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Game Server allocation based on maps #1340

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Ludea opened this issue Feb 15, 2020 · 4 comments
Closed

Game Server allocation based on maps #1340

Ludea opened this issue Feb 15, 2020 · 4 comments
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duplicate Duplicate ticket kind/feature New features for Agones

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@Ludea
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Ludea commented Feb 15, 2020

Is your feature request related to a problem? Please describe.
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On persistant game, game Server can be use to allocate only 1 map.
Into a fleet, each gs represent a map.
If there is 5 maps, 5 gs allocated.
If there is no player into the map, it can be de allocated

Describe the solution you'd like
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Could allocate gs with label
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It is juste an idea, to support persistant World. I don't know if you plan to design / support this?

@Ludea Ludea added the kind/feature New features for Agones label Feb 15, 2020
@markmandel
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Thanks for your comments! I'm wondering if this could be already accomplished through either (a) existing functionality or (b) upcoming functionality.

But a few questions:

Into a fleet, each gs represent a map.

Why not a map per fleet? Would you want to autoscale a map based on player count? e.g. #1034

If there is no player into the map, it can be de allocated

This could also be done through the SDK.Allocate() and SDK.Ready() functions from within a Game Server currently.

Could allocate gs with label

You can also do this now (reference), but I'm not sure if that covers your use case. I assume you might be wanting to allocate based on player capacity? e.g. #1239

It is juste an idea, to support persistant World. I don't know if you plan to design / support this?

Are there blocking issues that aren't going to be covered for persistent worlds in what I've referenced above?

Would definitely love to provide more support for persistent worlds, so please let me know if I missed anything 👍

@Ludea
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Ludea commented Feb 20, 2020

Why not a map per fleet? Would you want to autoscale a map based on player count? e.g. #1034

I start drived by 1 fleet = the World.
World is divised by map =gs.

  • When map is full or maybe >80% (players capacity) create and allocate a new gs
  • When map is empty or < 20% (players capacity) deallocate and delete gs
    So yes all sdk function already exist.

I don't think about 1 map = 1 fleet
I see scaling fleet based on #1034
It could be an interesting design choice.

The 2 solutions can be viable ?

@Ludea
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Ludea commented Feb 20, 2020

I see https://agones.dev/site/docs/getting-started/create-fleetautoscaler/, mixed with player capacity, i think it is a better choice.
So I close this issue, and wait until this feature is available

@Ludea Ludea closed this as completed Feb 20, 2020
@markmandel markmandel added the duplicate Duplicate ticket label Feb 20, 2020
@markmandel
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Cool. Thanks for talking it through! Glad to know we are on the right track at least 👍

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Labels
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