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Docs: Counters with High Density #4085
Docs: Counters with High Density #4085
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A few nits, otherwise LGTM
are available on a given a `GameServer` from the list of potentially Ready or Allocated `GameServers` when making an | ||
allocation request. | ||
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By also using Counters, we can provide Agones the allocation metadata it needs to pack appropriately across the high |
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Should we add a link somewhere here to your note on consistency below?
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Not sure it's necessary. It is on the page below. 🤔
site/content/en/docs/Integration Patterns/high-density-gameservers.md
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Implements documentation for the High Density Integration pattern using Counters. Leaves in the "label locking" technique as well, as it is still a valid technique! Closes googleforgames#3655
apiVersion: allocation.agones.dev/v1 | ||
kind: GameServerAllocation | ||
spec: | ||
scheduling: Packed |
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A side note that when scheduling is packed the priorities
are a tie-breaker after all our other logic around node utilization etc., and the distributed
uses priorities
as the sorting strategy that's probably worth mentioning somewhere in this doc?
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oh that's a good point! Lemme put something in there. Also remembering we have #3652 as well to update those docs.
I've softened the language, since it's not a hard and fast rule, like you said, also put a Info box at the end.
site/content/en/docs/Integration Patterns/high-density-gameservers.md
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priorities: | ||
- type: Counter | ||
key: rooms | ||
order: Ascending # Ensures the least full "rooms" get allocated first. |
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order: Ascending # Ensures the least full "rooms" get allocated first. | |
order: Ascending # Ensures the "rooms" with least available capacity (most full rooms) get allocated first. |
Or something to that effect might make this clearer.
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Good callouts. Updated! Lemme know what you think!
apiVersion: allocation.agones.dev/v1 | ||
kind: GameServerAllocation | ||
spec: | ||
scheduling: Packed |
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oh that's a good point! Lemme put something in there. Also remembering we have #3652 as well to update those docs.
I've softened the language, since it's not a hard and fast rule, like you said, also put a Info box at the end.
are available on a given a `GameServer` from the list of potentially Ready or Allocated `GameServers` when making an | ||
allocation request. | ||
|
||
By also using Counters, we can provide Agones the allocation metadata it needs to pack appropriately across the high |
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Not sure it's necessary. It is on the page below. 🤔
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Build Succeeded 🥳 Build Id: f3c11d1d-fcf0-4d80-a863-e3878a840156 The following development artifacts have been built, and will exist for the next 30 days:
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Just a heads up, I don't have the power to merge anymore 😆 (I should probably apply for approval access? maybe?) |
Pretty sure you've earned it :) |
What type of PR is this?
/kind documentation
What this PR does / Why we need it:
Implements documentation for the High Density Integration pattern using Counters.
Leaves in the "label locking" technique as well, as it is still a valid technique!
Which issue(s) this PR fixes:
Closes #3655
Special notes for your reviewer: