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Update the GameServerAllocation Specification to remove required/pref…
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# Copyright 2018 Google LLC All Rights Reserved. | ||
# | ||
# Licensed under the Apache License, Version 2.0 (the "License"); | ||
# you may not use this file except in compliance with the License. | ||
# You may obtain a copy of the License at | ||
# | ||
# http://www.apache.org/licenses/LICENSE-2.0 | ||
# | ||
# Unless required by applicable law or agreed to in writing, software | ||
# distributed under the License is distributed on an "AS IS" BASIS, | ||
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
# See the License for the specific language governing permissions and | ||
# limitations under the License. | ||
|
||
# | ||
# Full example of a GameServerAllocation. This is used to allocate | ||
# A GameServer out of a set of GameServers. This could be a Fleet, | ||
# multiple Fleets, or a self managed group of GameServers. | ||
# | ||
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# | ||
# For a full reference and details: https://agones.dev/site/docs/reference/gameserverallocation/ | ||
# | ||
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apiVersion: "allocation.agones.dev/v1" | ||
kind: GameServerAllocation | ||
spec: | ||
# Deprecated, use selectors instead. | ||
# GameServer selector from which to choose GameServers from. | ||
# GameServers still have the hard requirement to be `Ready` to be allocated from | ||
# however we can also make available `matchExpressions` for even greater | ||
# flexibility. | ||
# Below is an example of a GameServer allocated against a given fleet. | ||
# See: https://kubernetes.io/docs/concepts/overview/working-with-objects/labels/ for more details | ||
required: | ||
matchLabels: | ||
game: my-game | ||
matchExpressions: | ||
- {key: tier, operator: In, values: [cache]} | ||
# [Stage:Alpha] | ||
# [FeatureFlag:StateAllocationFilter] | ||
# 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. | ||
gameServerState: Ready | ||
# [Stage:Alpha] | ||
# [FeatureFlag:PlayerAllocationFilter] | ||
# Provides a filter on minimum and maximum values for player capacity when retrieving a GameServer | ||
# through Allocation. Defaults to no limits. | ||
players: | ||
minAvailable: 0 | ||
maxAvailable: 99 | ||
# Deprecated, use selectors instead. | ||
# ordered list of preferred allocations out of the `required` set. | ||
# If the first selector is not matched, the selection attempts the second selector, and so on. | ||
# This is useful for things like smoke testing of new game servers. | ||
# This also support `matchExpressions` | ||
preferred: | ||
- matchLabels: | ||
agones.dev/fleet: green-fleet | ||
- matchLabels: | ||
agones.dev/fleet: blue-fleet | ||
# defines how GameServers are organised across the cluster. | ||
# Options include: | ||
# "Packed" (default) is aimed at dynamic Kubernetes clusters, such as cloud providers, wherein we want to bin pack | ||
# resources | ||
# "Distributed" is aimed at static Kubernetes clusters, wherein we want to distribute resources across the entire | ||
# cluster | ||
scheduling: Packed | ||
# Optional custom metadata that is added to the game server at allocation | ||
# You can use this to tell the server necessary session data | ||
metadata: | ||
labels: | ||
mode: deathmatch | ||
annotations: | ||
map: garden22 |
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