v1

package
v1.0.0-rc Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Sep 10, 2019 License: Apache-2.0 Imports: 18 Imported by: 30

Documentation

Overview

Package v1 is the v1 version of the API. +groupName=agones.dev

Index

Constants

View Source
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

View Source
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"
)
View Source
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"
)
View Source
const (
	// GameServerSetGameServerLabel is the label that the name of the GameServerSet
	// is set on the GameServer the GameServerSet controls
	GameServerSetGameServerLabel = agones.GroupName + "/gameserverset"
)
View Source
const VersionAnnotation = agones.GroupName + "/sdk-version"

VersionAnnotation is the key for version annotation associated with the CRD

Variables

View Source
var (
	// SchemeBuilder registers our types
	SchemeBuilder = k8sruntime.NewSchemeBuilder(addKnownTypes)
	// AddToScheme local alias for SchemeBuilder.AddToScheme
	AddToScheme = SchemeBuilder.AddToScheme
)
View Source
var (
	// GameServerRolePodSelector is the selector to get all GameServer Pods
	GameServerRolePodSelector = labels.SelectorFromSet(labels.Set{RoleLabel: GameServerLabelRole})
)
View Source
var SchemeGroupVersion = schema.GroupVersion{Group: agones.GroupName, Version: "v1"}

SchemeGroupVersion is group version used to register these objects

Functions

func Kind

func Kind(kind string) schema.GroupKind

Kind takes an unqualified kind and returns back a Group qualified GroupKind

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

func (in *Fleet) DeepCopy() *Fleet

DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new Fleet.

func (*Fleet) DeepCopyInto

func (in *Fleet) DeepCopyInto(out *Fleet)

DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.

func (*Fleet) DeepCopyObject

func (in *Fleet) DeepCopyObject() runtime.Object

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

func (f *Fleet) LowerBoundReplicas(i int32) int32

LowerBoundReplicas returns 0 (the minimum value for replicas) if i is < 0

func (*Fleet) UpperBoundReplicas

func (f *Fleet) UpperBoundReplicas(i int32) int32

UpperBoundReplicas returns whichever is smaller, the value i, or the f.Spec.Replicas.

func (*Fleet) Validate

func (f *Fleet) Validate() ([]metav1.StatusCause, bool)

Validate validates the Fleet configuration. If a Fleet is invalid there will be > 0 values in the returned array

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

func (in *FleetList) DeepCopy() *FleetList

DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new FleetList.

func (*FleetList) DeepCopyInto

func (in *FleetList) DeepCopyInto(out *FleetList)

DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.

func (*FleetList) DeepCopyObject

func (in *FleetList) DeepCopyObject() runtime.Object

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

func (in *FleetSpec) DeepCopy() *FleetSpec

DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new FleetSpec.

func (*FleetSpec) DeepCopyInto

func (in *FleetSpec) DeepCopyInto(out *FleetSpec)

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

func (gs *GameServer) Pod(sidecars ...corev1.Container) (*corev1.Pod, error)

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

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 GameServerState

type GameServerState string

GameServerState is the state for the GameServer

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

type GameServerStatusPort struct {
	Name string `json:"name,omitempty"`
	Port int32  `json:"port"`
}

GameServerStatusPort shows the port that was allocated to a GameServer.

func (*GameServerStatusPort) DeepCopy

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

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

func (in *Health) DeepCopy() *Health

DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new Health.

func (*Health) DeepCopyInto

func (in *Health) DeepCopyInto(out *Health)

DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.

type PortPolicy

type PortPolicy string

PortPolicy is the port policy for the GameServer

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL