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Better track ConnectedPlayers #35
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After some thinking, I believe it would be better if we totally remove the InitialPlayers array from the GameServer CRD. Some games might have a lot of players and this will make the CRD object big, which may have performance implications as it's transferred/marshalled across the wire.
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We're gonna go with a custom CRD for the time being, called GameServerDetail. Initial design:
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Currently, when a user allocates a GameServer, they pass a string array of Player IDs. This is persisted in the InitialPlayers string slice on the GameServer.Status field and passed in the GameServer via GSDK Heartbeat response. However, GameServer can call UpdateConnectedPlayers on the GSDK to update the Connected Players list. Currently, the sidecar gets informed of the change but does nothing. It would be helpful if the sidecar tracked this change and persisted it somewhere, since on some GameServers you may have users jumping in and out during the game session. Some options to solve this problem:
Thoughts @khaines?
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