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Constants ¶
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const ( RequestReasonCreated = "Created" RequestReasonInplaceUpdated = "InplaceUpdated" )
Variables ¶
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Functions ¶
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Types ¶
type Constraint ¶
type Constraint struct { // Type is the ConstraintType name, e.g. NotInService. Type string `json:"type"` // Effective describes whether the constraint is effective. Effective *bool `json:"effective,omitempty"` // Message explains why this constraint is added. Message string `json:"message,omitempty"` // TimeAdded describes when it is added. TimeAdded *time.Time `json:"timeAdded,omitempty"` }
Constraint describes the constraint info of game server.
type WebhookRequest ¶
type WebhookRequest struct { // UID is used for tracing the request and response. UID types.UID `json:"uid"` // Name is the name of the GameServer Name string `json:"name"` // Namespace is the workload namespace Namespace string `json:"namespace"` // Constraints describes the constraints of game server. // This filed may be added or changed by controller or manually. // If anyone of them is `NotInService` and Effective is `True`, // We should react to the constraint. Constraints []Constraint `json:"constraints,omitempty"` // Status defines the GameServer status, Include: Created, InplaceUpdated. Status string `json:"status,omitempty"` }
WebhookRequest defines the request to webhook endpoint
type WebhookResponse ¶
type WebhookResponse struct { // UID is used for tracing the request and response. // It should be same as it in the request. UID types.UID `json:"uid"` // Set to false if should not allow Allowed bool `json:"allowed"` // Reason for this result. Reason string `json:"reason,omitempty"` }
WebhookResponse defines the response of webhook server
type WebhookReview ¶
type WebhookReview struct { Request *WebhookRequest `json:"request"` Response *WebhookResponse `json:"response"` }
WebhookReview is passed to the webhook with a populated Request value, and then returned with a populated Response.
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