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Supertuxkart 0.3
Supertuxkart 0.3








supertuxkart 0.3
  1. #Supertuxkart 0.3 how to#
  2. #Supertuxkart 0.3 update#
  3. #Supertuxkart 0.3 code#

Update Rust SDK build image #2635 ( markmandel).Add Document about Informers and Listers #2579 ( govargo).Added Agones Category to all UPROPERTY macro #2587 ( Dinhh1).Make Allocator batchWaitTime configurable #2589 ( valentintorikian).e2e tests for arm64 simple game server #2604 ( Ludea).Add metric for number of reserved replicas #2610 ( govargo).Add docs for reserved replicas metric #2611 ( markmandel).

#Supertuxkart 0.3 how to#

  • Document how to use Informers and Listers to query Agones #1260.
  • Make batchWaitTime configurable in the Allocator #2586.
  • Add metric for number of reserved replicas in a fleet #2609.
  • We also believe we've fixed all the issues with running on ARM64 clusters with this release, so please give a try.Ĭheck the README for details on features, installation and usage.
  • sdkServer.logLevel in Gameserver config can now be used in local mode.
  • Fix for sdkServer.logLevel nil in Gameserver in local-mode.
  • Fix for scaling a fleet when a game server is allocated from an older version.
  • ARM64 image for the simple-game-server example.
  • This release has lots of important bug fixes and documentation. Kind/feature help wanted area/user-experience We could not do this, and people could pass in a label/annotation to the GameServer, and have it be set by the game server process - but that can take a while, and could introduce more race conditions. When creating a GameServerAllocation, it would be useful to specify what the player tracking capacity is going to be on the allocated GameServerĭraft of what the GameServerAllocation structure could look like (: apiVersion: "/v1" Is your feature request related to a problem? Please describe.
  • Cloud provider or hardware configuration: Azure.
  • Kubernetes version (use kubectl version): v1.22.6.
  • mountPath: /app/server_Data/config-template.ini We have explicitly set the serviceAccountName to agones-sdk apiVersion: "v/v1" We have configured certificates according to these two pages of documentationĪlso attach the fleet.yaml for your reference. How to reproduce it (as minimally and precisely as possible): NAMESPACE=$(cat $ from api for host our-gameserver-ngkqp-nbmtf SERVICEACCOUNT=/var/run/secrets/kubernetes.io/serviceaccount Here is our startup script in the configmap. We configured our own startup script in the configMap to expose the ip and port according to the value retrieved from k8s apis.
  • Katacoda's free, interactive Kubernetes course.
  • You should totally read this comic, and interactive tutorial.
  • Katacoda's free, interactive Docker course.
  • Docker's official "Getting Started" guide.
  • The Release Process documentation displays the project's upcoming release calendar and release process.Īgones is in active development - we would love your help in shaping its future! This all sounds great, but can you explain Docker and/or Kubernetes to me? Docker See the Developing, Testing and Building Agones documentation for developing, testing and building Agones from source. Please read the contributing guide for directions on submitting Pull Requests to Agones, and community membership governance. To report a security issue for this project, please follow the instructions in the Project Security Policy Development and Contribution

    #Supertuxkart 0.3 code#

    Participation in this project comes under the Contributor Covenant Code of Conduct Reporting Security Issues Community Meetings (Join the mailing list for details).Gameserver specific metric exports and dashboards for ops teamsĭocumentation can be found on the Agones website.

    supertuxkart 0.3

    Fleet Autoscaling capabilities that integrate with Kubernetes' native cluster autoscaling.Manage GameServer lifecycles - including health checking and connection information.Define a single GameServer, and/or large game server Fleets within Kubernetes - either through yaml or via the API.This model also allows any matchmaker to interact directly with Agones via the Kubernetes API to provision a dedicated game server.įor more details on why this project was written, read the announcement blog post. With Agones, Kubernetes gets native abilities to create, run, manage and scale dedicated game server processes within Kubernetes clusters using standard Kubernetes tooling and APIs. ( source) Why does this project exist?Īgones replaces usual bespoke or proprietary cluster management and game server scaling solutions with a Kubernetes cluster that includes the Agones custom Kubernetes Controller and matching Custom Resource Definitions for GameServers, Fleets and more. Agones is a library for hosting, running and scaling dedicated game servers on Kubernetes.Īgones, is derived from the Greek word agōn which roughly translates to “contest”, “competition at games” and “gathering”.










    Supertuxkart 0.3