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Agones sdk-server sidecar should have cpu and memory limits #344

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markmandel opened this issue Sep 6, 2018 · 6 comments
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Agones sdk-server sidecar should have cpu and memory limits #344

markmandel opened this issue Sep 6, 2018 · 6 comments
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good first issue These are great first issues. If you are looking for a place to start, start here! help wanted We would love help on these issues. Please come help us! kind/design Proposal discussing new features / fixes and how they should be implemented kind/feature New features for Agones
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@markmandel
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markmandel commented Sep 6, 2018

Right now the sdk-server sidecar will default to 0.1 cpu usage (not sure on memory).

This feels like overkill for the sidecar server, as it doesn't do very much, and is a waste of good cpu!

We should measure this, and set appropriate limits.

We should also make this helm configurable.

Implementation

Add resource limits here:
https://github.com/GoogleCloudPlatform/agones/blob/master/pkg/gameservers/controller.go#L440

@markmandel markmandel added kind/feature New features for Agones kind/design Proposal discussing new features / fixes and how they should be implemented labels Sep 6, 2018
@markmandel markmandel added good first issue These are great first issues. If you are looking for a place to start, start here! help wanted We would love help on these issues. Please come help us! labels Oct 17, 2018
@KamiMay
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KamiMay commented Oct 17, 2018

Active server with 50 clients connected to the game server
image

@KamiMay
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KamiMay commented Oct 17, 2018

Another sample with 50 clients connecting to the game server
image

@KamiMay
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KamiMay commented Oct 17, 2018

Idle server
image

@markmandel
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@KamiShepard Did you (or anyone else for that matter) have any opinions on whether this should be a limit or a request?

https://kubernetes.io/docs/concepts/configuration/manage-compute-resources-container/

@markmandel
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Actually nevermind -- I'll setup options for both, but default will likely be to just set the request levels, as at low limit levels, the things start to break.

markmandel added a commit to markmandel/agones that referenced this issue Oct 18, 2018
This provides the mechanism (and defaults) for being able to set
both the CPU request, and CPU limits for the SDK Server `GameServer` sidecar.

I've only set the Request level, as it seems that the major issue is not
CPU usage, but actually how the scheduler allots space for the sidecar
(by default 100/0.1 vCPU is alloted to each container.

I've set the default request level to be 5m/0.005 vCPU -- while this is above
what load tests have shown, I wanted to be conservative. Also, the controls
exist to tweak this value yourself via the Helm chart.

I've not set a CPU limit, as I found when setting a low (<= 20m) CPU limit
on the sidecar it mostly stopped working. But if people want to experiment with
this, it is also configurable via the Helm chart.

Closes googleforgames#344
@markmandel markmandel added this to the 0.6.0 milestone Oct 18, 2018
@KamiMay
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KamiMay commented Oct 18, 2018

Left game running all night with 50 active clients connected:
image

markmandel added a commit to markmandel/agones that referenced this issue Oct 19, 2018
This provides the mechanism (and defaults) for being able to set
both the CPU request, and CPU limits for the SDK Server `GameServer` sidecar.

I've only set the Request level, as it seems that the major issue is not
CPU usage, but actually how the scheduler allots space for the sidecar
(by default 100/0.1 vCPU is alloted to each container.

After discussion, the CPU request has been set to 30m, but is also
configurable via the helm chart.

I've not set a CPU limit, as I found when setting a low (<= 20m) CPU limit
on the sidecar it mostly stopped working. But if people want to experiment with
this, it is also configurable via the Helm chart.

Closes googleforgames#344
markmandel added a commit that referenced this issue Oct 22, 2018
This provides the mechanism (and defaults) for being able to set
both the CPU request, and CPU limits for the SDK Server `GameServer` sidecar.

I've only set the Request level, as it seems that the major issue is not
CPU usage, but actually how the scheduler allots space for the sidecar
(by default 100/0.1 vCPU is alloted to each container.

After discussion, the CPU request has been set to 30m, but is also
configurable via the helm chart.

I've not set a CPU limit, as I found when setting a low (<= 20m) CPU limit
on the sidecar it mostly stopped working. But if people want to experiment with
this, it is also configurable via the Helm chart.

Closes #344
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good first issue These are great first issues. If you are looking for a place to start, start here! help wanted We would love help on these issues. Please come help us! kind/design Proposal discussing new features / fixes and how they should be implemented kind/feature New features for Agones
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