Skip to content

Commit

Permalink
Fix for flaky TestFleetRecreateGameServers
Browse files Browse the repository at this point in the history
If the returned packet gets dropped somewhere, we can confirm if it's
still a valid test, as if the `GameServer` is gone, we're in a good
place.

Closes googleforgames#2479
  • Loading branch information
markmandel committed Apr 7, 2022
1 parent 7770aa6 commit c1b2705
Showing 1 changed file with 6 additions and 1 deletion.
7 changes: 6 additions & 1 deletion test/e2e/fleet_test.go
Original file line number Diff line number Diff line change
Expand Up @@ -1221,7 +1221,12 @@ func TestFleetRecreateGameServers(t *testing.T) {
var reply string
reply, err := framework.SendGameServerUDP(t, &gs, "EXIT")
if err != nil {
t.Fatalf("Could not message GameServer: %v", err)
// if we didn't get a response because the GameServer has gone away, then the packet dropped on the return,
// but we're in the state we want, so we can ignore that we didn't get a response.
_, gsErr := framework.AgonesClient.AgonesV1().GameServers(gs.ObjectMeta.Namespace).Get(ctx, gs.ObjectMeta.Name, metav1.GetOptions{})
if !k8serrors.IsNotFound(gsErr) {
t.Fatalf("Could not message GameServer: %v", err)
}
}

assert.Equal(t, "ACK: EXIT\n", reply)
Expand Down

0 comments on commit c1b2705

Please sign in to comment.