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Add more details on Allocate() behaviour #1346

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merged 1 commit into from
Feb 18, 2020

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aLekSer
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@aLekSer aLekSer commented Feb 18, 2020

There was lack of details what is the result of SDK.Allocate() function
call.

@aLekSer aLekSer changed the title tAdd more details on Allocate() behaviour Add more details on Allocate() behaviour Feb 18, 2020
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Build Succeeded 👏

Build Id: 2784d2bd-6012-47a9-bb9c-9d41ed90105f

The following development artifacts have been built, and will exist for the next 30 days:

A preview of the website (the last 30 builds are retained):

To install this version:

  • git fetch https://github.com/GoogleCloudPlatform/agones.git pull/1346/head:pr_1346 && git checkout pr_1346
  • helm install ./install/helm/agones --namespace agones-system --name agones --set agones.image.tag=1.4.0-204234e

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This is actually true for all setting functions in the SDK - should we make this a higher level comment in the docs (i.e. cover all mutation methods) - rather than make it specific to Allocate?

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aLekSer commented Feb 18, 2020

Well, I also thought about that, I think we should move it higher. And for Allocate just point, so that it is not skipped. Because Allocate "pins" GameServer not to be deleted more than other states.

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KamiMay commented Feb 18, 2020

This explains why we had issues using this SDK to allocate servers. We ended up reverting back to our original way of allocation.

For those scenarios, this SDK functionality exists.
For those scenarios, this SDK functionality exists.

Calling `Allocate()` function does not guarantee that GameServer becomes `Allocated` after this call. For instance, it could be moved to the `Shutdown` state elsewhere (for example when fleet scales down). You can verify the result of this call by waiting for the `Allocated` Status in GameServer() function output.
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I would actually advocate using Watch() to react to when the Allocation actually happens, rather than using GameServer() (polling the GameServer doesn't hurt, since it's cached locally, but Watch would be better)

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Well, I also thought about that, I think we should move it higher. And for Allocate just point, so that it is not skipped. Because Allocate "pins" GameServer not to be deleted more than other states.

Yeah that makes sense - so basically, do both? I'm down for both.

There was lack of details what is the result of SDK.Allocate() function
call.
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Build Failed 😱

Build Id: d60e0fe2-7152-433a-b76e-bd36de722e6a

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Build Succeeded 👏

Build Id: 1f513119-9ebf-4bf6-8cb1-32524775f68b

The following development artifacts have been built, and will exist for the next 30 days:

A preview of the website (the last 30 builds are retained):

To install this version:

  • git fetch https://github.com/GoogleCloudPlatform/agones.git pull/1346/head:pr_1346 && git checkout pr_1346
  • helm install ./install/helm/agones --namespace agones-system --name agones --set agones.image.tag=1.4.0-7708faf

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Nice!!

@markmandel markmandel merged commit 8c7fa70 into googleforgames:master Feb 18, 2020
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This pull-request has been approved by: aLekSer, markmandel

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@aLekSer aLekSer deleted the docs/sdk-allocate branch February 19, 2020 08:46
@markmandel markmandel added this to the 1.4.0 milestone Feb 26, 2020
@markmandel markmandel added kind/documentation Documentation for Agones kind/cleanup Refactoring code, fixing up documentation, etc labels Feb 26, 2020
ilkercelikyilmaz pushed a commit to ilkercelikyilmaz/agones that referenced this pull request Oct 23, 2020
There was lack of details what is the result of SDK.Allocate() function
call.
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5 participants