Documentation ¶
Overview ¶
Package v1 is the v1 version of the API. +groupName=allocation.agones.dev
Index ¶
- Variables
- func Kind(kind string) schema.GroupKind
- func Resource(resource string) schema.GroupResource
- type CounterAction
- type CounterSelector
- type GameServerAllocation
- func (gsa *GameServerAllocation) ApplyDefaults()
- func (gsa *GameServerAllocation) Converter()
- func (in *GameServerAllocation) DeepCopy() *GameServerAllocation
- func (in *GameServerAllocation) DeepCopyInto(out *GameServerAllocation)
- func (in *GameServerAllocation) DeepCopyObject() runtime.Object
- func (gsa *GameServerAllocation) SortKey() (uint64, error)
- func (gsa *GameServerAllocation) Validate() field.ErrorList
- type GameServerAllocationList
- type GameServerAllocationSpec
- type GameServerAllocationState
- type GameServerAllocationStatus
- type GameServerMetadata
- type GameServerSelector
- func (s *GameServerSelector) ApplyDefaults()
- func (in *GameServerSelector) DeepCopy() *GameServerSelector
- func (in *GameServerSelector) DeepCopyInto(out *GameServerSelector)
- func (s *GameServerSelector) Matches(gs *agonesv1.GameServer) bool
- func (s *GameServerSelector) Validate(fldPath *field.Path) field.ErrorList
- type ListAction
- type ListSelector
- type MetaPatch
- type MultiClusterSetting
- type PlayerSelector
Constants ¶
This section is empty.
Variables ¶
var ( // SchemeBuilder registers our types SchemeBuilder = k8sruntime.NewSchemeBuilder(addKnownTypes) // AddToScheme local alias for SchemeBuilder.AddToScheme AddToScheme = SchemeBuilder.AddToScheme )
var SchemeGroupVersion = schema.GroupVersion{Group: allocation.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
Types ¶
type CounterAction ¶ added in v1.32.0
type CounterAction struct { // Action must to either "Increment" or "Decrement" the Counter's Count. Must also define the Amount. // +optional Action *string `json:"action,omitempty"` // Amount is the amount to increment or decrement the Count. Must be a positive integer. // +optional Amount *int64 `json:"amount,omitempty"` // Capacity is the amount to update the maximum capacity of the Counter to this number. Min 0, Max int64. // +optional Capacity *int64 `json:"capacity,omitempty"` }
CounterAction is an optional action that can be performed on a Counter at allocation.
func (*CounterAction) CounterActions ¶ added in v1.32.0
func (ca *CounterAction) CounterActions(counter string, gs *agonesv1.GameServer) error
CounterActions attempts to peform any actions from the CounterAction on the GameServer Counter. Returns the errors of any actions that could not be performed.
func (*CounterAction) DeepCopy ¶ added in v1.32.0
func (in *CounterAction) DeepCopy() *CounterAction
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new CounterAction.
func (*CounterAction) DeepCopyInto ¶ added in v1.32.0
func (in *CounterAction) DeepCopyInto(out *CounterAction)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type CounterSelector ¶ added in v1.31.0
type CounterSelector struct { // MinCount is the minimum current value. Defaults to 0. // +optional MinCount int64 `json:"minCount"` // MaxCount is the maximum current value. Defaults to 0, which translates as max(in64). // +optional MaxCount int64 `json:"maxCount"` // MinAvailable specifies the minimum capacity (current capacity - current count) available on a GameServer. Defaults to 0. // +optional MinAvailable int64 `json:"minAvailable"` // MaxAvailable specifies the maximum capacity (current capacity - current count) available on a GameServer. Defaults to 0, which translates to max(int64). // +optional MaxAvailable int64 `json:"maxAvailable"` }
CounterSelector is the filter options for a GameServer based on the count and/or available capacity.
func (*CounterSelector) DeepCopy ¶ added in v1.31.0
func (in *CounterSelector) DeepCopy() *CounterSelector
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new CounterSelector.
func (*CounterSelector) DeepCopyInto ¶ added in v1.31.0
func (in *CounterSelector) DeepCopyInto(out *CounterSelector)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type GameServerAllocation ¶
type GameServerAllocation struct { metav1.TypeMeta `json:",inline"` metav1.ObjectMeta `json:"metadata,omitempty"` Spec GameServerAllocationSpec `json:"spec"` Status GameServerAllocationStatus `json:"status,omitempty"` }
GameServerAllocation is the data structure for allocating against a set of GameServers, defined `selectors` selectors
func (*GameServerAllocation) ApplyDefaults ¶
func (gsa *GameServerAllocation) ApplyDefaults()
ApplyDefaults applies the default values to this GameServerAllocation
func (*GameServerAllocation) Converter ¶ added in v1.17.0
func (gsa *GameServerAllocation) Converter()
Converter converts game server allocation required and preferred fields to selectors field.
func (*GameServerAllocation) DeepCopy ¶
func (in *GameServerAllocation) DeepCopy() *GameServerAllocation
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerAllocation.
func (*GameServerAllocation) DeepCopyInto ¶
func (in *GameServerAllocation) DeepCopyInto(out *GameServerAllocation)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*GameServerAllocation) DeepCopyObject ¶
func (in *GameServerAllocation) DeepCopyObject() runtime.Object
DeepCopyObject is an autogenerated deepcopy function, copying the receiver, creating a new runtime.Object.
func (*GameServerAllocation) SortKey ¶ added in v1.34.0
func (gsa *GameServerAllocation) SortKey() (uint64, error)
SortKey generates and returns the hash of the GameServerAllocationSpec []Priority and Scheduling. Note: The hash:"ignore" in GameServerAllocationSpec means that these fields will not be considered in hashing. The hash is used for determining when GameServerAllocations have equal or different []Priority and Scheduling.
func (*GameServerAllocation) Validate ¶
func (gsa *GameServerAllocation) Validate() field.ErrorList
Validate validation for the GameServerAllocation Validate should be called before attempting to Match any of the GameServer selectors.
type GameServerAllocationList ¶
type GameServerAllocationList struct { metav1.TypeMeta `json:",inline"` metav1.ListMeta `json:"metadata,omitempty"` Items []GameServerAllocation `json:"items"` }
GameServerAllocationList is a list of GameServer Allocation resources
func (*GameServerAllocationList) DeepCopy ¶
func (in *GameServerAllocationList) DeepCopy() *GameServerAllocationList
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerAllocationList.
func (*GameServerAllocationList) DeepCopyInto ¶
func (in *GameServerAllocationList) DeepCopyInto(out *GameServerAllocationList)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*GameServerAllocationList) DeepCopyObject ¶
func (in *GameServerAllocationList) DeepCopyObject() runtime.Object
DeepCopyObject is an autogenerated deepcopy function, copying the receiver, creating a new runtime.Object.
type GameServerAllocationSpec ¶
type GameServerAllocationSpec struct { // MultiClusterPolicySelector if specified, multi-cluster policies are applied. // Otherwise, allocation will happen locally. MultiClusterSetting MultiClusterSetting `json:"multiClusterSetting,omitempty" hash:"ignore"` // Deprecated: use field Selectors instead. If Selectors is set, this field is ignored. // Required is the GameServer selector from which to choose GameServers from. // Defaults to all GameServers. Required GameServerSelector `json:"required,omitempty" hash:"ignore"` // Deprecated: use field Selectors instead. If Selectors is set, this field is ignored. // Preferred is an ordered list of preferred GameServer selectors // that are optional to be fulfilled, but will be searched before the `required` selector. // If the first selector is not matched, the selection attempts the second selector, and so on. // If any of the preferred selectors are matched, the required selector is not considered. // This is useful for things like smoke testing of new game servers. Preferred []GameServerSelector `json:"preferred,omitempty" hash:"ignore"` // [Stage: Beta] // [FeatureFlag:CountsAndLists] // `Priorities` configuration alters the order in which `GameServers` are searched for matches to the configured `selectors`. // // Priority of sorting is in descending importance. I.e. The position 0 `priority` entry is checked first. // // For `Packed` strategy sorting, this priority list will be the tie-breaker within the least utilised infrastructure, to ensure optimal // infrastructure usage while also allowing some custom prioritisation of `GameServers`. // // For `Distributed` strategy sorting, the entire selection of `GameServers` will be sorted by this priority list to provide the // order that `GameServers` will be allocated by. // +optional Priorities []agonesv1.Priority `json:"priorities,omitempty"` // Ordered list of GameServer label selectors. // If the first selector is not matched, the selection attempts the second selector, and so on. // This is useful for things like smoke testing of new game servers. // Note: This field can only be set if neither Required or Preferred is set. Selectors []GameServerSelector `json:"selectors,omitempty" hash:"ignore"` // Scheduling strategy. Defaults to "Packed". Scheduling apis.SchedulingStrategy `json:"scheduling"` // MetaPatch is optional custom metadata that is added to the game server at allocation // You can use this to tell the server necessary session data MetaPatch MetaPatch `json:"metadata,omitempty" hash:"ignore"` // [Stage: Beta] // [FeatureFlag:CountsAndLists] // Counter actions to perform during allocation. // +optional Counters map[string]CounterAction `json:"counters,omitempty" hash:"ignore"` // [Stage: Beta] // [FeatureFlag:CountsAndLists] // List actions to perform during allocation. // +optional Lists map[string]ListAction `json:"lists,omitempty" hash:"ignore"` }
GameServerAllocationSpec is the spec for a GameServerAllocation
func (*GameServerAllocationSpec) DeepCopy ¶
func (in *GameServerAllocationSpec) DeepCopy() *GameServerAllocationSpec
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerAllocationSpec.
func (*GameServerAllocationSpec) DeepCopyInto ¶
func (in *GameServerAllocationSpec) DeepCopyInto(out *GameServerAllocationSpec)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type GameServerAllocationState ¶
type GameServerAllocationState string
GameServerAllocationState is the Allocation state
const ( // GameServerAllocationAllocated is allocation successful GameServerAllocationAllocated GameServerAllocationState = "Allocated" // GameServerAllocationUnAllocated when the allocation is unsuccessful GameServerAllocationUnAllocated GameServerAllocationState = "UnAllocated" // GameServerAllocationContention when the allocation is unsuccessful // because of contention GameServerAllocationContention GameServerAllocationState = "Contention" )
type GameServerAllocationStatus ¶
type GameServerAllocationStatus struct { // GameServerState is the current state of an GameServerAllocation, e.g. Allocated, or UnAllocated State GameServerAllocationState `json:"state"` GameServerName string `json:"gameServerName"` Ports []agonesv1.GameServerStatusPort `json:"ports,omitempty"` Address string `json:"address,omitempty"` Addresses []corev1.NodeAddress `json:"addresses,omitempty"` NodeName string `json:"nodeName,omitempty"` // If the allocation is from a remote cluster, Source is the endpoint of the remote agones-allocator. // Otherwise, Source is "local" Source string `json:"source"` Metadata *GameServerMetadata `json:"metadata,omitempty"` Counters map[string]agonesv1.CounterStatus `json:"counters,omitempty"` Lists map[string]agonesv1.ListStatus `json:"lists,omitempty"` }
GameServerAllocationStatus is the status for an GameServerAllocation resource
func (*GameServerAllocationStatus) DeepCopy ¶
func (in *GameServerAllocationStatus) DeepCopy() *GameServerAllocationStatus
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerAllocationStatus.
func (*GameServerAllocationStatus) DeepCopyInto ¶
func (in *GameServerAllocationStatus) DeepCopyInto(out *GameServerAllocationStatus)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type GameServerMetadata ¶ added in v1.33.0
type GameServerMetadata struct { Labels map[string]string `json:"labels,omitempty"` Annotations map[string]string `json:"annotations,omitempty"` }
GameServerMetadata is the metadata from the allocated game server at allocation time
func (*GameServerMetadata) DeepCopy ¶ added in v1.33.0
func (in *GameServerMetadata) DeepCopy() *GameServerMetadata
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerMetadata.
func (*GameServerMetadata) DeepCopyInto ¶ added in v1.33.0
func (in *GameServerMetadata) DeepCopyInto(out *GameServerMetadata)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type GameServerSelector ¶ added in v1.17.0
type GameServerSelector struct { // See: https://kubernetes.io/docs/concepts/overview/working-with-objects/labels/ metav1.LabelSelector `json:",inline"` // GameServerState specifies which State is the filter to be used when attempting to retrieve a GameServer // via Allocation. Defaults to "Ready". The only other option is "Allocated", which can be used in conjunction with // label/annotation/player selectors to retrieve an already Allocated GameServer. GameServerState *agonesv1.GameServerState `json:"gameServerState,omitempty"` // [Stage:Alpha] // [FeatureFlag:PlayerAllocationFilter] // +optional // Players provides a filter on minimum and maximum values for player capacity when retrieving a GameServer // through Allocation. Defaults to no limits. Players *PlayerSelector `json:"players,omitempty"` // [Stage: Beta] // [FeatureFlag:CountsAndLists] // Counters provides filters on minimum and maximum values // for a Counter's count and available capacity when retrieving a GameServer through Allocation. // Defaults to no limits. // +optional Counters map[string]CounterSelector `json:"counters,omitempty"` // [Stage: Beta] // [FeatureFlag:CountsAndLists] // Lists provides filters on minimum and maximum values // for List capacity, and for the existence of a value in a List, when retrieving a GameServer // through Allocation. Defaults to no limits. // +optional Lists map[string]ListSelector `json:"lists,omitempty"` }
GameServerSelector contains all the filter options for selecting a GameServer for allocation.
func (*GameServerSelector) ApplyDefaults ¶ added in v1.17.0
func (s *GameServerSelector) ApplyDefaults()
ApplyDefaults applies default values
func (*GameServerSelector) DeepCopy ¶ added in v1.17.0
func (in *GameServerSelector) DeepCopy() *GameServerSelector
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new GameServerSelector.
func (*GameServerSelector) DeepCopyInto ¶ added in v1.17.0
func (in *GameServerSelector) DeepCopyInto(out *GameServerSelector)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*GameServerSelector) Matches ¶ added in v1.17.0
func (s *GameServerSelector) Matches(gs *agonesv1.GameServer) bool
Matches checks to see if a GameServer matches a given GameServerSelector's criteria. Will panic if the `GameServerSelector` has not passed `Validate()`.
type ListAction ¶ added in v1.32.0
type ListAction struct { // AddValues appends values to a List's Values array. Any duplicate values will be ignored. // +optional AddValues []string `json:"addValues,omitempty"` // Capacity updates the maximum capacity of the Counter to this number. Min 0, Max 1000. // +optional Capacity *int64 `json:"capacity,omitempty"` }
ListAction is an optional action that can be performed on a List at allocation.
func (*ListAction) DeepCopy ¶ added in v1.32.0
func (in *ListAction) DeepCopy() *ListAction
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new ListAction.
func (*ListAction) DeepCopyInto ¶ added in v1.32.0
func (in *ListAction) DeepCopyInto(out *ListAction)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
func (*ListAction) ListActions ¶ added in v1.32.0
func (la *ListAction) ListActions(list string, gs *agonesv1.GameServer) error
ListActions attempts to peform any actions from the ListAction on the GameServer List. Returns a string list of any actions that could not be performed.
type ListSelector ¶ added in v1.31.0
type ListSelector struct { // ContainsValue says to only match GameServers who has this value in the list. Defaults to "", which is all. // +optional ContainsValue string `json:"containsValue"` // MinAvailable specifies the minimum capacity (current capacity - current count) available on a GameServer. Defaults to 0. // +optional MinAvailable int64 `json:"minAvailable"` // MaxAvailable specifies the maximum capacity (current capacity - current count) available on a GameServer. Defaults to 0, which is translated as max(int64). // +optional MaxAvailable int64 `json:"maxAvailable"` }
ListSelector is the filter options for a GameServer based on List available capacity and/or the existence of a value in a List.
func (*ListSelector) DeepCopy ¶ added in v1.31.0
func (in *ListSelector) DeepCopy() *ListSelector
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new ListSelector.
func (*ListSelector) DeepCopyInto ¶ added in v1.31.0
func (in *ListSelector) DeepCopyInto(out *ListSelector)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type MetaPatch ¶
type MetaPatch struct { Labels map[string]string `json:"labels,omitempty"` Annotations map[string]string `json:"annotations,omitempty"` }
MetaPatch is the metadata used to patch the GameServer metadata on allocation
func (*MetaPatch) DeepCopy ¶
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new MetaPatch.
func (*MetaPatch) DeepCopyInto ¶
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type MultiClusterSetting ¶
type MultiClusterSetting struct { Enabled bool `json:"enabled,omitempty"` PolicySelector metav1.LabelSelector `json:"policySelector,omitempty"` }
MultiClusterSetting specifies settings for multi-cluster allocation.
func (*MultiClusterSetting) DeepCopy ¶
func (in *MultiClusterSetting) DeepCopy() *MultiClusterSetting
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new MultiClusterSetting.
func (*MultiClusterSetting) DeepCopyInto ¶
func (in *MultiClusterSetting) DeepCopyInto(out *MultiClusterSetting)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
type PlayerSelector ¶ added in v1.17.0
type PlayerSelector struct { MinAvailable int64 `json:"minAvailable,omitempty"` MaxAvailable int64 `json:"maxAvailable,omitempty"` }
PlayerSelector is the filter options for a GameServer based on player counts
func (*PlayerSelector) DeepCopy ¶ added in v1.17.0
func (in *PlayerSelector) DeepCopy() *PlayerSelector
DeepCopy is an autogenerated deepcopy function, copying the receiver, creating a new PlayerSelector.
func (*PlayerSelector) DeepCopyInto ¶ added in v1.17.0
func (in *PlayerSelector) DeepCopyInto(out *PlayerSelector)
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.