev/site/docs/guides/local-game-server/

@ViktorWii
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ViktorWii commented Feb 28, 2023

If I'm understand correctly, it doesn't solve our problems completely.
For example it makes difficult for backend to track multiple instances of Agones (in cases when multiple developers runs local servers in the same time). Moreover with our approach it's possible both to call QA to your local server instance and to let QA launch sessions "the normal way" (request session from client build, not from UE Editor)

Also static ports might be an issue

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markmandel commented Feb 28, 2023

For example it makes difficult for backend to track multiple instances of Agones (in cases when multiple developers runs local servers in the same time).

How? If it's an instance of Agones in the system just like any other, what is difficult to track?

Moreover with our approach it's possible both to call QA to your local server instance and to let QA launch sessions "the normal way" (request session from client build, not from UE Editor)

Same question as above. The client should connect to your regular system. I don't know why an Editor is required?

What is the flow for your current process? Reading it again:

Well, currently our approach is that we have cluster set up on remote machine, and in-editor session connects to specified IP to mock/replace remote agones with itself

It sounds like it's exactly the same as our current dev-address annotation process, but possibly more complicated?

@markmandel
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Just gently bumping this, to see if we can continue the conversation? It's been a few months.

I'm going to mark it as stale, but would love to dig in deeper, see if there something we're missing.

@markmandel markmandel added the stale Pending closure unless there is a strong objection. label Apr 3, 2023
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[APPROVALNOTIFIER] This PR is NOT APPROVED

This pull-request has been approved by: ViktorWii
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Build Failed 😱

Build Id: 2b70ca9a-02eb-46b3-8dfa-e6f0a08030e5

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Closing due to inactivity - please reopen if you feel strongly!

@zmerlynn zmerlynn closed this May 11, 2023
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6 participants