Documentation ¶
Overview ¶
Package v1 is the v1 version of the API. +groupName=agones.dev
Index ¶
- Constants
- Variables
- func Kind(kind string) schema.GroupKind
- func Resource(resource string) schema.GroupResource
- func SumStatusAllocatedReplicas(list []*GameServerSet) int32
- func SumStatusReplicas(list []*GameServerSet) int32
- type Fleet
- func (f *Fleet) ApplyDefaults()
- func (in *Fleet) DeepCopy() *Fleet
- func (in *Fleet) DeepCopyInto(out *Fleet)
- func (in *Fleet) DeepCopyObject() runtime.Object
- func (f *Fleet) GameServerSet() *GameServerSet
- func (f *Fleet) GetGameServerSpec() *GameServerSpec
- func (f *Fleet) LowerBoundReplicas(i int32) int32
- func (f *Fleet) UpperBoundReplicas(i int32) int32
- func (f *Fleet) Validate() ([]metav1.StatusCause, bool)
- type FleetList
- type FleetSpec
- type FleetStatus
- type GameServer
- func (gs *GameServer) ApplyDefaults()
- func (gs *GameServer) ApplyToPodGameServerContainer(pod *corev1.Pod, f func(corev1.Container) corev1.Container) *corev1.Pod
- func (gs *GameServer) CountPorts(f func(policy PortPolicy) bool) int
- func (in *GameServer) DeepCopy() *GameServer
- func (in *GameServer) DeepCopyInto(out *GameServer)
- func (in *GameServer) DeepCopyObject() runtime.Object
- func (gs *GameServer) DisableServiceAccount(pod *corev1.Pod)
- func (gs *GameServer) FindGameServerContainer() (int, corev1.Container, error)
- func (gs *GameServer) GetDevAddress() (string, bool)
- func (gs *GameServer) HasPortPolicy(policy PortPolicy) bool
- func (gs *GameServer) IsBeingDeleted() bool
- func (gs *GameServer) IsDeletable() bool
- func (gs *GameServer) Patch(delta *GameServer) ([]byte, error)
- func (gs *GameServer) Pod(sidecars ...corev1.Container) (*corev1.Pod, error)
- func (gs *GameServer) Validate() ([]metav1.StatusCause, bool)
- type GameServerList
- type GameServerPort
- type GameServerSet
- func (in *GameServerSet) DeepCopy() *GameServerSet
- func (in *GameServerSet) DeepCopyInto(out *GameServerSet)
- func (in *GameServerSet) DeepCopyObject() runtime.Object
- func (gsSet *GameServerSet) GameServer() *GameServer
- func (gsSet *GameServerSet) GetGameServerSpec() *GameServerSpec
- func (gsSet *GameServerSet) Validate() ([]metav1.StatusCause, bool)
- func (gsSet *GameServerSet) ValidateUpdate(new *GameServerSet) ([]metav1.StatusCause, bool)
- type GameServerSetList
- type GameServerSetSpec
- type GameServerSetStatus
- type GameServerSpec
- func (gss *GameServerSpec) ApplyDefaults()
- func (in *GameServerSpec) DeepCopy() *GameServerSpec
- func (in *GameServerSpec) DeepCopyInto(out *GameServerSpec)
- func (gss *GameServerSpec) FindGameServerContainer() (int, corev1.Container, error)
- func (gss GameServerSpec) Validate(devAddress string) ([]metav1.StatusCause, bool)
- type GameServerState
- type GameServerStatus
- type GameServerStatusPort
- type GameServerTemplateSpec
- type Health
- type PortPolicy
Constants ¶
const ( ErrContainerRequired = "Container is required when using multiple containers in the pod template" ErrHostPortDynamic = "HostPort cannot be specified with a Dynamic PortPolicy" ErrPortPolicyStatic = "PortPolicy must be Static" ErrContainerPortRequired = "ContainerPort must be defined for Dynamic and Static PortPolicies" ErrContainerPortPassthrough = "ContainerPort cannot be specified with Passthrough PortPolicy" )
Block of const Error messages
const ( // GameServerStatePortAllocation is for when a dynamically allocating GameServer // is being created, an open port needs to be allocated GameServerStatePortAllocation GameServerState = "PortAllocation" // GameServerStateCreating is before the Pod for the GameServer is being created GameServerStateCreating GameServerState = "Creating" // GameServerStateStarting is for when the Pods for the GameServer are being // created but are not yet Scheduled GameServerStateStarting GameServerState = "Starting" // GameServerStateScheduled is for when we have determined that the Pod has been // scheduled in the cluster -- basically, we have a NodeName GameServerStateScheduled GameServerState = "Scheduled" // GameServerStateRequestReady is when the GameServer has declared that it is ready GameServerStateRequestReady GameServerState = "RequestReady" // GameServerStateReady is when a GameServer is ready to take connections // from Game clients GameServerStateReady GameServerState = "Ready" // GameServerStateShutdown is when the GameServer has shutdown and everything needs to be // deleted from the cluster GameServerStateShutdown GameServerState = "Shutdown" // GameServerStateError is when something has gone wrong with the Gameserver and // it cannot be resolved GameServerStateError GameServerState = "Error" // GameServerStateUnhealthy is when the GameServer has failed its health checks GameServerStateUnhealthy GameServerState = "Unhealthy" // GameServerStateReserved is for when a GameServer is reserved and therefore can be allocated but not removed GameServerStateReserved GameServerState = "Reserved" // GameServerStateAllocated is when the GameServer has been allocated to a session GameServerStateAllocated GameServerState = "Allocated" // Static PortPolicy means that the user defines the hostPort to be used // in the configuration. Static PortPolicy = "Static" // Dynamic PortPolicy means that the system will choose an open // port for the GameServer in question Dynamic PortPolicy = "Dynamic" // Passthrough dynamically sets the `containerPort` to the same value as the dynamically selected hostPort. // This will mean that users will need to lookup what port has been opened through the server side SDK. Passthrough PortPolicy = "Passthrough" // RoleLabel is the label in which the Agones role is specified. // Pods from a GameServer will have the value "gameserver" RoleLabel = agones.GroupName + "/role" // GameServerLabelRole is the GameServer label value for RoleLabel GameServerLabelRole = "gameserver" // GameServerPodLabel is the label that the name of the GameServer // is set on the Pod the GameServer controls GameServerPodLabel = agones.GroupName + "/gameserver" // GameServerContainerAnnotation is the annotation that stores // which container is the container that runs the dedicated game server GameServerContainerAnnotation = agones.GroupName + "/container" // DevAddressAnnotation is an annotation to indicate that a GameServer hosted outside of Agones. // A locally hosted GameServer is not managed by Agones it is just simply registered. DevAddressAnnotation = "agones.dev/dev-address" )
const ( // FleetNameLabel is the label that the name of the Fleet // is set to on GameServerSet and GameServer the Fleet controls FleetNameLabel = agones.GroupName + "/fleet" )
const ( // GameServerSetGameServerLabel is the label that the name of the GameServerSet // is set on the GameServer the GameServerSet controls GameServerSetGameServerLabel = agones.GroupName + "/gameserverset" )
const VersionAnnotation = agones.GroupName + "/sdk-version"
VersionAnnotation is the key for version annotation associated with the CRD
Variables ¶
var ( // SchemeBuilder registers our types SchemeBuilder = k8sruntime.NewSchemeBuilder(addKnownTypes) // AddToScheme local alias for SchemeBuilder.AddToScheme AddToScheme = SchemeBuilder.AddToScheme )
var ( // GameServerRolePodSelector is the selector to get all GameServer Pods GameServerRolePodSelector = labels.SelectorFromSet(labels.Set{RoleLabel: GameServerLabelRole}) )
var SchemeGroupVersion = schema.GroupVersion{Group: agones.GroupName, Version: "v1"}
SchemeGroupVersion is group version used to register these objects
Functions ¶
func Resource ¶
func Resource(resource string) schema.GroupResource
Resource takes an unqualified resource and returns a Group qualified GroupResource
func SumStatusAllocatedReplicas ¶
func SumStatusAllocatedReplicas(list []*GameServerSet) int32
SumStatusAllocatedReplicas returns the total number of Status.AllocatedReplicas in the list of GameServerSets
func SumStatusReplicas ¶
func SumStatusReplicas(list []*GameServerSet) int32
SumStatusReplicas returns the total number of Status.Replicas in the list of GameServerSets
Types ¶
type Fleet ¶
type Fleet struct { metav1.TypeMeta `json:",inline"` metav1.ObjectMeta `json:"metadata,omitempty"` Spec FleetSpec `json:"spec"` Status FleetStatus `json:"status"` }
Fleet is the data structure for a Fleet resource
func (*Fleet) ApplyDefaults ¶
func (f *Fleet) ApplyDefaults()
ApplyDefaults applies default values to the Fleet
func (*Fleet) DeepCopy ¶
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new Fleet.
func (*Fleet) DeepCopyInto ¶
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*Fleet) DeepCopyObject ¶
DeepCopyObject is an autogenerated deepcopy function, copying the receiver, creating a new runtime.Object.
func (*Fleet) GameServerSet ¶
func (f *Fleet) GameServerSet() *GameServerSet
GameServerSet returns a single GameServerSet for this Fleet definition
func (*Fleet) GetGameServerSpec ¶
func (f *Fleet) GetGameServerSpec() *GameServerSpec
GetGameServerSpec get underlying Gameserver specification
func (*Fleet) LowerBoundReplicas ¶
LowerBoundReplicas returns 0 (the minimum value for replicas) if i is < 0
func (*Fleet) UpperBoundReplicas ¶
UpperBoundReplicas returns whichever is smaller, the value i, or the f.Spec.Replicas.
type FleetList ¶
type FleetList struct { metav1.TypeMeta `json:",inline"` metav1.ListMeta `json:"metadata,omitempty"` Items []Fleet `json:"items"` }
FleetList is a list of Fleet resources
func (*FleetList) DeepCopy ¶
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new FleetList.
func (*FleetList) DeepCopyInto ¶
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*FleetList) DeepCopyObject ¶
DeepCopyObject is an autogenerated deepcopy function, copying the receiver, creating a new runtime.Object.
type FleetSpec ¶
type FleetSpec struct { // Replicas are the number of GameServers that should be in this set Replicas int32 `json:"replicas"` // Deployment strategy Strategy appsv1.DeploymentStrategy `json:"strategy"` // Scheduling strategy. Defaults to "Packed". Scheduling apis.SchedulingStrategy `json:"scheduling"` // Template the GameServer template to apply for this Fleet Template GameServerTemplateSpec `json:"template"` }
FleetSpec is the spec for a Fleet
func (*FleetSpec) DeepCopy ¶
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new FleetSpec.
func (*FleetSpec) DeepCopyInto ¶
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type FleetStatus ¶
type FleetStatus struct { // Replicas the total number of current GameServer replicas Replicas int32 `json:"replicas"` // ReadyReplicas are the number of Ready GameServer replicas ReadyReplicas int32 `json:"readyReplicas"` // ReservedReplicas are the total number of Reserved GameServer replicas in this fleet. // Reserved instances won't be deleted on scale down, but won't cause an autoscaler to scale up. ReservedReplicas int32 `json:"reservedReplicas"` // AllocatedReplicas are the number of Allocated GameServer replicas AllocatedReplicas int32 `json:"allocatedReplicas"` }
FleetStatus is the status of a Fleet
func (*FleetStatus) DeepCopy ¶
func (in *FleetStatus) DeepCopy() *FleetStatus
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new FleetStatus.
func (*FleetStatus) DeepCopyInto ¶
func (in *FleetStatus) DeepCopyInto(out *FleetStatus)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type GameServer ¶
type GameServer struct { metav1.TypeMeta `json:",inline"` metav1.ObjectMeta `json:"metadata,omitempty"` Spec GameServerSpec `json:"spec"` Status GameServerStatus `json:"status"` }
GameServer is the data structure for a GameServer resource. It is worth noting that while there is a `GameServerStatus` Status entry for the `GameServer`, it is not defined as a subresource - unlike `Fleet` and other Agones resources. This is so that we can retain the ability to change multiple aspects of a `GameServer` in a single atomic operation, which is particularly useful for operations such as allocation.
func (*GameServer) ApplyDefaults ¶
func (gs *GameServer) ApplyDefaults()
ApplyDefaults applies default values to the GameServer if they are not already populated
func (*GameServer) ApplyToPodGameServerContainer ¶
func (gs *GameServer) ApplyToPodGameServerContainer(pod *corev1.Pod, f func(corev1.Container) corev1.Container) *corev1.Pod
ApplyToPodGameServerContainer applies func(v1.Container) to the pod's gameserver container
func (*GameServer) CountPorts ¶
func (gs *GameServer) CountPorts(f func(policy PortPolicy) bool) int
CountPorts returns the number of ports that match condition function
func (*GameServer) DeepCopy ¶
func (in *GameServer) DeepCopy() *GameServer
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServer.
func (*GameServer) DeepCopyInto ¶
func (in *GameServer) DeepCopyInto(out *GameServer)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*GameServer) DeepCopyObject ¶
func (in *GameServer) DeepCopyObject() runtime.Object
DeepCopyObject is an autogenerated deepcopy function, copying the receiver, creating a new runtime.Object.
func (*GameServer) DisableServiceAccount ¶
func (gs *GameServer) DisableServiceAccount(pod *corev1.Pod)
DisableServiceAccount disables the service account for the gameserver container
func (*GameServer) FindGameServerContainer ¶
func (gs *GameServer) FindGameServerContainer() (int, corev1.Container, error)
FindGameServerContainer returns the container that is specified in gameServer.Spec.Container. Returns the index and the value. Returns an error if not found
func (*GameServer) GetDevAddress ¶
func (gs *GameServer) GetDevAddress() (string, bool)
GetDevAddress returns the address for game server.
func (*GameServer) HasPortPolicy ¶
func (gs *GameServer) HasPortPolicy(policy PortPolicy) bool
HasPortPolicy checks if there is a port with a given PortPolicy
func (*GameServer) IsBeingDeleted ¶
func (gs *GameServer) IsBeingDeleted() bool
IsBeingDeleted returns true if the server is in the process of being deleted.
func (*GameServer) IsDeletable ¶
func (gs *GameServer) IsDeletable() bool
IsDeletable returns false if the server is currently allocated/reserved and is not already in the process of being deleted
func (*GameServer) Patch ¶
func (gs *GameServer) Patch(delta *GameServer) ([]byte, error)
Patch creates a JSONPatch to move the current GameServer to the passed in delta GameServer
func (*GameServer) Pod ¶
Pod creates a new Pod from the PodTemplateSpec attached to the GameServer resource
func (*GameServer) Validate ¶
func (gs *GameServer) Validate() ([]metav1.StatusCause, bool)
Validate validates the GameServer configuration. If a GameServer is invalid there will be > 0 values in the returned array
type GameServerList ¶
type GameServerList struct { metav1.TypeMeta `json:",inline"` metav1.ListMeta `json:"metadata,omitempty"` Items []GameServer `json:"items"` }
GameServerList is a list of GameServer resources
func (*GameServerList) DeepCopy ¶
func (in *GameServerList) DeepCopy() *GameServerList
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerList.
func (*GameServerList) DeepCopyInto ¶
func (in *GameServerList) DeepCopyInto(out *GameServerList)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*GameServerList) DeepCopyObject ¶
func (in *GameServerList) DeepCopyObject() runtime.Object
DeepCopyObject is an autogenerated deepcopy function, copying the receiver, creating a new runtime.Object.
type GameServerPort ¶
type GameServerPort struct { // Name is the descriptive name of the port Name string `json:"name,omitempty"` // PortPolicy defines the policy for how the HostPort is populated. // Dynamic port will allocate a HostPort within the selected MIN_PORT and MAX_PORT range passed to the controller // at installation time. // When `Static` portPolicy is specified, `HostPort` is required, to specify the port that game clients will // connect to PortPolicy PortPolicy `json:"portPolicy,omitempty"` // ContainerPort is the port that is being opened on the game server process ContainerPort int32 `json:"containerPort,omitempty"` // HostPort the port exposed on the host for clients to connect to HostPort int32 `json:"hostPort,omitempty"` // Protocol is the network protocol being used. Defaults to UDP. TCP is the only other option Protocol corev1.Protocol `json:"protocol,omitempty"` }
GameServerPort defines a set of Ports that are to be exposed via the GameServer
func (*GameServerPort) DeepCopy ¶
func (in *GameServerPort) DeepCopy() *GameServerPort
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerPort.
func (*GameServerPort) DeepCopyInto ¶
func (in *GameServerPort) DeepCopyInto(out *GameServerPort)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (GameServerPort) Status ¶
func (p GameServerPort) Status() GameServerStatusPort
Status returns a GameServerSatusPort for this GameServerPort
type GameServerSet ¶
type GameServerSet struct { metav1.TypeMeta `json:",inline"` metav1.ObjectMeta `json:"metadata,omitempty"` Spec GameServerSetSpec `json:"spec"` Status GameServerSetStatus `json:"status"` }
GameServerSet is the data structure for a set of GameServers. This matches philosophically with the relationship between Depoyments and ReplicaSets
func (*GameServerSet) DeepCopy ¶
func (in *GameServerSet) DeepCopy() *GameServerSet
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerSet.
func (*GameServerSet) DeepCopyInto ¶
func (in *GameServerSet) DeepCopyInto(out *GameServerSet)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*GameServerSet) DeepCopyObject ¶
func (in *GameServerSet) DeepCopyObject() runtime.Object
DeepCopyObject is an autogenerated deepcopy function, copying the receiver, creating a new runtime.Object.
func (*GameServerSet) GameServer ¶
func (gsSet *GameServerSet) GameServer() *GameServer
GameServer returns a single GameServer derived from the GameSever template
func (*GameServerSet) GetGameServerSpec ¶
func (gsSet *GameServerSet) GetGameServerSpec() *GameServerSpec
GetGameServerSpec get underlying Gameserver specification
func (*GameServerSet) Validate ¶
func (gsSet *GameServerSet) Validate() ([]metav1.StatusCause, bool)
Validate validates when Create occur. Check the name size
func (*GameServerSet) ValidateUpdate ¶
func (gsSet *GameServerSet) ValidateUpdate(new *GameServerSet) ([]metav1.StatusCause, bool)
ValidateUpdate validates when updates occur. The argument is the new GameServerSet, being passed into the old GameServerSet
type GameServerSetList ¶
type GameServerSetList struct { metav1.TypeMeta `json:",inline"` metav1.ListMeta `json:"metadata,omitempty"` Items []GameServerSet `json:"items"` }
GameServerSetList is a list of GameServerSet resources
func (*GameServerSetList) DeepCopy ¶
func (in *GameServerSetList) DeepCopy() *GameServerSetList
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerSetList.
func (*GameServerSetList) DeepCopyInto ¶
func (in *GameServerSetList) DeepCopyInto(out *GameServerSetList)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*GameServerSetList) DeepCopyObject ¶
func (in *GameServerSetList) DeepCopyObject() runtime.Object
DeepCopyObject is an autogenerated deepcopy function, copying the receiver, creating a new runtime.Object.
type GameServerSetSpec ¶
type GameServerSetSpec struct { // Replicas are the number of GameServers that should be in this set Replicas int32 `json:"replicas"` // Scheduling strategy. Defaults to "Packed". Scheduling apis.SchedulingStrategy `json:"scheduling,omitempty"` // Template the GameServer template to apply for this GameServerSet Template GameServerTemplateSpec `json:"template"` }
GameServerSetSpec the specification for GameServerSet
func (*GameServerSetSpec) DeepCopy ¶
func (in *GameServerSetSpec) DeepCopy() *GameServerSetSpec
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerSetSpec.
func (*GameServerSetSpec) DeepCopyInto ¶
func (in *GameServerSetSpec) DeepCopyInto(out *GameServerSetSpec)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type GameServerSetStatus ¶
type GameServerSetStatus struct { // Replicas the total number of current GameServer replicas Replicas int32 `json:"replicas"` // ReadyReplicas are the number of Ready GameServer replicas ReadyReplicas int32 `json:"readyReplicas"` // ReservedReplicas are the number of Reserved GameServer replicas ReservedReplicas int32 `json:"reservedReplicas"` // AllocatedReplicas are the number of Allocated GameServer replicas AllocatedReplicas int32 `json:"allocatedReplicas"` // ShutdownReplicas are the number of Shutdown GameServers replicas ShutdownReplicas int32 `json:"shutdownReplicas"` }
GameServerSetStatus is the status of a GameServerSet
func (*GameServerSetStatus) DeepCopy ¶
func (in *GameServerSetStatus) DeepCopy() *GameServerSetStatus
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerSetStatus.
func (*GameServerSetStatus) DeepCopyInto ¶
func (in *GameServerSetStatus) DeepCopyInto(out *GameServerSetStatus)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type GameServerSpec ¶
type GameServerSpec struct { // Container specifies which Pod container is the game server. Only required if there is more than one // container defined Container string `json:"container,omitempty"` // Ports are the array of ports that can be exposed via the game server Ports []GameServerPort `json:"ports"` // Health configures health checking Health Health `json:"health,omitempty"` // Scheduling strategy. Defaults to "Packed". Scheduling apis.SchedulingStrategy `json:"scheduling,omitempty"` // Template describes the Pod that will be created for the GameServer Template corev1.PodTemplateSpec `json:"template"` }
GameServerSpec is the spec for a GameServer resource
func (*GameServerSpec) ApplyDefaults ¶
func (gss *GameServerSpec) ApplyDefaults()
ApplyDefaults applies default values to the GameServerSpec if they are not already populated
func (*GameServerSpec) DeepCopy ¶
func (in *GameServerSpec) DeepCopy() *GameServerSpec
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerSpec.
func (*GameServerSpec) DeepCopyInto ¶
func (in *GameServerSpec) DeepCopyInto(out *GameServerSpec)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*GameServerSpec) FindGameServerContainer ¶
func (gss *GameServerSpec) FindGameServerContainer() (int, corev1.Container, error)
FindGameServerContainer returns the container that is specified in gameServer.Spec.Container. Returns the index and the value. Returns an error if not found
func (GameServerSpec) Validate ¶
func (gss GameServerSpec) Validate(devAddress string) ([]metav1.StatusCause, bool)
Validate validates the GameServerSpec configuration. devAddress is a specific IP address used for local Gameservers, for fleets "" is used If a GameServer Spec is invalid there will be > 0 values in the returned array
type GameServerStatus ¶
type GameServerStatus struct { // GameServerState is the current state of a GameServer, e.g. Creating, Starting, Ready, etc State GameServerState `json:"state"` Ports []GameServerStatusPort `json:"ports"` Address string `json:"address"` NodeName string `json:"nodeName"` ReservedUntil *metav1.Time `json:"reservedUntil"` }
GameServerStatus is the status for a GameServer resource
func (*GameServerStatus) DeepCopy ¶
func (in *GameServerStatus) DeepCopy() *GameServerStatus
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerStatus.
func (*GameServerStatus) DeepCopyInto ¶
func (in *GameServerStatus) DeepCopyInto(out *GameServerStatus)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type GameServerStatusPort ¶
GameServerStatusPort shows the port that was allocated to a GameServer.
func (*GameServerStatusPort) DeepCopy ¶
func (in *GameServerStatusPort) DeepCopy() *GameServerStatusPort
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerStatusPort.
func (*GameServerStatusPort) DeepCopyInto ¶
func (in *GameServerStatusPort) DeepCopyInto(out *GameServerStatusPort)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type GameServerTemplateSpec ¶
type GameServerTemplateSpec struct { metav1.ObjectMeta `json:"metadata,omitempty"` Spec GameServerSpec `json:"spec"` }
GameServerTemplateSpec is a template for GameServers
func (*GameServerTemplateSpec) DeepCopy ¶
func (in *GameServerTemplateSpec) DeepCopy() *GameServerTemplateSpec
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerTemplateSpec.
func (*GameServerTemplateSpec) DeepCopyInto ¶
func (in *GameServerTemplateSpec) DeepCopyInto(out *GameServerTemplateSpec)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type Health ¶
type Health struct { // Disabled is whether health checking is disabled or not Disabled bool `json:"disabled,omitempty"` // PeriodSeconds is the number of seconds each health ping has to occur in PeriodSeconds int32 `json:"periodSeconds,omitempty"` // FailureThreshold how many failures in a row constitutes unhealthy FailureThreshold int32 `json:"failureThreshold,omitempty"` // InitialDelaySeconds initial delay before checking health InitialDelaySeconds int32 `json:"initialDelaySeconds,omitempty"` }
Health configures health checking on the GameServer
func (*Health) DeepCopy ¶
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new Health.
func (*Health) DeepCopyInto ¶
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.