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gameserversets.go
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gameserversets.go
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// Copyright 2018 Google Inc. 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.
package gameserversets
import (
"sort"
"agones.dev/agones/pkg/apis/stable/v1alpha1"
listerv1alpha1 "agones.dev/agones/pkg/client/listers/stable/v1alpha1"
"github.com/pkg/errors"
metav1 "k8s.io/apimachinery/pkg/apis/meta/v1"
"k8s.io/apimachinery/pkg/labels"
)
// node is just a convenience data structure for
// keeping relevant GameServer information about Nodes
type node struct {
name string
total int64
ready []*v1alpha1.GameServer
}
// filterGameServersOnLeastFullNodes returns a limited list of GameServers, ordered by the nodes
// they are hosted on, with the least utilised Nodes being prioritised
func filterGameServersOnLeastFullNodes(gsList []*v1alpha1.GameServer, limit int32) []*v1alpha1.GameServer {
if limit <= 0 {
return nil
}
nodeMap := map[string]*node{}
var nodeList []*node
// count up the number of allocated and ready game servers that exist
// also, since we're already looping through, track all the deletable GameServers
// per node, so we can use this as a shortlist to delete from
for _, gs := range gsList {
if gs.DeletionTimestamp.IsZero() &&
(gs.Status.State == v1alpha1.GameServerStateAllocated || gs.Status.State == v1alpha1.GameServerStateReady) {
_, ok := nodeMap[gs.Status.NodeName]
if !ok {
node := &node{name: gs.Status.NodeName}
nodeMap[gs.Status.NodeName] = node
nodeList = append(nodeList, node)
}
nodeMap[gs.Status.NodeName].total++
if gs.Status.State == v1alpha1.GameServerStateReady {
nodeMap[gs.Status.NodeName].ready = append(nodeMap[gs.Status.NodeName].ready, gs)
}
}
}
// sort our nodes, least to most
sort.Slice(nodeList, func(i, j int) bool {
return nodeList[i].total < nodeList[j].total
})
// we need to get Ready GameServer until we equal or pass limit
result := make([]*v1alpha1.GameServer, 0, limit)
for _, n := range nodeList {
result = append(result, n.ready...)
if int32(len(result)) >= limit {
return result
}
}
return result
}
// ListGameServersByGameServerSetOwner lists the GameServers for a given GameServerSet
func ListGameServersByGameServerSetOwner(gameServerLister listerv1alpha1.GameServerLister,
gsSet *v1alpha1.GameServerSet) ([]*v1alpha1.GameServer, error) {
list, err := gameServerLister.List(labels.SelectorFromSet(labels.Set{v1alpha1.GameServerSetGameServerLabel: gsSet.ObjectMeta.Name}))
if err != nil {
return list, errors.Wrapf(err, "error listing gameservers for gameserverset %s", gsSet.ObjectMeta.Name)
}
var result []*v1alpha1.GameServer
for _, gs := range list {
if metav1.IsControlledBy(gs, gsSet) {
result = append(result, gs)
}
}
return result, nil
}