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CRD Field Description

GameServerSet​

GameServerSetSpec​

type GameServerSetSpec struct {
// The number of game servers. Must be specified, with a minimum value of 0.
Replicas *int32 `json:"replicas"`

// Game server template. The new game server will be created with the parameters defined in GameServerTemplate.
GameServerTemplate GameServerTemplate `json:"gameServerTemplate,omitempty"`

// serviceName is the name of the service that governs this GameServerSet.
// This service must exist before the GameServerSet, and is responsible for
// the network identity of the set. Pods get DNS/hostnames that follow the
// pattern: pod-specific-string.serviceName.default.svc.cluster.local
// where "pod-specific-string" is managed by the GameServerSet controller.
ServiceName string `json:"serviceName,omitempty"`

// Reserved game server IDs, optional. If specified, existing game servers with those IDs will be deleted,
// and new game servers will not be created with those IDs.
ReserveGameServerIds []int `json:"reserveGameServerIds,omitempty"`

// Custom service qualities for game servers.
ServiceQualities []ServiceQuality `json:"serviceQualities,omitempty"`

// Batch update strategy for game servers.
UpdateStrategy UpdateStrategy `json:"updateStrategy,omitempty"`

// Horizontal scaling strategy for game servers.
ScaleStrategy ScaleStrategy `json:"scaleStrategy,omitempty"`

// Network settings for game server access layer.
Network *Network `json:"network,omitempty"`
}

GameServerTemplate​

type GameServerTemplate struct {
// All fields inherited from PodTemplateSpec.
corev1.PodTemplateSpec `json:",inline"`

// Requests and claims for persistent volumes.
VolumeClaimTemplates []corev1.PersistentVolumeClaim `json:"volumeClaimTemplates,omitempty"`

// ReclaimPolicy indicates the reclaim policy for GameServer.
// Default is Cascade.
ReclaimPolicy GameServerReclaimPolicy `json:"reclaimPolicy,omitempty"`
}

type GameServerReclaimPolicy string

const (
// CascadeGameServerReclaimPolicy indicates that GameServer is deleted when the pod is deleted.
// The age of GameServer is exactly the same as that of the pod.
CascadeGameServerReclaimPolicy GameServerReclaimPolicy = "Cascade"

// DeleteGameServerReclaimPolicy indicates that GameServers will be deleted when replicas of GameServerSet decreases.
// The GameServer will not be deleted when the corresponding pod is deleted due to manual deletion, update, eviction, etc.
DeleteGameServerReclaimPolicy GameServerReclaimPolicy = "Delete"
)

UpdateStrategy​

type UpdateStrategy struct {
// Type indicates the type of the StatefulSetUpdateStrategy.
// Default is RollingUpdate.
// +optional
Type apps.StatefulSetUpdateStrategyType `json:"type,omitempty"`

// RollingUpdate is used to communicate parameters when Type is RollingUpdateStatefulSetStrategyType.
// +optional
RollingUpdate *RollingUpdateStatefulSetStrategy `json:"rollingUpdate,omitempty"`
}

type RollingUpdateStatefulSetStrategy struct {
// Partition indicates the ordinal at which the StatefulSet should be partitioned by default.
// But if unorderedUpdate has been set:
// - Partition indicates the number of pods with non-updated revisions when rolling update.
// - It means controller will update $(replicas - partition) number of pod.
// Default value is 0.
// +optional
Partition *int32 `json:"partition,omitempty"`

// The maximum number of pods that can be unavailable during the update.
// Value can be an absolute number (ex: 5) or a percentage of desired pods (ex: 10%).
// Absolute number is calculated from percentage by rounding down.
// Also, maxUnavailable can just be allowed to work with Parallel podManagementPolicy.
// Defaults to 1.
// +optional
MaxUnavailable *intstr.IntOrString `json:"maxUnavailable,omitempty"`

// PodUpdatePolicy indicates how pods should be updated
// Default value is "ReCreate"
// +optional
PodUpdatePolicy kruiseV1beta1.PodUpdateStrategyType `json:"podUpdatePolicy,omitempty"`

// Paused indicates that the StatefulSet is paused.
// Default value is false
// +optional
Paused bool `json:"paused,omitempty"`

// UnorderedUpdate contains strategies for non-ordered update.
// If it is not nil, pods will be updated with non-ordered sequence.
// Noted that UnorderedUpdate can only be allowed to work with Parallel podManagementPolicy
// +optional
// UnorderedUpdate *kruiseV1beta1.UnorderedUpdateStrategy `json:"unorderedUpdate,omitempty"`

// InPlaceUpdateStrategy contains strategies for in-place update.
// +optional
InPlaceUpdateStrategy *appspub.InPlaceUpdateStrategy `json:"inPlaceUpdateStrategy,omitempty"`

// MinReadySeconds indicates how long will the pod be considered ready after it's updated.
// MinReadySeconds works with both OrderedReady and Parallel podManagementPolicy.
// It affects the pod scale up speed when the podManagementPolicy is set to be OrderedReady.
// Combined with MaxUnavailable, it affects the pod update speed regardless of podManagementPolicy.
// Default value is 0, max is 300.
// +optional
MinReadySeconds *int32 `json:"minReadySeconds,omitempty"`
}

type InPlaceUpdateStrategy struct {
// GracePeriodSeconds is the timespan between set Pod status to not-ready and update images in Pod spec
// when in-place update a Pod.
GracePeriodSeconds int32 `json:"gracePeriodSeconds,omitempty"`
}

ScaleStrategy​


type ScaleStrategy struct {
// The maximum number of pods that can be unavailable during scaling.
// Value can be an absolute number (ex: 5) or a percentage of desired pods (ex: 10%).
// Absolute number is calculated from percentage by rounding down.
// It can just be allowed to work with Parallel podManagementPolicy.
MaxUnavailable *intstr.IntOrString `json:"maxUnavailable,omitempty"`

// ScaleDownStrategyType indicates the scaling down strategy, include two types: General & ReserveIds
// General will first consider the ReserveGameServerIds field when game server scaling down.
// When the number of reserved game servers does not meet the scale down number, continue to
// select and delete the game servers from the current game server list.
// ReserveIds will backfill the sequence numbers into ReserveGameServerIds field when
// GameServers scale down, whether set by ReserveGameServerIds field or the GameServerSet
// controller chooses to remove it.
// Default is General
// +optional
ScaleDownStrategyType ScaleDownStrategyType `json:"scaleDownStrategyType,omitempty"`
}

ServiceQualities​

type ServiceQuality struct {
// Inherits all fields from corev1.Probe
corev1.Probe `json:",inline"`

// Custom name for the service quality, distinguishes different service qualities that are defined.
Name string `json:"name"`

// Name of the container to be probed.
ContainerName string `json:"containerName,omitempty"`

// Whether to make GameServerSpec not change after the ServiceQualityAction is executed.
// When Permanent is true, regardless of the detection results, ServiceQualityAction will only be executed once.
// When Permanent is false, ServiceQualityAction can be executed again even though ServiceQualityAction has been executed.
Permanent bool `json:"permanent"`

// Corresponding actions to be executed for the service quality.
ServiceQualityAction []ServiceQualityAction `json:"serviceQualityAction,omitempty"`
}

type ServiceQualityAction struct {
// Defines to change the GameServerSpec field when the detection is true/false.
State bool `json:"state"`

// Result indicate the probe message returned by the script.
// When Result is defined, it would exec action only when the according Result is actually returns.
Result string `json:"result,omitempty"`

GameServerSpec `json:",inline"`
}

Network​

type Network struct {
// Different network types correspond to different network plugins.
NetworkType string `json:"networkType,omitempty"`

// Different network types need to fill in different network parameters.
NetworkConf []NetworkConfParams `json:"networkConf,omitempty"`
}

type NetworkConfParams KVParams

type KVParams struct {
// Parameter name, the name is determined by the network plugin
Name string `json:"name,omitempty"`

// Parameter value, the format is determined by the network plugin
Value string `json:"value,omitempty"`
}

GameServerSetStatus​

type GameServerSetStatus struct {
// The iteration version of the GameServerSet observed by the controller.
ObservedGeneration int64 `json:"observedGeneration,omitempty"`

// The number of game servers.
Replicas int32 `json:"replicas"`

// The number of game servers that are ready.
ReadyReplicas int32 `json:"readyReplicas"`

// The number of game servers that are available.
AvailableReplicas int32 `json:"availableReplicas"`

// The current number of game servers.
CurrentReplicas int32 `json:"currentReplicas"`

// The number of game servers that have been updated.
UpdatedReplicas int32 `json:"updatedReplicas"`

// The number of game servers that have been updated and are ready.
UpdatedReadyReplicas int32 `json:"updatedReadyReplicas,omitempty"`

// The number of game servers that are in Maintaining state.
MaintainingReplicas *int32 `json:"maintainingReplicas,omitempty"`

// The number of game servers that are in WaitToBeDeleted state.
WaitToBeDeletedReplicas *int32 `json:"waitToBeDeletedReplicas,omitempty"`

// The label selector used to query game servers that should match the replica count used by HPA.
LabelSelector string `json:"labelSelector,omitempty"`
}

GameServer​

GameServerSpec​

type GameServerSpec struct {
// The O&M state of the game server, not pod runtime state, more biased towards the state of the game itself.
// Currently, the states that can be specified are: None / WaitToBeDeleted / Maintaining.
// Default is None
OpsState OpsState `json:"opsState,omitempty"`

// Update priority. If the priority is higher, it will be updated first.
UpdatePriority *intstr.IntOrString `json:"updatePriority,omitempty"`

// Deletion priority. If the priority is higher, it will be deleted first.
DeletionPriority *intstr.IntOrString `json:"deletionPriority,omitempty"`

// Whether to perform network isolation and cut off the access layer network
// Default is false
NetworkDisabled bool `json:"networkDisabled,omitempty"`

// Containers can be used to make the corresponding GameServer container fields
// different from the fields defined by GameServerTemplate in GameServerSetSpec.
Containers []GameServerContainer `json:"containers,omitempty"`
}

type GameServerContainer struct {
// Name indicates the name of the container to update.
Name string `json:"name"`

// Image indicates the image of the container to update.
// When Image updated, pod.spec.containers[*].image will be updated immediately.
Image string `json:"image,omitempty"`

// Resources indicates the resources of the container to update.
// When Resources updated, pod.spec.containers[*].Resources will be not updated immediately,
// which will be updated when pod recreate.
Resources corev1.ResourceRequirements `json:"resources,omitempty"`
}

GameServerStatus​

type GameServerStatus struct {
// Expected game server status
DesiredState GameServerState `json:"desiredState,omitempty"`

// The actual status of the current game server
CurrentState GameServerState `json:"currentState,omitempty"`

// network status information
NetworkStatus NetworkStatus `json:"networkStatus,omitempty"`

// The game server corresponds to the pod status
PodStatus corev1.PodStatus `json:"podStatus,omitempty"`

// Service quality status of game server
ServiceQualitiesCondition []ServiceQualityCondition `json:"serviceQualitiesConditions,omitempty"`

// Conditions is an array of current observed conditions related with GameServer.
// Currently support pod Conditions / node Conditions / pv Conditions
Conditions []GameServerCondition `json:"conditions,omitempty" `

// Current update priority
UpdatePriority *intstr.IntOrString `json:"updatePriority,omitempty"`

// Current deletion priority
DeletionPriority *intstr.IntOrString `json:"deletionPriority,omitempty"`

// Last change time
LastTransitionTime metav1.Time `json:"lastTransitionTime,omitempty"`
}