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Rework game server health initial delay handling (#3072)
* Rework game server health initial delay handling This is a redrive of #3046, which was reverted in #3068 Rework health check handling of InitialDelaySeconds. See #2966 (comment): * We remove any knowledge in the SDK of InitialDelaySeconds * We remove the runHealth goroutine from main and shift this responsibility to the /gshealthz handler Along the way: * I noted that the FailureThreshold doesn't need to be enforced on both the kubelet and SDK side, so in the injected liveness probe, I dropped that to 1. Previously we were waiting more probes than we needed to. In practice this is not terribly relevant since the SDK pushes it into Unhealthy. * Close race if enqueueState is called rapidly before update can succeed * Re-add Autopilot 1.26 to test matrix (removed in #3059) * Close consistency race in syncGameServerRequestReadyState: If the SDK and controller win the race to update the Pod with the GameServerReadyContainerIDAnnotation before kubelet even gets a chance to add the running containers to the Pod, the controller may update the pod with an empty annotation, which then confuses further runs. * Fixes TestPlayerConnectWithCapacityZero flakes May fully fix #2445 as well
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