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This moves the implementation of GameServerAllocation (GSA) to a
[Kubernetes API Extension](https://kubernetes.io/docs/concepts/extend-kubernetes/api-extension/apiserver-aggregation/) instead of using CRDs. This was essentially done for performance reasons, but to break it down: 1. GSA is now create only. Since we had no need for GSA storage, and don't want the performance hit. 1. This removes the mutation and validation webhooks, which have 30s timeout and are run in serial 1. API Server still does cut off a response after 60s, but the api can continue processing (60s gives us enough time, I think for a SDK.Ack() on Allocate, which I don't think we had before) 1. Validation now happens in the request. 1. We can now do batching of requests for higher throughput (googleforgames#536), since we control the entire http request. The breaking changes are: 1. GameServerAllocation's group is now `allocation.agones.dev` rather than `stable.agones.dev`, because a CRD group can't overlap with a api server. 1. Since there is only the `create` verb for GSA, there is no get/list/watch options for GameServerAllocations - so no informers/listers either. But this could be added at a later date, if needed.
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install/helm/agones/templates/crds/gameserverallocation.yaml
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