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gameserverallocation.yaml
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gameserverallocation.yaml
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---
# Copyright 2018 Google LLC All Rights Reserved.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# Full example of a GameServerAllocation. This is used to allocate
# A GameServer out of a set of GameServers. This could be a Fleet,
# multiple Fleets, or a self managed group of GameServers.
#
#
# For a full reference and details: https://agones.dev/site/docs/reference/gameserverallocation/
#
apiVersion: allocation.agones.dev/v1
kind: GameServerAllocation
metadata:
name: allocation-example
spec:
# GameServer selector from which to choose GameServers from.
# GameServers still have the hard requirement to be `Ready` to be allocated from.
# However, we can also make available `matchExpressions` for even greater flexibility.
# Below is an example of a GameServer allocated against a given fleet.
# See: https://kubernetes.io/docs/concepts/overview/working-with-objects/labels/ for more details
# The selectors is an ordered list of allocations set.
# 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.
# This also supports `matchExpressions`
selectors:
- matchLabels:
agones.dev/fleet: green-fleet
- matchLabels:
agones.dev/fleet: blue-fleet
- matchLabels:
game: my-game
matchExpressions:
- {key: tier, operator: In, values: [cache]}
# 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: Ready
# [Stage:Beta]
# [FeatureFlag:CountsAndLists]
counters: # selector for counter current values of a GameServer count
rooms:
minCount: 1 # minimum value. Defaults to 0.
maxCount: 5 # maximum value. Defaults to max(int64)
minAvailable: 1 # minimum available (current capacity - current count). Defaults to 0.
maxAvailable: 10 # maximum available (current capacity - current count) Defaults to max(int64)
lists:
players:
containsValue: "x6k8z" # only match GameServers who has this value in the list. Defaults to "", which is all.
minAvailable: 1 # minimum available (current capacity - current count). Defaults to 0.
maxAvailable: 10 # maximum available (current capacity - current count) Defaults to 0, which translates to max(int64)
#
# [Stage:Alpha]
# [FeatureFlag:PlayerAllocationFilter]
# Provides a filter on minimum and maximum values for player capacity when retrieving a GameServer
# through Allocation. Defaults to no limits.
players:
minAvailable: 0
maxAvailable: 99
# defines how GameServers are organised across the cluster.
# Options include:
# "Packed" (default) is aimed at dynamic Kubernetes clusters, such as cloud providers, wherein we want to bin pack
# resources
# "Distributed" is aimed at static Kubernetes clusters, wherein we want to distribute resources across the entire
# cluster
scheduling: Packed
# Optional custom metadata that is added to the game server at allocation
# You can use this to tell the server necessary session data
metadata:
labels:
mode: deathmatch
annotations:
map: garden22
# yamllint disable rule:comments-indentation rule:line-length
# [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:
- type: Counter # Whether a Counter or a List.
key: rooms # The name of the Counter or List.
order: Ascending # "Ascending" lists smaller available capacity first.
# [Stage:Beta]
# [FeatureFlag:CountsAndLists]
# Counter actions to perform during allocation. Optional.
counters:
rooms:
action: Increment # Either "Increment" or "Decrement" the Counter’s Count.
amount: 1 # Amount is the amount to increment or decrement the Count. Must be a positive integer.
capacity: 5 # Amount to update the maximum capacity of the Counter to this number. Min 0, Max int64.
# List actions to perform during allocation. Optional.
lists:
players:
addValues: # appends values to a List’s Values array. Any duplicate values will be ignored
- x7un
- 8inz
capacity: 40 # Updates the maximum capacity of the Counter to this number. Min 0, Max 1000.
deleteValues: # removes values from a List's Valules array. Any nonexistant values are ignored.
- alice
- bob