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Add more details on Allocate() behaviour #1346
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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:
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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? |
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. |
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. | ||
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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)
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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Nice!!
[APPROVALNOTIFIER] This PR is APPROVED This pull-request has been approved by: aLekSer, 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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There was lack of details what is the result of SDK.Allocate() function call.
There was lack of details what is the result of SDK.Allocate() function
call.