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allocation.proto
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allocation.proto
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// Copyright 2020 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.
syntax = "proto3";
package allocation;
import "google/api/annotations.proto";
service AllocationService {
rpc Allocate(AllocationRequest) returns (AllocationResponse) {
option (google.api.http) = {
post: "/gameserverallocation"
body: "*"
};
}
}
message AllocationRequest {
// The k8s namespace that is hosting the targeted fleet of gameservers to be allocated
string namespace = 1;
// If specified, multi-cluster policies are applied. Otherwise, allocation will happen locally.
MultiClusterSetting multiClusterSetting = 2;
// Deprecated: Please use gameServerSelectors instead. This field is ignored if the
// gameServerSelectors field is set
// The required allocation. Defaults to all GameServers.
GameServerSelector requiredGameServerSelector = 3 [deprecated = true];
// Deprecated: Please use gameServerSelectors instead. This field is ignored if the
// gameServerSelectors field is set
// The 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.
repeated GameServerSelector preferredGameServerSelectors = 4 [deprecated = true];
// Scheduling strategy. Defaults to "Packed".
SchedulingStrategy scheduling = 5;
enum SchedulingStrategy {
Packed = 0;
Distributed = 1;
}
// Deprecated: Please use metadata instead. This field is ignored if the
// metadata field is set
MetaPatch metaPatch = 6;
// Metadata is optional custom metadata that is added to the game server at
// allocation. You can use this to tell the server necessary session data
MetaPatch metadata = 7;
// Ordered list of GameServer label selectors.
// 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.
// Note: This field can only be set if neither Required or Preferred is set.
repeated GameServerSelector gameServerSelectors = 8;
}
message AllocationResponse {
string gameServerName = 2;
repeated GameServerStatusPort ports = 3;
string address = 4;
string nodeName = 5;
// The gameserver port info that is allocated.
message GameServerStatusPort {
string name = 1;
int32 port = 2;
}
}
// Specifies settings for multi-cluster allocation.
message MultiClusterSetting {
// If set to true, multi-cluster allocation is enabled.
bool enabled = 1;
// Selects multi-cluster allocation policies to apply. If not specified, all multi-cluster allocation policies are to be applied.
LabelSelector policySelector = 2;
}
// MetaPatch is the metadata used to patch the GameServer metadata on allocation
message MetaPatch {
map<string, string> labels = 1;
map<string, string> annotations = 2;
}
// LabelSelector used for finding a GameServer with matching labels.
message LabelSelector {
// Labels to match.
map<string, string> matchLabels = 1;
}
// GameServerSelector used for finding a GameServer with matching filters.
message GameServerSelector {
// Labels to match.
map<string, string> matchLabels = 1;
enum GameServerState {
READY = 0;
ALLOCATED = 1;
};
GameServerState gameServerState = 2;
PlayerSelector players = 3;
}
// PlayerSelector is filter for player capacity values.
// minAvailable should always be less or equal to maxAvailable.
message PlayerSelector {
uint64 minAvailable = 1;
uint64 maxAvailable = 2;
}