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Fleet update strategy: Replace #199
Fleet update strategy: Replace #199
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docs/create_fleet.md
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We can also change the configuration of the `GameServer` of the running `Fleet`, and have the changes | ||
roll out, without interrupting the currently `Allocated` `GameServers`. | ||
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Let's take this for a spin! Run `kubectl edit fleet simple-udp` and set the `repicas` field to back to `5`. |
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Typo: replicas
field back to 5
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Done.
@@ -173,39 +224,102 @@ func (c *Controller) syncFleet(key string) error { | |||
return err | |||
} | |||
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var activeGsSet *stablev1alpha1.GameServerSet | |||
activeGsSet, rest := c.filterGameServerSetByActive(fleet, list) |
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I want to make sure I understand this piece of code. This method returns the active gameserver set a a list of previous one. We then go on to set the replicas count to 0 on those and then deleting them. What happens if one of those replicas was allocated?
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Excellent question - any previously Allocated
GameServers
that part of the "inactive" GameServerSet
are left alone, and the GameServerSet
will stay alive until the Allocated
GameServer
shuts itself down or is otherwise terminated.
For reference you can see the code for scaling down GameServerSet
here, and how it ignores Allocated
GameServers
.
For a live demo, you can actually see it in action on this twitch video (only live for 13 more days, will push to YouTube at some point today).
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As an interesting note - this is why deleteEmptyGameServerSets
(code) only deletes a GameServerSet
when the gsSet.Status.Replicas == 0
- because this will never be 0 when there are still Allocated
GameServers
.
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@enocom see anything that needs improvement in my Go code? 😄 |
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pkg/fleets/controller.go
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if err != nil { | ||
return errors.Wrapf(err, "error creating gameserverset for fleet %s", fleet.ObjectMeta.Name) | ||
} | ||
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c.recorder.Eventf(fleet, corev1.EventTypeNormal, "CreatingGameServerSet", | ||
"Created GameServerSet %s", activeGsSet.ObjectMeta.Name) | ||
"Created GameServerSet %s", gsSet.ObjectMeta.Name) | ||
} else if replicas != gsSet.Spec.Replicas { |
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Rather than use an else if
statement here, you could add a return nil
to the if
block above, and a return nil
to the else if
block. That way the control flow is easier to follow and more idiomatic.
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Updated. That should be better. Definitely seems more readable 👍
When the template for a Fleet is edited, a deployment strategy can be defined. At the moment, this is just the `Replace` strategy, which terminates all current non-allocated GameServers and immeadiately starts up new GameServers to replace them. Includes documentation as well.
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@enocom @EricFortin gentle bump 😄 Please let me know if there is anything else to change, otherwise, would love an approval 😊 Thanks! |
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LGTM
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When the template for a Fleet is edited, a deployment strategy can be defined. At the moment, this is just the
Replace
strategy, which terminates all current non-allocated GameServers and immediately starts up new GameServers to replace them.Includes documentation as well.