- Jun 14, 2018
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Mark Mandel authored
There was a race condition in the original implementation. This fixes that issue! (and makes the code cleaner!)
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- Jun 09, 2018
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Mark Mandel authored
Realised that all the new Rust SDK code didn't have the Apache licence applied. This applies the licence.
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- Jun 08, 2018
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Tomochika Hara authored
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- May 30, 2018
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Eric So authored
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- May 23, 2018
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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.
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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
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- May 16, 2018
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Eno Compton authored
Fixes #178
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- May 14, 2018
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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.
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- May 02, 2018
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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).
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- Apr 19, 2018
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Eric Fortin authored
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- Apr 14, 2018
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Eric Fortin authored
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- Apr 13, 2018
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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
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- Apr 10, 2018
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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
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- Apr 05, 2018
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Davor Kapsa authored
* fix misspell * add err check and fix var shadowing * fix crd package comment
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Cyril TOVENA authored
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- Mar 13, 2018
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Deleplace authored
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- Mar 02, 2018
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Cyril TOVENA authored
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- Feb 08, 2018
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Mark Mandel authored
Security issue with `go get` in 1.9.3
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- Feb 06, 2018
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Mark Mandel authored
This also includes a change on the domain to agones.dev, and changing the name of the hosting project infrastructure.
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- Feb 03, 2018
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Mark Mandel authored
Closes #4
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Mark Mandel authored
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Mark Mandel authored
This includes updates to the SDK, and controller code to manage the health lifecycle of a GameServer. Examples have also been updated, as well as some basic documentation. Closes #15
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- Jan 06, 2018
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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
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- Jan 02, 2018
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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
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- Dec 22, 2017
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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
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- Dec 12, 2017
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Mark Mandel authored
and run an actual game on Agon. Closes #18
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- Dec 11, 2017
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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
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- Dec 05, 2017
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Mark Mandel authored
This is much better, as it allows more control over the Pod.
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Mark Mandel authored
This includes changes to the definition of a GameServer and the data that is stored against it, as well as functioanlity for setting default values on the GameServer.
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Mark Mandel authored
To start this will be a tool for testing GameServer connections as they as created as CRDs in Kubernetes. As we move through further development, this will become the place where the SDK integration will form, and finally be an example for.
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Mark Mandel authored
This implementation just builds the basic foundation of the controller for this Custom Resource Definition. It will check and see if the CRD has been defined, and it not, create it in the Kubernetes cluster it resides in, and wait until it reached an Established state. Then it just blocks until it gets told to terminate via a process signal.
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Mark Mandel authored
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