igooch

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Should also include the `topologySpreadConstraints` #3533 for the controllers in this documentation as well?

@0xaravindh are you asking about incorporating something like the below (untested) code into the example? ``` func handleAutoscale(w http.ResponseWriter, r *http.Request) { // existing code if runtime.FeatureEnabled(runtime.FeatureFleetAutoscaleRequestMetaData) { if faReq.Request.Annotations...

Could you try testing with only one node? To rule out whether or not it's hitting these lines and returning before it gets to the CountsAndLists logic https://github.com/googleforgames/agones/blob/77face16d95d921ec65b902d7e26ee811598c601/pkg/gameserverallocations/allocation_cache.go#L202-L209

@dmorgan-blizz I was able to reproduce this issue when using more than one allocator client. When using only one allocator client, the game servers were packed as expected. Can you...

> Interesting...and `one allocation client` means one execution of `tmp/allocate.sh` https://github.com/googleforgames/agones/pull/4059/files#diff-2863a956029e7b0d4dbada6deccdef2e148548b5c545df26950c05e93ee347f1 which is making serial requests? > > And if you introduce another execution (thus, now concurrent requests), the issue...

To check if this is a Counter or an Allocator issue added a new metric in #4059 to track which game server was allocated, and removed the counter. The graphs...

We should add this functionality. Adding awaiting-maintainer label.

I don't have time to work on this at the moment and nothing below has been tested, but adding some thoughts while they're fresh: **SDK Changes** A new gRPC endpoint...

Correct, I'll update the title and description to make it clearer that this only applies to UpdateList.

This could be a relatively simple fix of increasing the wait time. Since the sidecar feature is on that could explain the increase in start time needed. https://github.com/googleforgames/agones/blob/47fa016a616ff8c60e67b739de63e5513efb07d0/examples/supertuxkart/main.go#L83-L85