From 31ba61e4960676f59b93ec27f520a59aff9b91f3 Mon Sep 17 00:00:00 2001 From: Dimitris Gkanatsios Date: Tue, 8 Mar 2022 12:01:42 -0800 Subject: [PATCH] bug fixing --- .../config/manager/kustomization.yaml | 2 +- .../controllers/gameserverbuild_controller.go | 65 +++++++++---------- 2 files changed, 33 insertions(+), 34 deletions(-) diff --git a/pkg/operator/config/manager/kustomization.yaml b/pkg/operator/config/manager/kustomization.yaml index 5ddda717..596ddafb 100755 --- a/pkg/operator/config/manager/kustomization.yaml +++ b/pkg/operator/config/manager/kustomization.yaml @@ -11,4 +11,4 @@ kind: Kustomization images: - name: controller newName: thundernetes-operator - newTag: ac1c91a + newTag: 8047add diff --git a/pkg/operator/controllers/gameserverbuild_controller.go b/pkg/operator/controllers/gameserverbuild_controller.go index 6f9e1ef4..f49a7602 100644 --- a/pkg/operator/controllers/gameserverbuild_controller.go +++ b/pkg/operator/controllers/gameserverbuild_controller.go @@ -167,45 +167,19 @@ func (r *GameServerBuildReconciler) Reconcile(ctx context.Context, req ctrl.Requ // user has decreased standingBy numbers if nonActiveGameServersCount > gsb.Spec.StandingBy { totalNumberOfGameServersToDelete := int(math.Min(float64(nonActiveGameServersCount-gsb.Spec.StandingBy), maxNumberOfGameServersToDelete)) - deletedGameServersCount := 0 - for i := 0; i < int(totalNumberOfGameServersToDelete); i++ { - gs := gameServers.Items[i] - // we're deleting only initializing/pending/standingBy servers, never touching active - if gs.Status.State == "" || gs.Status.State == mpsv1alpha1.GameServerStateInitializing || gs.Status.State == mpsv1alpha1.GameServerStateStandingBy { - if err := r.deleteGameServer(ctx, &gs); err != nil { - if apierrors.IsConflict(err) { // this GameServer has been updated, skip it - continue - } - return ctrl.Result{}, err - } - deletedGameServersCount = deletedGameServersCount + 1 - GameServersDeletedCounter.WithLabelValues(gsb.Name).Inc() - addGameServerToUnderDeletionMap(gsb.Name, gs.Name) - r.Recorder.Eventf(&gsb, corev1.EventTypeNormal, "GameServer deleted", "GameServer %s deleted", gs.Name) - } - } - if deletedGameServersCount < totalNumberOfGameServersToDelete || nonActiveGameServersCount-gsb.Spec.StandingBy > maxNumberOfGameServersToDelete { - log.Info("unable to delete enough gameServers, requeuing", "nonActiveGameServersCount", nonActiveGameServersCount, "gsb.Spec.StandingBy", gsb.Spec.StandingBy, "maxNumberOfGameServersToDelete", maxNumberOfGameServersToDelete) - return ctrl.Result{Requeue: true}, nil + err := r.deleteNonActiveGameServers(ctx, &gsb, &gameServers, totalNumberOfGameServersToDelete) + if err != nil { + return ctrl.Result{}, err } } // we need to check if we are above the max // this can happen if the user modifies the spec.Max during the GameServerBuild's lifetime if nonActiveGameServersCount+activeCount > gsb.Spec.Max { - for i := 0; i < nonActiveGameServersCount+activeCount-gsb.Spec.Max && i < maxNumberOfGameServersToDelete; i++ { - gs := gameServers.Items[i] - // we're deleting only standingBy or initializing servers - if gs.Status.State == "" || gs.Status.State == mpsv1alpha1.GameServerStateInitializing || gs.Status.State == mpsv1alpha1.GameServerStateStandingBy { - if err := r.deleteGameServer(ctx, &gs); err != nil { - if apierrors.IsConflict(err) { // this GameServer has been updated, skip it - continue - } - return ctrl.Result{}, err - } - GameServersDeletedCounter.WithLabelValues(gsb.Name).Inc() - addGameServerToUnderDeletionMap(gsb.Name, gs.Name) - } + totalNumberOfGameServersToDelete := int(math.Min(float64(nonActiveGameServersCount+activeCount-gsb.Spec.Max), maxNumberOfGameServersToDelete)) + err := r.deleteNonActiveGameServers(ctx, &gsb, &gameServers, totalNumberOfGameServersToDelete) + if err != nil { + return ctrl.Result{}, err } } @@ -380,6 +354,31 @@ func getKeyForCrashesPerBuildMap(gsb *mpsv1alpha1.GameServerBuild) string { return fmt.Sprintf("%s/%s", gsb.Namespace, gsb.Name) } +// deleteNonActiveGameServers loops through all the GameServers CRs and deletes non-Active ones +func (r *GameServerBuildReconciler) deleteNonActiveGameServers(ctx context.Context, + gsb *mpsv1alpha1.GameServerBuild, + gameServers *mpsv1alpha1.GameServerList, + totalNumberOfGameServersToDelete int) error { + deletedGameServersCount := 0 + for i := 0; i < len(gameServers.Items) && deletedGameServersCount < totalNumberOfGameServersToDelete; i++ { + gs := gameServers.Items[i] + // we're deleting only initializing/pending/standingBy servers, never touching active + if gs.Status.State == "" || gs.Status.State == mpsv1alpha1.GameServerStateInitializing || gs.Status.State == mpsv1alpha1.GameServerStateStandingBy { + if err := r.deleteGameServer(ctx, &gs); err != nil { + if apierrors.IsConflict(err) { // this GameServer has been updated, skip it + continue + } + return err + } + deletedGameServersCount = deletedGameServersCount + 1 + GameServersDeletedCounter.WithLabelValues(gsb.Name).Inc() + addGameServerToUnderDeletionMap(gsb.Name, gs.Name) + r.Recorder.Eventf(gsb, corev1.EventTypeNormal, "GameServer deleted", "GameServer %s deleted", gs.Name) + } + } + return nil +} + // deleteGameServer deletes the provided GameServer func (r *GameServerBuildReconciler) deleteGameServer(ctx context.Context, gs *mpsv1alpha1.GameServer) error { // we're requesting the GameServer to be deleted to have the same ResourceVersion