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  1. Jun 14, 2018
  2. Jun 09, 2018
  3. Jun 08, 2018
  4. May 30, 2018
  5. May 23, 2018
    • Mark Mandel's avatar
      Intercept Xonotic stdout for SDK Integration · f25a3c79
      Mark Mandel authored
      Change the Xonotic example to have wrapper
      around the server execution, and use the
      content of stdout to determine what to do
      with the SDK for GameServer lifecycle management.
      f25a3c79
    • Mark Mandel's avatar
      Rolling updates for Fleets · 20a7af55
      Mark Mandel authored
      This implements a configurable rolling update strategy
      for Fleets that also ensures that Allocated GameServers
      are not interuppted.
      
      Also includes updates to documentation.
      
      Closes #70
      20a7af55
  6. May 16, 2018
  7. May 14, 2018
    • Mark Mandel's avatar
      Fleet update strategy: Replace · 874081dd
      Mark Mandel authored
      When the template for a Fleet is edited,
      a deployment strategy can be defined. At the
      moment, this is just the `Replace` strategy, which
      terminates all current non-allocated GameServers
      and immeadiately starts up new GameServers to replace
      them.
      
      Includes documentation as well.
      874081dd
  8. May 02, 2018
    • Mark Mandel's avatar
      Creating a FleetAllocation allocated a GameServer from a Fleet · c6ab6b08
      Mark Mandel authored
      This implements the FleetAllocation CRD, that when created
      looks at the requested Fleet, and marks one of the
      GameServers as Allocated (if available) and returns it's value
      in the FleetAllocation.
      
      This also includes a quickstart and spec for reference as well.
      
      Some refactoring was included in the PR (probably should have been
      a seperate PR for that).
      c6ab6b08
  9. Apr 19, 2018
  10. Apr 14, 2018
  11. Apr 13, 2018
    • Mark Mandel's avatar
      Creating a Fleet creates a GameServerSet · 745bffb0
      Mark Mandel authored
      All this commit is doing is create a GameServerSet
      when a Fleet is created. Also, if the Replicas in
      a Fleet are updated, then the owned GameServerSet's
      Replicas are also updated.
      
      For this commit, we are not worrying about handling
      updates to the Spec (e.g. new image) to the Fleet,
      and doing updates to a live Fleet, we are just concerned
      with scaling up and down.
      
      Parent ticket: #70
      745bffb0
  12. Apr 10, 2018
    • Mark Mandel's avatar
      GameServerSet Implementation · 08d9dd5f
      Mark Mandel authored
      GameServerSets are the basic building block for Fleets.
      GameServerSets will be allow Fleet migrations to occur, similarly
      to how ReplicaSets allow Deployments to migrate one image type
      to another.
      
      This has not been formally documented, as this will likely be an
      internal CRD, and not (widely) used externally.
      
      Parent ticket: #70
      08d9dd5f
  13. Apr 05, 2018
  14. Mar 13, 2018
  15. Mar 02, 2018
  16. Feb 08, 2018
  17. Feb 06, 2018
  18. Feb 03, 2018
  19. Jan 06, 2018
    • Mark Mandel's avatar
      Development and Deployment to Minikube · 8388c842
      Mark Mandel authored
      You can now develop Agon, and deploy Agon to minikube
      for local testing and development.
      
      The major issue was that Minikube doesn't expose the
      ExternalIP for the Node it runs - so Agon will now
      fallback to the InternalIP (with a warning) if it can't
      find the ExternalIP.
      
      *Breaking change* - Agon build tools will now look in
      ~/.kube (like all other kubernetes tools) for Kubernetes
      credentials. This was to streamline auth of minikube and other
      Kubernetes clusters by conforming to what Kubernetes tooling
      usually expects. If you are running a GKE cluster, you will
      need to run `make gcloud-auth-cluster` again to re-download
      the kubectl credentials.
      
      Closes #30
      8388c842
  20. Jan 02, 2018
    • Mark Mandel's avatar
      Dynamic Port Allocation for GameServers · f47cc64a
      Mark Mandel authored
      Implementation of a PortAllocator that ties into the
      GameServer controller that will allocate a port on
      GameServer creations (if "dynamic" portPolicy is set)
      and then also release the port when a GameServer has been
      deleted.
      
      This also includes experimental support for node adding,
      removal and unscheduling within the cluster.
      
      Closes #14
      f47cc64a
  21. Dec 22, 2017
    • Mark Mandel's avatar
      C++ SDK implementation, example and doc · cb8dc9fc
      Mark Mandel authored
      This includes a very basic "server" that
      integrates with the SDK to show how it works
      as well as expansion of the SDK docs to explain
      how they work.
      
      This also includes working the SDK code gen
      and compilation (on linux at least) into the
      main build process as well.
      
      Closes #7
      cb8dc9fc
  22. Dec 12, 2017
  23. Dec 11, 2017
    • Mark Mandel's avatar
      Go SDK for integration with Game Servers. · 42bb7924
      Mark Mandel authored
      First implementation was done in Go as prototyping.
      Implementation is done with gRPC so it should be
      relatively trivial to generate new SDKs for each
      language.
      
      Implemented gRPC sidecars server to accompany the SDK
      and processing of the change in states, such that the
      IP and Port of the GameServer is available in the
      GameServer status when its status is Ready.
      
      Closes #16
      42bb7924
  24. Dec 05, 2017
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