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Fix spelling in docs and comments (#785)
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Fix for md files which was found using goreporter misspell utility.
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aLekSer authored and markmandel committed May 21, 2019
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2 changes: 1 addition & 1 deletion build/build-sdk-images/README.md
Expand Up @@ -2,7 +2,7 @@

As we seen before GameServers can communicate their current state back to Agones controller using a side car. This sidecar runs a GRPC server handling the communication to Agones, the GameServer connects using a SDK which a thin wrapper around GRPC client code.

By using GRPC, adding more languages should be pretty straigthforward as it supports code generation for many of them.
By using GRPC, adding more languages should be pretty straightforward as it supports code generation for many of them.

> if your language doesn't support GRPC you can still create a SDK by connecting to the HTTP GRPC gateway.
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2 changes: 1 addition & 1 deletion docs/governance/templates/release_issue.md
Expand Up @@ -2,7 +2,7 @@

<!--
This is the release issue template. Make a copy of the markdown in this page
and copy it into a release issue. Fill in relevent values, found inside {}
and copy it into a release issue. Fill in relevant values, found inside {}
!-->

- [ ] Review closed issues have appropriate tags.
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2 changes: 1 addition & 1 deletion examples/autoscaler-webhook/README.md
Expand Up @@ -15,7 +15,7 @@ To learn how to deploy the fleet to GKE, please see the tutorial [Create a Fleet

1. Fleet with 100 Replicas (gameservers) was created.
2. 70 gameservers got allocated -> No scaling for now.
3. One more server allocated, we got 71 allocated gamesevers, fraction in a fleet is over 0.7 `AllocatedPart > 0.7` so we are scaling by `scaleFactor`. Which results in doubling fleet size.
3. One more server allocated, we got 71 allocated gameservers, fraction in a fleet is over 0.7 `AllocatedPart > 0.7` so we are scaling by `scaleFactor`. Which results in doubling fleet size.
4. Fleet now has 200 Replicas.
5. `AllocatedPart = 71/200 = 0.355` so no downscaling for now.
6. 22 gameservers were shutdown and now this count of gameservers is not in Allocated state.
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2 changes: 1 addition & 1 deletion pkg/gameserversets/controller_test.go
Expand Up @@ -471,7 +471,7 @@ func TestControllerSyncUnhealthyGameServers(t *testing.T) {
err := c.deleteGameServers(gsSet, []*v1alpha1.GameServer{gs1, gs2, gs3})
assert.Nil(t, err)

assert.Equal(t, 3, updatedCount, "Updates should have occured")
assert.Equal(t, 3, updatedCount, "Updates should have occurred")
}

func TestSyncMoreGameServers(t *testing.T) {
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2 changes: 1 addition & 1 deletion site/content/en/_index.html
Expand Up @@ -22,7 +22,7 @@
{{% blocks/lead color="secondary" %}}
<strong>What is Agones?</strong>

An open source, batteries-included, mulitplayer dedicated game server scaling and
An open source, batteries-included, multiplayer dedicated game server scaling and
orchestration platform that can run anywhere [Kubernetes](https://kubernetes.io) can run.
{{% /blocks/lead %}}

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10 changes: 5 additions & 5 deletions site/content/en/docs/Getting Started/create-fleet.md
Expand Up @@ -38,7 +38,7 @@ Let's create a Fleet using the following command :
kubectl apply -f https://raw.githubusercontent.com/GoogleCloudPlatform/agones/{{< release-branch >}}/examples/simple-udp/fleet.yaml
```

You should see a successful ouput similar to this :
You should see a successful output similar to this :

```
fleet "simple-udp" created
Expand Down Expand Up @@ -202,7 +202,7 @@ status:
If you look at the `status` section, there are several things to take note of. The `state` value will tell if
a `GameServer` was allocated or not. If a `GameServer` could not be found, this will be set to `UnAllocated`.
If there are too many concurrent requests overwhelmed the system, `state` will be set to
`Contention`even though there are available `GameServer`.
`Contention` even though there are available `GameServers`.

However, we see that the `status.state` value was set to `Allocated`.
This means you have been successfully allocated a `GameServer` out of the fleet, and you can now connect your players to it!
Expand All @@ -217,7 +217,7 @@ We can also check to see how many `GameServers` you have `Allocated` vs `Ready`
kubectl get gs
```

This will get you a list of all the current `GameSevers` and their `Status.State`.
This will get you a list of all the current `GameServers` and their `Status.State`.

```
NAME STATE ADDRESS PORT NODE AGE
Expand Down Expand Up @@ -330,7 +330,7 @@ A handy trick for checking to see how many `GameServers` you have `Allocated` vs
kubectl get gs
```

This will get you a list of all the current `GameSevers` and their `Status > State`.
This will get you a list of all the current `GameServers` and their `Status > State`.

```
NAME STATE ADDRESS PORT NODE AGE
Expand Down Expand Up @@ -434,7 +434,7 @@ with a Container Port of `6000`.
> NOTE: This will make it such that you can no longer connect to the simple-udp game server.
Run `watch kubectl get gs`
until you can see that there are
until you can see that there is
one of `7654`, which is the `Allocated` `GameServer`, and four instances to `6000` which
is the new configuration.

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Expand Up @@ -28,7 +28,7 @@ Let's create a Fleet Autoscaler using the following command :
kubectl apply -f https://raw.githubusercontent.com/GoogleCloudPlatform/agones/{{< release-branch >}}/examples/simple-udp/fleetautoscaler.yaml
```

You should see a successful ouput similar to this :
You should see a successful output similar to this :

```
fleetautoscaler.stable.agones.sev "simple-udp-autoscaler" created
Expand Down Expand Up @@ -153,7 +153,7 @@ Double-check the actual number of game server instances and status by running
kubectl get gs
```

This will get you a list of all the current `GameSevers` and their `Status > State`.
This will get you a list of all the current `GameServers` and their `Status > State`.

```
NAME STATE ADDRESS PORT NODE AGE
Expand Down Expand Up @@ -226,7 +226,7 @@ Double-check the actual number of game server instances and status by running
kubectl get gs
```

This will get you a list of all the current `GameSevers` and their `Status > State`.
This will get you a list of all the current `GameServers` and their `Status > State`.

```
NAME STATE ADDRESS PORT NODE AGE
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4 changes: 2 additions & 2 deletions site/content/en/docs/Getting Started/create-gameserver.md
Expand Up @@ -34,7 +34,7 @@ Let's create a GameServer using the following command :
kubectl create -f https://raw.githubusercontent.com/GoogleCloudPlatform/agones/{{< release-branch >}}/examples/simple-udp/gameserver.yaml
```

You should see a successful ouput similar to this :
You should see a successful output similar to this :

```
gameserver "simple-udp" created
Expand Down Expand Up @@ -143,7 +143,7 @@ Let's retrieve the IP address and the allocated port of your Game Server :
kubectl get gs
```

This should ouput your Game Server IP address and ports, eg:
This should output your Game Server IP address and ports, eg:

```
NAME STATE ADDRESS PORT NODE AGE
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Expand Up @@ -69,7 +69,7 @@ Let's create a Fleet Autoscaler using the following command:
kubectl apply -f https://raw.githubusercontent.com/GoogleCloudPlatform/agones/{{< release-branch >}}/examples/webhookfleetautoscaler.yaml
```

You should see a successful ouput similar to this:
You should see a successful output similar to this:

```
fleetautoscaler.stable.agones.sev "webhook-fleet-autoscaler" created
Expand Down Expand Up @@ -201,7 +201,7 @@ Double-check the actual number of game server instances and status by running:
kubectl get gs -n default
```

This will get you a list of all the current `GameSevers` and their `Status > State`.
This will get you a list of all the current `GameServers` and their `Status > State`.

```
NAME STATE ADDRESS PORT NODE AGE
Expand Down Expand Up @@ -266,7 +266,7 @@ kubectl delete -f https://raw.githubusercontent.com/GoogleCloudPlatform/agones/m

Using TLS and CA bundle we can establish trusted communication between Fleetautoscaler and Webhook which controls size of the fleet (Replicas count). The certificate of the webhook should be signed by Certificate Authority provided in fleetautoscaler yaml configuration file. Which eliminates the possibility to perform man in the middle attack when using HTTP connection to a webhook which can be located inside or outside of our cluster.

Description of common steps with Chapter 1 would be ommited for simplicity, you can see pervious chapter for the details.
Description of common steps with Chapter 1 would be omitted for simplicity, you can see previous chapter for the details.

#### 1. Deploy the fleet

Expand Down Expand Up @@ -400,7 +400,7 @@ Double-check the actual number of game server instances and status by running:
kubectl get gs -n default
```

This will get you a list of all the current `GameSevers` and their `Status > State`.
This will get you a list of all the current `GameServers` and their `Status > State`.

```
NAME STATE ADDRESS PORT NODE AGE
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4 changes: 2 additions & 2 deletions site/content/en/docs/Guides/Client SDKs/cpp.md
Expand Up @@ -164,9 +164,9 @@ cmake --build .
```

## Remarks
CMake option `-Wno-dev` is specified to suppress [CMP0048](https://cmake.org/cmake/help/v3.13/policy/CMP0048.html) deprecation warning for gRPC depencency.
CMake option `-Wno-dev` is specified to suppress [CMP0048](https://cmake.org/cmake/help/v3.13/policy/CMP0048.html) deprecation warning for gRPC dependency.

### Using SDK
In CMake-based projects it's enough to specify a folder where SDK is installed with `CMAKE_PREFIX_PATH` and use `find_package(agones CONFIG REQUIRED)` command. For example: {{< ghlink href="examples/cpp-simple" >}}cpp-simple{{< / >}}.
If **AGONES_CREATE_PACKAGE** option is off, then `CMAKE_PREFIX_PATH` should be set to a path where SDK is built (usualy `agones/sdks/cpp/.build`).
If **AGONES_CREATE_PACKAGE** option is off, then `CMAKE_PREFIX_PATH` should be set to a path where SDK is built (usually `agones/sdks/cpp/.build`).
It maybe useful to disable some [protobuf warnings](https://github.com/protocolbuffers/protobuf/blob/master/cmake/README.md#notes-on-compiler-warnings) in your project.
2 changes: 1 addition & 1 deletion site/content/en/docs/Guides/ping-service.md
Expand Up @@ -32,7 +32,7 @@ To lookup the details of this service, run `kubectl describe service agones-ping

## UDP Service

The UDP ping service is a rate limited UDP echo service that returns the udp packet that it recieves to its designated
The UDP ping service is a rate limited UDP echo service that returns the udp packet that it receives to its designated
sender.

Since UDP sender details can be spoofed, this service is rate limited to 20 requests per second,
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2 changes: 1 addition & 1 deletion site/content/en/docs/Reference/fleetautoscaler.md
Expand Up @@ -127,7 +127,7 @@ type FleetStatus struct {
}
```

For Webhook Fleetautoscaler Policy either HTTP or HTTPS could be used. Switching between them occurs depending on https presence in `URL` or by presense of `caBundle`.
For Webhook Fleetautoscaler Policy either HTTP or HTTPS could be used. Switching between them occurs depending on https presence in `URL` or by presence of `caBundle`.
The example of the webhook written in Go could be found {{< ghlink href="examples/autoscaler-webhook/main.go" >}}here{{< /ghlink >}}.

It implements the {{< ghlink href="examples/autoscaler-webhook/" >}}scaling logic{{< /ghlink >}} based on the percentage of allocated gameservers in a fleet.
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2 changes: 1 addition & 1 deletion site/content/en/docs/Tutorials/allocator-service-go.md
Expand Up @@ -72,7 +72,7 @@ NAME NETWORK DIRECTION PRIORITY ALLOW DENY DISABLED
fleet-allocator-healthcheck default INGRESS 1000 tcp False
```

Create a firewall rule for nodePort traffic on the range of ports used by Ingress services of type nodePort. We are using nobdePort becuase it supports TLS.
Create a firewall rule for nodePort traffic on the range of ports used by Ingress services of type nodePort. We are using nodePort because it supports TLS.
```
gcloud compute firewall-rules create nodeport-rule \
--allow=tcp:30000-32767 \
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