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sdk.rs
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sdk.rs
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// Copyright 2018 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.
use std::env;
use std::sync::{Arc, Mutex};
use std::thread::sleep;
use std::time::Duration;
use futures::{Future, Sink, Stream};
use grpcio;
use protobuf::Message;
use errors::*;
use grpc::sdk;
use grpc::sdk_grpc;
use types::*;
/// SDK is an instance of the Agones SDK
pub struct Sdk {
client: Arc<sdk_grpc::SdkClient>,
health: Arc<Mutex<Option<grpcio::ClientCStreamSender<sdk::Empty>>>>,
}
impl Sdk {
/// Starts a new SDK instance, and connects to localhost on port 9357.
/// Blocks until connection and handshake are made.
/// Times out after ~30 seconds.
pub fn new() -> Result<Sdk> {
let port = env::var("AGONES_SDK_GRPC_PORT").unwrap_or("9357".to_string());
let addr = format!("localhost:{}", port);
let env = Arc::new(grpcio::EnvBuilder::new().build());
let ch = grpcio::ChannelBuilder::new(env)
.keepalive_timeout(Duration::new(30, 0))
.connect(&addr);
let cli = sdk_grpc::SdkClient::new(ch);
let req = sdk::Empty::new();
// Unfortunately there isn't a native way to block until connected
// so we had to roll our own.
let mut counter = 0;
loop {
counter += 1;
match cli.get_game_server(&req) {
Ok(_) => break,
Err(e) => {
if counter > 30 {
return Err(ErrorKind::Grpc(e).into());
}
sleep(Duration::from_secs(1));
continue;
}
}
}
let (sender, _) = cli.health()?;
Ok(Sdk {
client: Arc::new(cli),
health: Arc::new(Mutex::new(Some(sender))),
})
}
/// Marks the Game Server as ready to receive connections
pub fn ready(&self) -> Result<()> {
let req = sdk::Empty::default_instance();
let res = self.client.ready(req).map(|_| ())?;
Ok(res)
}
/// Allocate the Game Server
pub fn allocate(&self) -> Result<()> {
let req = sdk::Empty::default_instance();
let res = self.client.allocate(req).map(|_| ())?;
Ok(res)
}
/// Marks the Game Server as ready to shutdown
pub fn shutdown(&self) -> Result<()> {
let req = sdk::Empty::default_instance();
let res = self.client.shutdown(req).map(|_| ())?;
Ok(res)
}
/// Sends a ping to the health check to indicate that this server is healthy
pub fn health(mut self) -> (Self, Result<()>) {
// Avoid `cannot move out of borrowed content` compile error for self.health
let h = self.health.lock().unwrap().take();
if h.is_none() {
return (
self,
Err(ErrorKind::HealthPingConnectionFailure(
"failed to hold client stream for health ping".to_string(),
)
.into()),
);
}
let h: grpcio::ClientCStreamSender<sdk::Empty> = h.unwrap().into();
let req = sdk::Empty::new();
match h.send((req, grpcio::WriteFlags::default())).wait() {
Ok(h) => {
self.health = Arc::new(Mutex::new(Some(h)));
(self, Ok(()))
}
Err(e) => (self, Err(ErrorKind::Grpc(e).into())),
}
}
/// Set a Label value on the backing GameServer record that is stored in Kubernetes
pub fn set_label<S>(&self, key: S, value: S) -> Result<()>
where
S: Into<String>,
{
let mut kv = sdk::KeyValue::new();
kv.set_key(key.into());
kv.set_value(value.into());
let res = self.client.set_label(&kv).map(|_| ())?;
Ok(res)
}
/// Set a Annotation value on the backing Gameserver record that is stored in Kubernetes
pub fn set_annotation<S>(&self, key: S, value: S) -> Result<()>
where
S: Into<String>,
{
let mut kv = sdk::KeyValue::new();
kv.set_key(key.into());
kv.set_value(value.into());
let res = self.client.set_annotation(&kv).map(|_| ())?;
Ok(res)
}
/// Returns most of the backing GameServer configuration and Status
pub fn get_gameserver(&self) -> Result<GameServer> {
let req = sdk::Empty::new();
let res = self
.client
.get_game_server(&req)
.map(|e| GameServer::from_message(e))?;
Ok(res)
}
/// Reserve marks the Game Server as Reserved for a given duration, at which point
/// it will return the GameServer to a Ready state.
/// Do note, the smallest unit available in the time.Duration argument is a second.
pub fn reserve(&self, duration: Duration) -> Result<()> {
let mut d = sdk::Duration::new();
d.set_seconds(duration.as_secs() as i64);
let res = self.client.reserve(&d).map(|_| ())?;
Ok(res)
}
/// Watch the backing GameServer configuration on updated
pub fn watch_gameserver<F>(&self, mut watcher: F) -> Result<()>
where
F: FnMut(GameServer) -> (),
{
let req = sdk::Empty::new();
let mut receiver = self
.client
.watch_game_server(&req)?
.map(|e| GameServer::from_message(e));
loop {
match receiver.into_future().wait() {
Ok((Some(game_server), r)) => {
watcher(game_server);
receiver = r;
}
Ok((None, _)) => break,
Err((e, _)) => return Err(e.into()),
}
}
Ok(())
}
}
impl Clone for Sdk {
fn clone(&self) -> Self {
Self {
client: Arc::clone(&self.client),
health: self.health.clone(),
}
}
}