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Game Server allocation based on maps #1340
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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:
Why not a map per fleet? Would you want to autoscale a map based on player count? e.g. #1034
This could also be done through the SDK.Allocate() and SDK.Ready() functions from within a Game Server currently.
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
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 👍 |
I start drived by 1 fleet = the World.
I don't think about 1 map = 1 fleet The 2 solutions can be viable ? |
I see https://agones.dev/site/docs/getting-started/create-fleetautoscaler/, mixed with player capacity, i think it is a better choice. |
Cool. Thanks for talking it through! Glad to know we are on the right track at least 👍 |
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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
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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?
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