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gameserverallocation.yaml
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gameserverallocation.yaml
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# Copyright 2018 Google LLC All Rights Reserved.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# Full example of a GameServerAllocation. This is used to allocate
# A GameServer out of a set of GameServers. This could be a Fleet,
# multiple Fleets, or a self managed group of GameServers.
#
apiVersion: "allocation.agones.dev/v1"
kind: GameServerAllocation
spec:
# GameServer selector from which to choose GameServers from.
# GameServers still have the hard requirement to be `Ready` to be allocated from
# however we can also make available `matchExpressions` for even greater
# flexibility.
# Below is an example of a GameServer allocated against a given fleet.
# See: https://kubernetes.io/docs/concepts/overview/working-with-objects/labels/ for more details
required:
matchLabels:
game: my-game
matchExpressions:
- {key: tier, operator: In, values: [cache]}
# ordered list of preferred allocations out of the `required` set.
# If the first selector is not matched, the selection attempts the second selector, and so on.
# This is useful for things like smoke testing of new game servers.
# This also support `matchExpressions`
preferred:
- matchLabels:
stable.agones.dev/fleet: green-fleet
- matchLabels:
stable.agones.dev/fleet: blue-fleet
# defines how GameServers are organised across the cluster.
# Options include:
# "Packed" (default) is aimed at dynamic Kubernetes clusters, such as cloud providers, wherein we want to bin pack
# resources
# "Distributed" is aimed at static Kubernetes clusters, wherein we want to distribute resources across the entire
# cluster
scheduling: Packed
# Optional custom metadata that is added to the game server at allocation
# You can use this to tell the server necessary session data
metadata:
labels:
mode: deathmatch
annotations:
map: garden22