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CountersAndLists in Reference Documentation #3529
CountersAndLists in Reference Documentation #3529
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[APPROVALNOTIFIER] This PR is NOT APPROVED This pull-request has been approved by: Kalaiselvi84 The full list of commands accepted by this bot can be found here.
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@markmandel, We have two YAML files for |
Looks like a weird flake in the integration tests:
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A good start!
Ah - good question. We should have a separate file for each - for example we have https://github.com/googleforgames/agones/blob/main/examples/webhookfleetautoscaler.yaml for the webhook autoscaler type autoscaling.
Ah also a good question - we'll also want new sections in the FleetAutoscaler documentation as well - much like we have a new section for the "Or for Webhook FleetAutoscaler below and in example folder :" section.
You can ignore that section for now, that can be integrated into some more advanced usage documentation in the future. For now we'll focus on just reference documentation for the yaml files. |
Included counters and lists based Fleetautoscaler specifications.👍🏻 |
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Need to do a pass to make sure all the things we had in the design match up to what we finished with, but the approach is good
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I think I fixed this flake in #3534
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This reverts commit 59900ca.
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Overall looks good! Just a few minor additions to add.
@@ -47,6 +47,65 @@ spec: | |||
seconds: 30 | |||
``` | |||
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|||
{{% feature publishVersion="1.37.0" %}} |
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In terms of ordering the page, the Counters and Lists examples should probably go after the webhook
autoscaling example since they're still in Alpha.
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Similar comment to what Mark mentioned in fleet.md. Mention Counters and Lists in the bullet point notes below the examples
- `players` (Alpha, behind "PlayerTracking" feature gate), sets this GameServer's initial player capacity |
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Went through the listed items, and checked to see if everything was there, and did a review of the existing language we had.
@igooch would love your extra review, see if I missed anything, anything needs adding or wrote anything weird 😄
I've also got a PR incoming, with some tweaks to the Go CRD datasture comments to reflect some of these changes, need to make a couple more tweaks and will then submit it.
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@markmandel I've added the |
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- `type: List`: Sorts GameServers based on a list metric. | ||
- `key`: The name of the List. No impact if no GameServer found. | ||
- `order`: The sort order, default is "Ascending" so smaller capacity will be removed first on downscaling. |
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- `type: List`: Sorts GameServers based on a list metric. | |
- `key`: The name of the List. No impact if no GameServer found. | |
- `order`: The sort order, default is "Ascending" so smaller capacity will be removed first on downscaling. |
- `type: Counter`: Sorts GameServers by a "counter". | ||
- `key`: The name of the Counter. No impact if no GameServer found. | ||
- `order`: The sort order, default is "Ascending" so smaller capacity will be removed first on down scaling. |
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Lifting from http://localhost:1313/docs/reference/agones_crd_api_reference/#agones.dev/v1.Priority
- `type: Counter`: Sorts GameServers by a "counter". | |
- `key`: The name of the Counter. No impact if no GameServer found. | |
- `order`: The sort order, default is "Ascending" so smaller capacity will be removed first on down scaling. | |
- `type`: Sort by a “Counter” or a “List”. | |
- `key`: The name of the Counter or List. If not found on the GameServer, has no impact. | |
- `order`: Order: Sort by “Ascending” or “Descending”. “Descending” a bigger Capacity is preferred. “Ascending” would be smaller Capacity is preferred. |
@@ -226,6 +238,13 @@ The `spec` field is the actual `Fleet` specification and it is composed as follo | |||
- `Fleet's Scheduling Strategy`: The GameServers associated with the GameServerSet are sorted based on either `Packed` or `Distributed` strategy. | |||
- `Packed`: Agones maximizes resource utilization by trying to populate nodes that are already in use before allocating GameServers to other nodes. | |||
- `Distributed`: Agones employs this strategy to spread out GameServer allocations, ensuring an even distribution of GameServers across the available nodes. | |||
- `priorities` (Alpha, requires `CountsAndLists` feature flag): Defines which gameservers in the Fleet are most important to keep around - impacts scale down logic. |
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Tweaking some formatting and docs, but this is exactly what we need here and in the other .md files in this PR 👍🏻
- `priorities` (Alpha, requires `CountsAndLists` feature flag): Defines which gameservers in the Fleet are most important to keep around - impacts scale down logic. | |
- `priorities`: (Alpha, requires `CountsAndLists` feature flag): Defines which gameservers in the Fleet are most important to keep around - impacts scale down logic. |
# nodeSelector: | ||
# kubernetes.io/os: windows | ||
``` | ||
{{% /feature %}} |
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Same as the markdown files - need each of the fields described below please (line 219 onwards)
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I think you intended for the counters and lists fields to be included within the spec
field?
maxCapacity: 100 | ||
``` | ||
{{% /feature %}} | ||
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Same as you did in fleet.md - need the fields desribed in the section from 144 onwards.
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same doubt, the fields in the counter and list for the autoscaling to be included in the spec
field?
# 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) | ||
# |
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# | |
# counters: # (Alpha, CountsAndLists feature flag) Counter actions to perform during allocation. | |
# 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. | |
# lists: # (Alpha, CountsAndLists feature flag) List actions to perform during allocation. | |
# 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. | |
# |
Please add this in (this was the actions mentioned previously) - and also make sure it shows up in the field description section below.
@igooch did I mess anything up there?
- `CountsAndLists` has two key elements for game server allocation process. | ||
- `counters` allows setting limits on game server, such as the minimum and maximum number of active rooms. This helps in selecting game servers based on their current activity or capacity. | ||
- `lists` enables game server allocation based on specific player lists, allowing for inclusion or exclusion of specific players. |
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- `CountsAndLists` has two key elements for game server allocation process. | |
- `counters` allows setting limits on game server, such as the minimum and maximum number of active rooms. This helps in selecting game servers based on their current activity or capacity. | |
- `lists` enables game server allocation based on specific player lists, allowing for inclusion or exclusion of specific players. | |
- `counters` (Alpha, CountsAndLists feature flag) allows setting limits on game server, such as the minimum and maximum number of active rooms. This helps in selecting game servers based on their current activity or capacity. | |
- `lists` (Alpha, CountsAndLists feature flag) enables game server allocation based on specific player lists, allowing for inclusion or exclusion of specific players. |
Also these new property values will need to have feature
shortcodes please as well everywhere.
Please feel free to resolve the conversations if you're satisfied with the changes😅 |
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examples/counterfleetautoscaler.yaml
Outdated
# bufferSize can be specified either in absolute (i.e. 5) or percentage format (i.e. 5%). | ||
# Required. | ||
# BufferSize is the size of a buffer of counted items that are available in the Fleet (available capacity). | ||
# Value can be an absolute number (ex: 5) or a percentage of desired gs instances (ex: 5%). |
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The percentage buffer refers to the Counter available capacity, not the number of game server instances.
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I have updated both the counterfleetautoscaler.yaml
and fleetautoscaler.md
files with this information
examples/counterfleetautoscaler.yaml
Outdated
# When bufferSize in percentage format is used, minCapacity should be set and more than 0. | ||
# MinCapacity is the minimum aggregate Counter total capacity across the fleet. | ||
# If zero, MinCapacity is ignored. | ||
# If non zero, MinCapacity must be smaller than MaxCapacity and bigger than BufferSize. |
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MinCapacity can be >= BufferSize.
examples/counterfleetautoscaler.yaml
Outdated
# If minCapacity is not specified, the effective minimum capacity will be bufferSize. | ||
# When bufferSize in percentage format is used, minCapacity should be set and more than 0. | ||
# MinCapacity is the minimum aggregate Counter total capacity across the fleet. | ||
# If zero, MinCapacity is ignored. |
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If BufferSize is a percentage MinCapacity is required and cannot be 0.
examples/counterfleetautoscaler.yaml
Outdated
# Maximum aggregate counter capacity that can be provided by this FleetAutoscaler. | ||
# Required. | ||
# MaxCapacity is the maximum aggregate Counter total capacity across the fleet. | ||
# MaxCapacity must be bigger than both MinCapacity and BufferSize. Required field. |
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MaxCapacity can be >= BufferSize and MinCapacity.
examples/listfleetautoscaler.yaml
Outdated
# When bufferSize in percentage format is used, minCapacity should be set and more than 0. | ||
# MinCapacity is the minimum aggregate List total capacity across the fleet. | ||
# If zero, it is ignored. | ||
# If non zero, it must be smaller than MaxCapacity and bigger than BufferSize. |
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MinCapacity can be >= BufferSize.
examples/listfleetautoscaler.yaml
Outdated
# Maximum aggregate list capacity that can be provided by this FleetAutoscaler. | ||
# Required. | ||
# MaxCapacity is the maximum aggregate List total capacity across the fleet. | ||
# MaxCapacity must be bigger than both MinCapacity and BufferSize. Required field. |
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MaxCapacity can be >= BufferSize and MinCapacity.
# counters: # (Alpha, CountsAndLists feature flag) Counter actions to perform during allocation. | ||
# 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. | ||
# lists: # (Alpha, CountsAndLists feature flag) List actions to perform during allocation. | ||
# 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. | ||
# |
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# counters: # (Alpha, CountsAndLists feature flag) Counter actions to perform during allocation. | |
# 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. | |
# lists: # (Alpha, CountsAndLists feature flag) List actions to perform during allocation. | |
# 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. | |
# |
# priorities: | ||
# 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) |
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# priorities: | |
# 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) | |
# 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) |
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Add below suggested code after (and inline with) "metadata".
# [Stage:Alpha]
# [FeatureFlag:CountsAndLists]
# The first Priority on the array of Priorities is the most important for sorting. The allocator will
# use the first priority for sorting GameServers by available Capacity in the Selector set. Acts as a
# tie-breaker after sorting the game servers by State and Strategy Packed. Impacts which GameServer
# is checked first. Optional.
# priorities:
# - type: List # Whether a Counter or a List.
# key: rooms # The name of the Counter or List.
# order: Ascending # "Ascending" lists smaller available capacity first.
# [Stage:Alpha]
# [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.
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Under "selectors
is an ordered list of..." add:
- `matchLabels` is a map of {key,value} pairs. A single {key,value} in the matchLabels map is equivalent to an element
of matchExpressions, whose key field is "key", the operator is "In", and the values array contains only "value".
The requirements are ANDed. Optional.
- `matchExpressions` is a list of label selector requirements. The requirements are ANDed. Optional.
- `gameServerState` GameServerState 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.
- `counters` (Alpha, "CountsAndLists" feature flag) enables filtering based on game server Counter status, such as
the minimum and maximum number of active rooms. This helps in selecting game servers based on their current activity
or capacity. Optional.
- `lists` (Alpha, "CountsAndLists" feature flag) enables filtering based on game server List status, such as allowing
for inclusion or exclusion of specific players. Optional.
- `priorities` (Alpha, requires `CountsAndLists` feature flag) manages counters and lists for game servers, setting limits on room counts and player inclusion/exclusion. | ||
- `counters` (Alpha, "CountsAndLists" feature flag) allows setting limits on game server, such as the minimum and maximum number of active rooms. This helps in selecting game servers based on their current activity or capacity. | ||
- `lists` (Alpha, "CountsAndLists" feature flag) enables game server allocation based on specific player lists, allowing for inclusion or exclusion of specific players. |
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- `priorities` (Alpha, requires `CountsAndLists` feature flag) manages counters and lists for game servers, setting limits on room counts and player inclusion/exclusion. | |
- `counters` (Alpha, "CountsAndLists" feature flag) allows setting limits on game server, such as the minimum and maximum number of active rooms. This helps in selecting game servers based on their current activity or capacity. | |
- `lists` (Alpha, "CountsAndLists" feature flag) enables game server allocation based on specific player lists, allowing for inclusion or exclusion of specific players. | |
- `priorities` (Alpha, requires `CountsAndLists` feature flag) manages counters and lists for game servers, setting limits on | |
room counts and player inclusion/exclusion. | |
- `counters` (Alpha, "CountsAndLists" feature flag) Counter actions to perform during allocation. | |
- `lists` (Alpha, "CountsAndLists" feature flag) List actions to perform during allocation. |
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A few minor nits then it looks good!
# When bufferSize in percentage format is used, minCapacity should be set and more than 0. | ||
# MinCapacity is the minimum aggregate Counter total capacity across the fleet. | ||
# If BufferSize is specified as a percentage, MinCapacity is required and cannot be 0. | ||
# If non zero, MinCapacity must be smaller than MaxCapacity and it can be greater than or equal to BufferSize. |
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# If non zero, MinCapacity must be smaller than MaxCapacity and it can be greater than or equal to BufferSize. | |
# If non zero, MinCapacity must be smaller than MaxCapacity and must be greater than or equal to BufferSize. |
# If zero, it is ignored. | ||
# If non zero, it must be smaller than MaxCapacity and can be greater than or equal to BufferSize. |
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# If zero, it is ignored. | |
# If non zero, it must be smaller than MaxCapacity and can be greater than or equal to BufferSize. | |
# If BufferSize is specified as a percentage, MinCapacity is required must be greater than 0. | |
# If non zero, MinCapacity must be smaller than MaxCapacity and must be greater than or equal to BufferSize. |
bufferSize: 5 | ||
# MinCapacity is the minimum aggregate Counter total capacity across the fleet. | ||
# If BufferSize is specified as a percentage, MinCapacity is required and cannot be 0. | ||
# If non zero, MinCapacity must be smaller than MaxCapacity and it can be greater than or equal to BufferSize. |
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# If non zero, MinCapacity must be smaller than MaxCapacity and it can be greater than or equal to BufferSize. | |
# If non zero, MinCapacity must be smaller than MaxCapacity and must be greater than or equal to BufferSize. |
# If zero, it is ignored. | ||
# If non zero, it must be smaller than MaxCapacity and can be greater than or equal to BufferSize. |
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# If zero, it is ignored. | |
# If non zero, it must be smaller than MaxCapacity and can be greater than or equal to BufferSize. | |
# If BufferSize is specified as a percentage, MinCapacity is required must be greater than 0. | |
# If non zero, MinCapacity must be smaller than MaxCapacity and must be greater than or equal to BufferSize. |
@@ -61,6 +224,31 @@ spec: | |||
mode: deathmatch | |||
annotations: | |||
map: garden22 | |||
# [Stage:Alpha] |
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# [Stage:Alpha] | |
# [Stage:Alpha] |
I have made changes based on your suggestion, Ivy. |
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@gongmax please hold on, the last commit is still in processing |
Will close this PR since it is being handled in #3552 |
What type of PR is this?
What this PR does / Why we need it:
Which issue(s) this PR fixes:
Work on #2716
Special notes for your reviewer: