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--- | ||
title: "Fleet Updates" | ||
date: 2019-08-27T03:58:19Z | ||
weight: 20 | ||
description: > | ||
Common patterns and approaches for updating Fleets with newer and/or different versions of your `GameServer` configuration. | ||
--- | ||
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## Rolling Update Strategy | ||
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When Fleets are edited and updated, the default strategy of Agones is to roll the new version of the `GameServer` | ||
out to the entire `Fleet`, in a step by step increment and decrement by adding a chunk of the new version and removing | ||
a chunk of the current set of `GameServers`. | ||
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This is done while ensuring that `Allocated` `GameServers` are not deleted | ||
until they are specifically shutdown through the game servers SDK, as they are expected to have players on them. | ||
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You can see this in the `Fleet.Spec.Strategy` [reference]({{< ref "/docs/Reference/fleet.md" >}}), with controls for how | ||
much of the `Fleet` is incremented and decremented at one time: | ||
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```yaml | ||
strategy: | ||
type: RollingUpdate | ||
rollingUpdate: | ||
maxSurge: 25% | ||
maxUnavailable: 25% | ||
``` | ||
So when a Fleet is edited, either through `kubectl` `edit`/`apply` or via the Kubernetes API, this performs the following operations: | ||
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1. Adds the `maxSurge` number of `GameServers` to the Fleet. | ||
1. Shutdown the `maxUnavailable` number of `GameServers` in the Fleet, skipping `Allocated` `GameServers`. | ||
1. Repeat above steps until all the previous `GameServer` configurations have been `Shutdown` and deleted. | ||
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## Recreate Strategy | ||
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This is an optimal `Fleet` update strategy if you want to replace all `GameServers` that are not `Allocated` | ||
with a new version as quickly as possible. | ||
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You can see this in the `Fleet.Spec.Strategy` [reference]({{< ref "/docs/Reference/fleet.md" >}}): | ||
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```yaml | ||
strategy: | ||
type: Recreate | ||
``` | ||
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So when a Fleet is edited, either through `kubectl` `edit`/`apply` or via the Kubernetes API, this performs the following operations: | ||
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1. `Shutdown` all `GameServers` in the Fleet that are not currently `Allocated`. | ||
1. Create the same number of the new version of the `GameServers` that were previously deleted. | ||
1. Repeat above steps until all the previous `GameServer` configurations have been `Shutdown` and deleted. | ||
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## Two (or more) Fleets Strategy | ||
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If you want very fine-grained control over the rate that new versions of a `GameServer` configuration is rolled out, or | ||
if you want to do some version of A/B testing or smoke test between different versions, running two (or more) `Fleets` at the same time is a | ||
good solution for this. | ||
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To do this, create a second `Fleet` inside your cluster, starting with zero replicas. From there you can scale this newer `Fleet` | ||
up and the older `Fleet` down as required by your specific rollout strategy. | ||
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This also allows you to rollback if issues arise with the newer version, as you can delete the newer `Fleet` | ||
and scale up the old Fleet to its previous levels, resulting in minimal impact to the players. | ||
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> For GameServerAllocation, you will need to have at least a single shared label between the `GameServers` in each | ||
> Fleet. | ||
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### GameServerAllocation Across Fleets | ||
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Since `GameServerAllocation` is powered by label selectors, it is possible to allocate across multiple fleets, and/or | ||
give preference to particular sets of `GameServers` over others. You can see details of this in | ||
the `GameServerAllocation` [reference]({{< ref "/docs/Reference/gameserverallocation.md" >}}). | ||
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In a scenario where a new `v2` version of a `Fleet` is being slowly scaled up in a separate Fleet from the previous `v1` | ||
Fleet, we can specify that we `prefer` allocation to occur from the `v2` fleet, and if none are available, fallback to | ||
the `v1` fleet, like so: | ||
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```yaml | ||
apiVersion: "allocation.agones.dev/v1" | ||
kind: GameServerAllocation | ||
spec: | ||
required: | ||
matchLabels: | ||
game: my-awesome-game | ||
preferred: | ||
- matchLabels: | ||
agones.dev/fleet: v2 | ||
``` | ||
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In this example, all `GameServers` have the label `game: my-awesome-game`, so the Allocation will search across both | ||
Fleets through that mechanism. The `preferred` label matching selector tells the allocation system to first search | ||
all `GameServers` with the `v2` `Fleet` label, and if not found, search through the rest of the set. | ||
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The above `GameServerAllocation` can then be used while you scale up the `v2` Fleet and scale down the original Fleet at | ||
the rate that you deem fit for your specific rollout. |
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