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I was doing load testing for GS allocation so I modified the simple-udp gameserver to call sdk.Shutdown() 10 minutes after the Gameserver state is changed to Allocated. Because of lot of allocation requests and gameserver creation, status change, deletion, some of the sdk.Shutdown calls didn't complete (200+ in 10000 calls), so 200+ GS left allocated although they should be deleted.
When the Agones/Kubernetes overwhelmed (e.g. too many Allocation requests), it can fail to serve/complete the GS management activities. We should implement a monitor to watch if a GS is still in use and then delete it. There issue #607 mentioned a similar solution.
The text was updated successfully, but these errors were encountered:
Why didn't they complete? Do we have logs? I have to review the code, but they should retry after a period if there is a failure (in case master goes down, etc). Did that not happen?
When the Agones/Kubernetes overwhelmed (e.g. too many Allocation requests), it can fail to serve/complete the GS management activities.
What does this mean exactly? Is the master going down? Is there contention issues? Is the retry mechanism not working?
Sounds like there is definitely an issue here, but would like to dig into it more about it's cause.
I was doing load testing for GS allocation so I modified the simple-udp gameserver to call sdk.Shutdown() 10 minutes after the Gameserver state is changed to Allocated. Because of lot of allocation requests and gameserver creation, status change, deletion, some of the sdk.Shutdown calls didn't complete (200+ in 10000 calls), so 200+ GS left allocated although they should be deleted.
When the Agones/Kubernetes overwhelmed (e.g. too many Allocation requests), it can fail to serve/complete the GS management activities. We should implement a monitor to watch if a GS is still in use and then delete it. There issue #607 mentioned a similar solution.
The text was updated successfully, but these errors were encountered: