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This release includes changes from minor versions.
Major Changes
- (0.2.0) Added
ALLOCATEDstate while players are connected- As long as there is at least one player connected, the server will remain in this state instead of
READY - This prevents Agones from trying to remove allocated servers during rolling deployments
- WARNING: this does mean that fleets will struggle to perform rolling deploys if they have players connected and don't have enough replicas to substitute in
- As long as there is at least one player connected, the server will remain in this state instead of
- (0.2.0) Added paper
/velagonescommand- Requires the
velagones.commandpermission - By default it prints the status of the gameserver in Agones (READY/SHUTDOWN/ALLOCATED)
- Writing
/velagones readyor/velagones shutdownor/velagones allocatewill immediately update the status of the gameserver with the Agones SDK - WARNING: this is a dangerous command!
- Doing
/velagones shutdownwill cause the Agones controller to immediately terminate this instance (gracefully). - Doing
/velagones readywill allow the Agones controller to terminate this server during rolling updates.
- Doing
- Requires the
- (0.2.0) Fixed a (fairly severe) bug where velagones-velocity plugin would fail to recognize game servers that were shutting down because the cluster watch did not observe the SDK shutdown state for them
- Occasionally, it seems like if servers terminated fast enough (for me, due to ArgoCD being the terminate), they would not have state SHUTDOWN in the GameServer spec, and instead immediately move towards deletion.
- The fix ensures that if a resource is deleted, it is also checked against the Velagones registry in Velocity.
- (0.1.7) Added "rogue" game servers: ones that do not belong to any fleet, or to a fleet not in the configuration file
- Can optionally be tracked with config option
track-rogues: true- Velagones will reach out to them and connect them to Velocity similar to other fleets
- Will be reported with special group name
velagones-rogues - Will never automatically be used for server selection unless you create a custom server selector
- Implementation details:
- Created abstraction VelagonesGroup -> VelagonesFleet
- Velagones groups do not have an autoscaler and have no maximum players
- VelagonesRegistry tracks rogue servers as part of a single "rogue" Velagones group
- Can optionally be tracked with config option
- (0.1.7) Added
VelagonesAPIwhich can be used to get the list of all VelagonesGameServers currently connected- Rogue game servers will have special group name
velagones-rogues - You can get the
VelagonesAPIobject from the newVelagonesInitializeEvent
- Rogue game servers will have special group name
- (0.1.7)
VelagonesInitializeEventrenamed toVelagonesPreInitializeEventsince this reflects its actual use
Minor Changes
- (0.1.4) Switched to use reposilite artifact publication instead of nexus, and GH actions instead of jenkins
- (0.1.5) Added gradle caching for deploy workflow
- (0.1.5) Update to agones 1.54.0
- (0.1.6) Updated Agones 1.56.0
- (0.1.5) Improve logging of Velagones config
- (0.1.5) Set velocity plugin version
- (0.2.0) Switched to use netty gRPC implementation in velagones-paper
- Allows for a more graceful shutdown of the gRPC server
- (0.1.7) Changed workflow to only run on dev/main branch, but with an optional manual trigger