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Counts and Lists Aggregate Values for Fleet Status and GameServerSet Status #3180
Counts and Lists Aggregate Values for Fleet Status and GameServerSet Status #3180
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…ver States Allocated, Ready, or Reserved
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Looks like that's a pretty consistent failure:
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Yeah, when each unit test is run individually the tests pass, but when run as a file at least one of CounterStatus or ListStatus or Players fails with the expected result field being nil. I'm guessing this is some sort of issue with the mocks being run in parallel and field value getting overridden. I can't figure out how to run the debugger on multiple tests at once, so I've been unsuccessful in finding where exactly this is going wrong. I'm going to update the CounterStatus and ListStatus tests to mimic the Players test setup which seems to resolve the issue. |
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Approved!
Left a few non-blocking questions for you in case they made sense.
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Approved!
Left a few non-blocking questions for you in case they made sense.
[APPROVALNOTIFIER] This PR is APPROVED This pull-request has been approved by: gongmax, igooch, markmandel The full list of commands accepted by this bot can be found here. The pull request process is described here
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[APPROVALNOTIFIER] This PR is APPROVED This pull-request has been approved by: gongmax, igooch, markmandel The full list of commands accepted by this bot can be found here. The pull request process is described here
Needs approval from an approver in each of these files:
Approvers can indicate their approval by writing |
New changes are detected. LGTM label has been removed. |
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What type of PR is this?
/kind feature
What this PR does / Why we need it:
Aggregates the Counter (Count/Capacity) and List (Capacity/Values) across GamerServerSets and Fleet.
Counters and Lists are only aggregated on GamerServerSets when GameServer.Status is Allocated, Ready, or Reserved.
Updates the Fleet and GameServerSet CRDs to aggregate the List values to a total Count rather than listing all values in an array, which could get extremely long. This change is in keeping with the sample Fleet Status outlined in #2716.
Which issue(s) this PR fixes:
Working on #2716
Special notes for your reviewer: