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Counters & Lists landing page and doc improvements #3649
Counters & Lists landing page and doc improvements #3649
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Weird flake
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Oops, missed a bit on priorities on Fleet scaledown. Need to add that in. |
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...and done. This should be good for a review now. Not the best example, but should get the point across. |
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@@ -128,7 +128,7 @@ spec: | |||
description: The name of the Counter or List. If not found on the GameServer, those GameServer with the key will have priority over those that do not. | |||
order: | |||
type: string | |||
description: Ascending or Descending sort order. Default is "Ascending" so remove smaller total capacity first. "Descending" would remove larger total capacity first. | |||
description: Ascending or Descending sort order. Default is "Ascending" so remove smaller available capacity first. "Descending" would remove larger available capacity first. |
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This is total, not available.
agones/pkg/gameserversets/gameserversets.go
Lines 176 to 182 in 589f77b
// compareGameServerCapacity compares two game servers based on a CountsAndLists Priority. First | |
// compares by Capacity, and then compares by Count or length of the List Values if Capacity is equal. | |
// NOTE: This does NOT sort by available capacity. | |
// Returns -1 if gs1 < gs2; 1 if gs1 > gs2; 0 if gs1 == gs2; 0 if neither gamer server has the Priority. | |
// If only one game server has the Priority, prefer that server. I.e. nil < gsX when Priority | |
// Order is Descending (3, 2, 1, 0, nil), and nil > gsX when Order is Ascending (0, 1, 2, 3, nil). | |
func compareGameServerCapacity(p *agonesv1.Priority, gs1, gs2 *agonesv1.GameServer) int { |
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Oh interesting! I didn't expect that, I just assumed they would be the same to be honest!
I do now have some vague memories of conversations on this topic -- but I can't remember the exact reason we did this.
Something to do with how the Autoscaler works out if it can scale down or not, and matching that logic here so it aligns as close as possible, if I remember correctly?
Can you remind me again of why this works this way, so I can capture it in the docs and head off any potential confusion here.
Having two different strategies for priorities
in different places might be confusing (🤔 maybe), but that being said, I always expected the CUJ for this to be more on the count/list length value and capacity to be a non-factor 🤷🏻 .
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Yeah, I remember talking about it too, but can't find it in chat or meeting notes.
Since the autoscaler never removes allocated game servers, what this really does is sort the non-allocated game servers, and remove those in order of largest or smallest capacity (after sorting by packed strategy). Which I think we decided was more important than "available capacity" for non-allocated game servers.
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So I'm digging into the FleetAutoscaler, and I'm seeing that it's also working on available capacity (which makes sense to calculate the buffer).
func applyCounterOrListPolicy(c *autoscalingv1.CounterPolicy, l *autoscalingv1.ListPolicy, |
As a result of writing the docs, and seeing the different approaches now side by side, I'm thinking we should file a ticket to change the sorting strategy for Fleet scale down to be based on available capacity, and implement it in a separate PR?
9.9 times out of 10, I expect it to be exactly the same as set capacity with a count/length tiebreaker (since I expect dynamic capacities in GameServers that are Ready to be minimal, and counts > 0 in a Ready GameServer to be even less of an occurrence) - but it means that the concepts and the documentation across all functionality align, and are easier to reconcile when working with it?
WDYT @igooch ? If you're happy, I'll file the ticket and make the change - looks like it should be relatively minimal.
Then we can also work out how we want to manage the switchover in docs 😄 but lemme know what you think.
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The fleet autoscaler buffer is calculated based on available capacity, the priorities are not.
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Just chatting offline - doesn't seem like a huge concern if I go do the work. So will pause on this doc, and see if it's onerous to change the ordering strategy on Fleet scaledown, and then the documentation is much easier to write.
# key: player # The name of the Counter. No impact if no GameServer found. | ||
# order: Descending # Default is "Ascending" so smaller capacity will be removed first on down scaling. | ||
# key: rooms # The name of the Counter. No impact if no GameServer found. | ||
# order: Descending # Default is "Ascending" so smaller available capacity will be removed first on down scaling. |
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Same for all fleet autoscaler.
# order: Descending # Default is "Ascending" so smaller available capacity will be removed first on down scaling. | |
# order: Descending # Default is "Ascending" so smaller total capacity will be removed first on down scaling. |
test/e2e/fleetautoscaler_test.go
Outdated
@@ -845,7 +845,7 @@ func TestCounterAutoscaler(t *testing.T) { | |||
fap.Counter = &autoscalingv1.CounterPolicy{ | |||
Key: "players", | |||
BufferSize: intstr.FromInt(5), // Buffer refers to the available capacity (AggregateCapacity - AggregateCount) | |||
MinCapacity: 10, // Min and MaxCapacity refer to the total capacity aggregated across the fleet, NOT the available capacity | |||
MinCapacity: 10, // Min and MaxCapacity refer to the available capacity aggregated across the fleet, NOT the available capacity |
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MinCapacity: 10, // Min and MaxCapacity refer to the available capacity aggregated across the fleet, NOT the available capacity | |
MinCapacity: 10, // Min and MaxCapacity refer to the total capacity aggregated across the fleet, NOT the available capacity |
While neither `players` or `rooms` are particularly good examples for this functionality, if we wanted to ensure | ||
that `Ready` `GameServers` with the most available capacity `rooms` where a factor when scaling down a `Fleet` we could | ||
implement the following: |
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@igooch this would be incorrect then? (Given some comment above?)
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Ah missed this. Yep, it refers to total capacity, not available.
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I added a warning here about the documentation being incorrect for now, but will be accurate soon.
PTAL- but I think that's the last outstanding item for this PR? Would love to have this live for GDC 😃
@@ -128,7 +128,7 @@ spec: | |||
description: The name of the Counter or List. If not found on the GameServer, those GameServer with the key will have priority over those that do not. | |||
order: | |||
type: string | |||
description: Ascending or Descending sort order. Default is "Ascending" so remove smaller total capacity first. "Descending" would remove larger total capacity first. | |||
description: Ascending or Descending sort order. Default is "Ascending" so remove smaller available capacity first. "Descending" would remove larger available capacity first. |
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Oh interesting! I didn't expect that, I just assumed they would be the same to be honest!
I do now have some vague memories of conversations on this topic -- but I can't remember the exact reason we did this.
Something to do with how the Autoscaler works out if it can scale down or not, and matching that logic here so it aligns as close as possible, if I remember correctly?
Can you remind me again of why this works this way, so I can capture it in the docs and head off any potential confusion here.
Having two different strategies for priorities
in different places might be confusing (🤔 maybe), but that being said, I always expected the CUJ for this to be more on the count/list length value and capacity to be a non-factor 🤷🏻 .
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@igooch thanks for the feedback. I'll update the Fleet > Priority docs once we hash out why we made that decision again -- my memory is not helping me here, so going through it again will help me structure the docs appropriately for that information. |
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@@ -128,7 +128,7 @@ spec: | |||
description: The name of the Counter or List. If not found on the GameServer, those GameServer with the key will have priority over those that do not. | |||
order: | |||
type: string | |||
description: Ascending or Descending sort order. Default is "Ascending" so remove smaller total capacity first. "Descending" would remove larger total capacity first. | |||
description: Ascending or Descending sort order. Default is "Ascending" so remove smaller available capacity first. "Descending" would remove larger available capacity first. |
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The fleet autoscaler buffer is calculated based on available capacity, the priorities are not.
# key: room # The name of the List. No impact if no GameServer found. | ||
# order: Ascending # Default is "Ascending" so smaller capacity will be removed first on down scaling. | ||
# key: players # The name of the List. No impact if no GameServer found. | ||
# order: Ascending # Default is "Ascending" so smaller available capacity will be removed first on down scaling. |
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# order: Ascending # Default is "Ascending" so smaller available capacity will be removed first on down scaling. | |
# order: Ascending # Default is "Ascending" so smaller total capacity will be removed first on down scaling. |
- `type`: Sort by a "Counter" or a "List". | ||
- `key`: The name of the Counter or List. If not found on the GameServer, has no impact. | ||
- `order`: Order: Sort by “Ascending” or “Descending”. “Descending” a bigger Capacity is preferred. “Ascending” would be smaller Capacity is preferred. | ||
- `order`: Order: Sort by “Ascending” or “Descending”. “Descending” a bigger available capacity is preferred. “Ascending” would be smaller available capacity is preferred. |
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``
- `order`: Order: Sort by “Ascending” or “Descending”. “Descending” a bigger available capacity is preferred. “Ascending” would be smaller available capacity is preferred. | |
- `order`: Order: Sort by “Ascending” or “Descending”. “Descending” a bigger capacity is preferred. “Ascending” would be smaller capacity is preferred. |
Doing work on googleforgames#3649, realised the `priorities` sorting implementation between a `GameServerAllocation` and `Fleet/GameServerSet` was different. Once used available capacity, and the latter used current capacity. To make things simpler, both from an implementation point of view, and documentation and user understanding, this PR consolidates everything into using _available capacity_ across the board. This also includes: * Some refactoring to consolidate Counter and List priority sorting logic as much as possible. * Fixes a bug in `Packed` GameServerSet scale down logic. * Fixes for tests since logic changed. Additional context: googleforgames#3649 (comment)
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Doing work on #3649, realised the `priorities` sorting implementation between a `GameServerAllocation` and `Fleet/GameServerSet` was different. Once used available capacity, and the latter used current capacity. To make things simpler, both from an implementation point of view, and documentation and user understanding, this PR consolidates everything into using _available capacity_ across the board. This also includes: * Some refactoring to consolidate Counter and List priority sorting logic as much as possible. * Fixes a bug in `Packed` GameServerSet scale down logic. * Fixes for tests since logic changed. Additional context: #3649 (comment) Co-authored-by: igooch <igooch@google.com>
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Comments resolved with #3690
The primary detail of this PR is to implement a Guide > Counters and Lists documentation landing page to give end users documentation on how to use all the variety of touch points of Counters and Lists. This does sprawl out a little, as in part of this process, this also touched on: * Links and warnings from other pages that should link to this landing page. * Found a bunch of minor fixes that needed doing, with both documentation and example bugs and updates just for consistency. * Implemented some small changes in terminology (primarily total capacity -> available capacity), which aligns the implementations and the documentation. * Fixes and updates to CRD and Go data structure documentation that goes along with the above. * Found some example content that was missing. Work on googleforgames#2716
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This PR contains the following updates: | Package | Update | Change | |---|---|---| | [agones](https://agones.dev) ([source](https://github.com/googleforgames/agones)) | minor | `1.39.0` -> `1.40.0` | --- > [!WARNING] > Some dependencies could not be looked up. Check the Dependency Dashboard for more information. --- ### Release Notes <details> <summary>googleforgames/agones (agones)</summary> ### [`v1.40.0`](https://github.com/googleforgames/agones/blob/HEAD/CHANGELOG.md#v1400-2024-04-23) [Compare Source](https://github.com/googleforgames/agones/compare/v1.39.0...v1.40.0) [Full Changelog](https://github.com/googleforgames/agones/compare/v1.39.0...v1.40.0) **Breaking changes:** - Counters and Lists: Remove Bool Returns by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3738 **Implemented enhancements:** - Leader Election in Custom Controller by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3696 - Migrating from generate-groups.sh to kube_codegen.sh by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3722 - Move GKEAutopilotExtendedDurationPods to Alpha in 1.28+ by [@​zmerlynn](https://github.com/zmerlynn) in [googleforgames/agones#3729 - Move DisableResyncOnSDKServer to Beta by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3732 - Counters & Lists landing page and doc improvements by [@​markmandel](https://github.com/markmandel) in [googleforgames/agones#3649 - Graduate FleetAllocationOverflow to Stable by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3733 - Adds Counters and Lists to CSharp SDK by [@​igooch](https://github.com/igooch) in [googleforgames/agones#3581 - Feat/counter and list defaulting order to ascending by [@​lacroixthomas](https://github.com/lacroixthomas) in [googleforgames/agones#3734 - Add handling for StatusAddresses in GameServerStatus for the Unity SDK by [@​charlesvien](https://github.com/charlesvien) in [googleforgames/agones#3739 - Feat(gameservers): Shared pod IPs with GameServer Addresses by [@​lacroixthomas](https://github.com/lacroixthomas) in [googleforgames/agones#3764 - Be prescriptive about rotating regions when updating Kubernetes versions by [@​zmerlynn](https://github.com/zmerlynn) in [googleforgames/agones#3716 - Fix ensure-e2e-infra-state-bucket by [@​zmerlynn](https://github.com/zmerlynn) in [googleforgames/agones#3719 - Create Performance Cluster 1.28 by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3720 - Optimise GameServer Sub-Controller Queues by [@​markmandel](https://github.com/markmandel) in [googleforgames/agones#3781 **Fixed bugs:** - Counters & Lists: Consolidate `priorities` sorting by [@​markmandel](https://github.com/markmandel) in [googleforgames/agones#3690 - Fix(Counter & Lists): Add validation for `priorities` by [@​lacroixthomas](https://github.com/lacroixthomas) in [googleforgames/agones#3714 - fix: [#​3607](https://github.com/googleforgames/agones/issues/3607) Metrics data loss in K8S controller by [@​alvin-7](https://github.com/alvin-7) in [googleforgames/agones#3692 - Deflake GameServerAllocationDuringMultipleAllocationClients by allowing errors by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3750 **Security fixes:** - Bump protobufjs from 7.2.4 to 7.2.6 in /sdks/nodejs by [@​dependabot](https://github.com/dependabot) in [googleforgames/agones#3755 - Bump golang.org/x/net from 0.19.0 to 0.23.0 by [@​zmerlynn](https://github.com/zmerlynn) in [googleforgames/agones#3793 **Other:** - Flaky: TestGameServerCreationAfterDeletingOneExtensionsPod by [@​markmandel](https://github.com/markmandel) in [googleforgames/agones#3699 - Prep for release v1.40.0 by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3700 - Bumps cpp-simple Image and Refactoring Example Makefiles by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3695 - Upgrade Protobuf to 1.33.0 by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3711 - Modify Script for Makefile Version Updates in Examples Directory by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3712 - Adds simple genai server example documentation to the Agones site by [@​igooch](https://github.com/igooch) in [googleforgames/agones#3713 - Update Supported Kubernetes to 1.27, 1.28, 1.29 by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3654 - fix: typo in docs by [@​qhyun2](https://github.com/qhyun2) in [googleforgames/agones#3723 - Tweak: Setting up the Game Server by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3717 - Docs: gke.md - spelling by [@​daniellee](https://github.com/daniellee) in [googleforgames/agones#3740 - Aesthetic rearrangement of cloudbuild.yaml by [@​zmerlynn](https://github.com/zmerlynn) in [googleforgames/agones#3741 - Docs: Make hitting <enter> on connection explicit by [@​markmandel](https://github.com/markmandel) in [googleforgames/agones#3743 - CI: Don't check Unreal Link by [@​markmandel](https://github.com/markmandel) in [googleforgames/agones#3745 - New recommendation for multi-cluster allocation by [@​markmandel](https://github.com/markmandel) in [googleforgames/agones#3744 - Custom Controller Example Page on Agones Website by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3725 - Add Nitrado logo by [@​towolf](https://github.com/towolf) in [googleforgames/agones#3753 - Remove unnecessary args from e2e-test-cloudbuild by [@​zmerlynn](https://github.com/zmerlynn) in [googleforgames/agones#3754 - Update Allocation from Fleet Documentation by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3761 - Transform Lint Warnings into Errors by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3756 - Update Canary Testing Documentation by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3760 - Supertuxkart Example on Agones Site by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3728 - Xonotic Example on Agones Site by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3742 - nit documentation fix in kind cluster section when building Agones by [@​vicentefb](https://github.com/vicentefb) in [googleforgames/agones#3770 - Merged steps inside documentation about webhook certificate creation by [@​vicentefb](https://github.com/vicentefb) in [googleforgames/agones#3768 - Example Images: Increment Tags by [@​Kalaiselvi84](https://github.com/Kalaiselvi84) in [googleforgames/agones#3796 - Update simple game server example documentation by [@​vicentefb](https://github.com/vicentefb) in [googleforgames/agones#3776 **New Contributors:** - [@​lacroixthomas](https://github.com/lacroixthomas) made their first contribution in [googleforgames/agones#3714 - [@​daniellee](https://github.com/daniellee) made their first contribution in [googleforgames/agones#3740 - [@​charlesvien](https://github.com/charlesvien) made their first contribution in [googleforgames/agones#3739 - [@​vicentefb](https://github.com/vicentefb) made their first contribution in [googleforgames/agones#3770 </details> --- ### Configuration 📅 **Schedule**: Branch creation - At any time (no schedule defined), Automerge - 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What type of PR is this?
/kind documentation
What this PR does / Why we need it:
The primary detail of this PR is to implement a Guide > Counters and Lists documentation landing page to give end users documentation on how to use all the variety of touch points of Counters and Lists.
This does sprawl out a little, as in part of this process, this also touched on:
Which issue(s) this PR fixes:
Work on #2716
Special notes for your reviewer:
Really cool to see this all working!