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  1. May 30, 2018
  2. May 16, 2018
  3. 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
  4. Apr 19, 2018
  5. Apr 14, 2018
  6. 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
  7. 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
  8. Apr 05, 2018
  9. Mar 13, 2018
  10. Mar 02, 2018
  11. Feb 06, 2018
  12. Feb 03, 2018
  13. 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
  14. 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
  15. Dec 05, 2017
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