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Move SDK local tooling into its own section
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I feel like this often isn't discovered by users, so
moving it into a more prominent position in the docs.
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markmandel committed Jan 29, 2019
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2 changes: 1 addition & 1 deletion site/content/en/blog/news/new-agones-site.md
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@@ -1,6 +1,6 @@

---
title: "Welcome to the new Agones Webite!"
title: "Welcome to the new Agones Website!"
linkTitle: "New Agones Website!"
date: 2019-01-17
description: >
Expand Down
65 changes: 4 additions & 61 deletions site/content/en/docs/Guides/Client SDKs/_index.md
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Expand Up @@ -25,6 +25,9 @@ in a Kubernetes [`Pod`](https://kubernetes.io/docs/concepts/workloads/pods/pod-o
This means that more languages can be supported in the future with minimal effort
(but pull requests are welcome! 😊 ).

There is also [local development tooling]({{< relref "local.md" >}}) for working against the SDK locally,
without having to spin up an entire Kubernetes infrastructure.

## Function Reference

While each of the SDKs are canonical to their languages, they all have the following
Expand Down Expand Up @@ -103,66 +106,6 @@ specifically at the `message GameServer`.
For language specific documentation, have a look at the respective source (linked above),
and the {{< ghlink href="examples" >}}examples{{< /ghlink >}}.

## Local Development

When the game server is running on Agones, the SDK communicates over TCP to a small
gRPC server that Agones coordinated to run in a container in the same network
namespace as it - usually referred to in Kubernetes terms as a "sidecar".

Therefore, when developing locally, we also need a process for the SDK to connect to!

To do this, we can run the same binary that runs inside Agones, but pass in a flag
to run it in "local mode". Local mode means that the sidecar binary
won't try and connect to anything, and will just send logs messages to stdout so
that you can see exactly what the SDK in your game server is doing, and can
confirm everything works.

To do this you will need to download the latest agonessdk-server-{VERSION}.zip from
[releases](https://github.com/googlecloudplatform/agones/releases), and unzip it.
You will find the executables for the SDK server, one for each type of operating system.

- `sdk-server.windows.amd64.exe` - Windows
- `sdk-server.darwin.amd64` - macOS
- `sdk-server.linux.amd64` - Linux

To run in local mode, pass the flag `--local` to the executable.

For example:

```console
$ ./sidecar.linux.amd64 --local
{"ctlConf":{"Address":"localhost","IsLocal":true,"LocalFile":""},"grpcPort":59357,"httpPort":59358,"level":"info","msg":"Starting sdk sidecar","source":"main","time":"2018-08-25T18:01:58-07:00","version":"0.4.0-b44960a8"}
{"level":"info","msg":"Starting SDKServer grpc service...","source":"main","time":"2018-08-25T18:01:58-07:00"}
{"level":"info","msg":"Starting SDKServer grpc-gateway...","source":"main","time":"2018-08-25T18:01:58-07:00"}
{"level":"info","msg":"Ready request has been received!","time":"2017-12-22T16:09:19-08:00"}
{"level":"info","msg":"Shutdown request has been received!","time":"2017-12-22T16:10:19-08:00"}
```

### Providing your own `GameServer` configuration for local development

By default, the local sdk-server will create a dummy `GameServer` configuration that is used for `GameServer()`
and `WatchGameServer()` SDK calls. If you wish to provide your own configuration, as either yaml or json, this
can be passed through as either `--file` or `-f` along with the `--local` flag.

If the `GamerServer` configuration file is changed while the local server is running,
this will be picked up by the local server, and will change the current active configuration, as well as sending out
events for `WatchGameServer()`. This is a useful way of testing functionality, such as changes of state from `Ready` to
`Allocated` in your game server code.

> File modification events can fire more than one for each save (for a variety of reasons),
but it's best practice to ensure handlers that implement `WatchGameServer()` be idempotent regardless, as repeats can
happen when live as well.

For example:

```console
$ ./sdk-server.linux.amd64 --local -f ../../../examples/simple-udp/gameserver.yaml
{"ctlConf":{"Address":"localhost","IsLocal":true,"LocalFile":"../../../examples/simple-udp/gameserver.yaml"},"grpcPort":59357,"httpPort":59358,"level":"info","msg":"Starting sdk sidecar","source":"main","time":"2018-08-25T17:56:39-07:00","version":"0.4.0-b44960a8"}
{"level":"info","msg":"Reading GameServer configuration","path":"/home/user/workspace/agones/src/agones.dev/agones/examples/simple-udp/gameserver.yaml","source":"main","time":"2018-08-25T17:56:39-07:00"}
{"level":"info","msg":"Starting SDKServer grpc service...","source":"main","time":"2018-08-25T17:56:39-07:00"}
{"level":"info","msg":"Starting SDKServer grpc-gateway...","source":"main","time":"2018-08-25T17:56:39-07:00"}
```

## Writing your own SDK

If there isn't a SDK for the language and platform you are looking for, you have several options:
Expand All @@ -181,7 +124,7 @@ the {{< ghlink href="sdk.swagger.json" >}}Swagger/OpenAPI Spec{{< /ghlink >}}.

Finally, if you build something that would be usable by the community, please submit a pull request!

## Building the Local Tools
## Building the Tools

If you wish to build the binaries for local development from source
the `make` target `build-agones-sdk-binary` will compile the necessary binaries
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68 changes: 68 additions & 0 deletions site/content/en/docs/Guides/Client SDKs/local.md
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---
title: "Local Development"
linkTitle: "Local Development"
date: 2019-01-29T10:18:08Z
weight: 1000
description: >
Working against the SDK without having to run a full kubernetes stack
---

## Local Development

When the game server is running on Agones, the SDK communicates over TCP to a small
gRPC server that Agones coordinated to run in a container in the same network
namespace as it - usually referred to in Kubernetes terms as a "sidecar".

Therefore, when developing locally, we also need a process for the SDK to connect to!

To do this, we can run the same binary that runs inside Agones, but pass in a flag
to run it in "local mode". Local mode means that the sidecar binary
won't try and connect to anything, and will just send logs messages to stdout so
that you can see exactly what the SDK in your game server is doing, and can
confirm everything works.

To do this you will need to download the latest agonessdk-server-{VERSION}.zip from
[releases](https://github.com/googlecloudplatform/agones/releases), and unzip it.
You will find the executables for the SDK server, one for each type of operating system.

- `sdk-server.windows.amd64.exe` - Windows
- `sdk-server.darwin.amd64` - macOS
- `sdk-server.linux.amd64` - Linux

To run in local mode, pass the flag `--local` to the executable.

For example:

```console
$ ./sidecar.linux.amd64 --local
{"ctlConf":{"Address":"localhost","IsLocal":true,"LocalFile":""},"grpcPort":59357,"httpPort":59358,"level":"info","msg":"Starting sdk sidecar","source":"main","time":"2018-08-25T18:01:58-07:00","version":"0.4.0-b44960a8"}
{"level":"info","msg":"Starting SDKServer grpc service...","source":"main","time":"2018-08-25T18:01:58-07:00"}
{"level":"info","msg":"Starting SDKServer grpc-gateway...","source":"main","time":"2018-08-25T18:01:58-07:00"}
{"level":"info","msg":"Ready request has been received!","time":"2017-12-22T16:09:19-08:00"}
{"level":"info","msg":"Shutdown request has been received!","time":"2017-12-22T16:10:19-08:00"}
```

### Providing your own `GameServer` configuration for local development

By default, the local sdk-server will create a dummy `GameServer` configuration that is used for `GameServer()`
and `WatchGameServer()` SDK calls. If you wish to provide your own configuration, as either yaml or json, this
can be passed through as either `--file` or `-f` along with the `--local` flag.

If the `GamerServer` configuration file is changed while the local server is running,
this will be picked up by the local server, and will change the current active configuration, as well as sending out
events for `WatchGameServer()`. This is a useful way of testing functionality, such as changes of state from `Ready` to
`Allocated` in your game server code.

> File modification events can fire more than one for each save (for a variety of reasons),
but it's best practice to ensure handlers that implement `WatchGameServer()` be idempotent regardless, as repeats can
happen when live as well.

For example:

```console
$ ./sdk-server.linux.amd64 --local -f ../../../examples/simple-udp/gameserver.yaml
{"ctlConf":{"Address":"localhost","IsLocal":true,"LocalFile":"../../../examples/simple-udp/gameserver.yaml"},"grpcPort":59357,"httpPort":59358,"level":"info","msg":"Starting sdk sidecar","source":"main","time":"2018-08-25T17:56:39-07:00","version":"0.4.0-b44960a8"}
{"level":"info","msg":"Reading GameServer configuration","path":"/home/user/workspace/agones/src/agones.dev/agones/examples/simple-udp/gameserver.yaml","source":"main","time":"2018-08-25T17:56:39-07:00"}
{"level":"info","msg":"Starting SDKServer grpc service...","source":"main","time":"2018-08-25T17:56:39-07:00"}
{"level":"info","msg":"Starting SDKServer grpc-gateway...","source":"main","time":"2018-08-25T17:56:39-07:00"}
```

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