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Fix for scaling split allocated GameServerSets #3292
Fix for scaling split allocated GameServerSets #3292
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Fixes bug wherein if a set of Allocations occurred across two or more GameServerSets that had yet to be deleted for a RollingUpdate (because of Allocated GameServers), and a scale down operation moved the Fleet replica count to below the current number of Allocated GameServers -- scaling back up would not move above the current number of Allocated GameServers. Or to put it another way, the current Fleet update logic didn't consider old GameServerSets with Allocated GameServers but a 0 value for `Spec.Replicas` as a complete rollout when scaling back up, so the logic went back into rolling update logic, and it all went sideways. This short circuits that scenario up front. Close googleforgames#3287
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Weird errors on 1.27 generic, in and around:
Going to rerun and see if it's consistent. |
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[APPROVALNOTIFIER] This PR is APPROVED This pull-request has been approved by: gongmax, markmandel The full list of commands accepted by this bot can be found here. The pull request process is described here
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New changes are detected. LGTM label has been removed. |
Build Failed 😱 Build Id: baacce9a-28c2-4dc3-a31f-6359ecbce317 To get permission to view the Cloud Build view, join the agones-discuss Google Group. |
It's still the:
I think I'm going to lose the plot here. |
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Build Succeeded 👏 Build Id: 5bfc0b1d-09e7-46e1-9c42-cd584ebe2575 The following development artifacts have been built, and will exist for the next 30 days:
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What type of PR is this?
/kind bug
What this PR does / Why we need it:
Fixes bug wherein if a set of Allocations occurred across two or more GameServerSets that had yet to be deleted for a RollingUpdate (because of Allocated GameServers), and a scale down operation moved the Fleet replica count to below the current number of Allocated GameServers -- scaling back up would not move above the current number of Allocated GameServers.
Or to put it another way, the current Fleet update logic didn't consider old GameServerSets with Allocated GameServers but a 0 value for
Spec.Replicas
as a complete rollout when scaling back up, so the logic went back into rolling update logic, and it all went sideways.This short circuits that scenario up front.
Which issue(s) this PR fixes:
Close #3287
Special notes for your reviewer:
Found a weird Unit Test in there while I was at it. Fixed it.