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fixing deletion ordering #309
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dgkanatsios
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Developer experience and suggestions on how to use thundernetes, installation, getting up & running
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javier-op
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Jul 14, 2022
KalonJ-MSFT
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@@ -174,14 +177,15 @@ var _ = Describe("allocation API service queue tests", func() { | |||
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// downscale the Build to one standingBy | |||
Eventually(func(g Gomega) { | |||
testVerifyStandingByActiveByCount(context.Background(), buildID1, 2, 2) | |||
testVerifyGameServerStates(context.Background(), buildID1, testStates{0, 0, 2, 2}) |
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guess that applies everywhere
// then the ones on Initializing state | ||
// and lastly the ones on StandingBy state | ||
// GameServers that have crashed or Terminated are taken care of when the GameServerBuild controller starts | ||
func getValueByState(gs *mpsv1alpha1.GameServer) int { |
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is there no concept of switches in Go?
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When downscaling, the GameServerBuild controller did not distinguish between Initializing and StandingBy GameServers. If a GameServerBuild is upscaling (e.g. waiting for a new Node to join the cluster) and the user starts a downscaling, this can have the impact of StandingBy GameServers being deleted before the Initializing ones. This way, the GameServerBuild will be a little slower to reach the required StandingBy levels.
This PR adds some logic to the GameServerBuild controller to sort the GameServer slice before deletion, so that the Initializing GameServers come before the StandiingBy.
Opportunistically, we refactored the tests on the GameServerBuild controller.