Documentation ¶
Overview ¶
Package gameservers handles management of the GameServer Custom Resource Definition
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Controller ¶
type Controller struct {
// contains filtered or unexported fields
}
Controller is a the main GameServer crd controller
func NewController ¶
func NewController( controllerHooks cloudproduct.ControllerHooksInterface, health healthcheck.Handler, minPort, maxPort int32, sidecarImage string, alwaysPullSidecarImage bool, sidecarCPURequest resource.Quantity, sidecarCPULimit resource.Quantity, sidecarMemoryRequest resource.Quantity, sidecarMemoryLimit resource.Quantity, sdkServiceAccount string, kubeClient kubernetes.Interface, kubeInformerFactory informers.SharedInformerFactory, extClient extclientset.Interface, agonesClient versioned.Interface, agonesInformerFactory externalversions.SharedInformerFactory, ) *Controller
NewController returns a new gameserver crd controller
type Extensions ¶ added in v1.29.0
type Extensions struct {
// contains filtered or unexported fields
}
Extensions struct contains what is needed to bind webhook handlers
func NewExtensions ¶ added in v1.29.0
func NewExtensions(apiHooks agonesv1.APIHooks, wh *webhooks.WebHook) *Extensions
NewExtensions binds the handlers to the webhook outside the initialization of the controller initializes a new logger for extensions.
type HealthController ¶
type HealthController struct {
// contains filtered or unexported fields
}
HealthController watches Pods, and applies an Unhealthy state if certain pods crash, or can't be assigned a port, and other similar type conditions.
func NewHealthController ¶
func NewHealthController( health healthcheck.Handler, kubeClient kubernetes.Interface, agonesClient versioned.Interface, kubeInformerFactory informers.SharedInformerFactory, agonesInformerFactory externalversions.SharedInformerFactory, waitOnFreePorts bool) *HealthController
NewHealthController returns a HealthController
type MigrationController ¶ added in v1.3.0
type MigrationController struct {
// contains filtered or unexported fields
}
MigrationController watches for if a Pod is migrated/a maintenance event happens on a node, and a Pod is recreated with a new Address for a GameServer
func NewMigrationController ¶ added in v1.3.0
func NewMigrationController(health healthcheck.Handler, kubeClient kubernetes.Interface, agonesClient versioned.Interface, kubeInformerFactory informers.SharedInformerFactory, agonesInformerFactory externalversions.SharedInformerFactory, syncPodPortsToGameServer func(*agonesv1.GameServer, *corev1.Pod) error, ) *MigrationController
NewMigrationController returns a MigrationController
type MissingPodController ¶ added in v1.4.0
type MissingPodController struct {
// contains filtered or unexported fields
}
MissingPodController makes sure that any GameServer that isn't in a Scheduled or Unhealthy state and is missing a Pod is moved to Unhealthy.
It's possible that a GameServer is missing its associated pod due to unexpected controller downtime or if the Pod is deleted with no subsequent Delete event.
Since resync on the controller is every 30 seconds, even if there is some time in which a GameServer is in a broken state, it will eventually move to Unhealthy, and get replaced (if in a Fleet).
func NewMissingPodController ¶ added in v1.4.0
func NewMissingPodController(health healthcheck.Handler, kubeClient kubernetes.Interface, agonesClient versioned.Interface, kubeInformerFactory informers.SharedInformerFactory, agonesInformerFactory externalversions.SharedInformerFactory) *MissingPodController
NewMissingPodController returns a MissingPodController
type NodeCount ¶ added in v0.9.0
type NodeCount struct { // Ready is ready count Ready int64 // Allocated is allocated out Allocated int64 }
NodeCount is just a convenience data structure for keeping relevant GameServer counts about Nodes
type PerNodeCounter ¶ added in v0.9.0
type PerNodeCounter struct {
// contains filtered or unexported fields
}
PerNodeCounter counts how many Allocated and Ready GameServers currently exist on each node. This is useful for scheduling allocations, fleet management mostly under a Packed strategy
func NewPerNodeCounter ¶ added in v0.9.0
func NewPerNodeCounter( kubeInformerFactory informers.SharedInformerFactory, agonesInformerFactory externalversions.SharedInformerFactory) *PerNodeCounter
NewPerNodeCounter returns a new PerNodeCounter
func (*PerNodeCounter) Counts ¶ added in v0.9.0
func (pnc *PerNodeCounter) Counts() map[string]NodeCount
Counts returns the NodeCount map in a thread safe way