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A
This
is
going
to
be
a
fun
one.
Today,
folks,
I
have
a
few
housekeeping
items
before
we
get
started.
A
Sorry,
I've
got
to
bring
up
all
my
housekeeping
items,
okay,
so
this
is
an
official
stream
of
the
clannador
computing
foundation.
As
such,
it's
governed
by
the
code
of
conduct.
This
is
an
official
stream
of
the
cncf
and,
as
such
is
subject
to
the
cncf
code
of
conduct.
Please
do
not
add
anything
to
the
chat
or
questions
that
would
be
in
violation
of
that
code
of
conduct.
Basically,
please
be
respectful
of
all
your
fellow
participants
and
presenters
again.
A
A
B
Thank
you
so
much
for
having
me
I'm
yeah,
I'm
wearing
a
1c
today,
because
why
not
so
yeah
thanks
for
having
me
hi,
my
name
is
mark
mandel.
I
I
work
with
caslin
at
google
cloud.
I
am
a
fellow
developer
advocate.
B
I
tech
lead
the
gaming
part
of
our
developer
relations
efforts
for
gaming
at
google
cloud,
I'm
also
a
founder
and
a
founder
and
maintainer
on
a
couple
of
open
source
projects,
one
of
which
we're
talking
today,
which
is
a
gonez
system
for
scaling
game
servers
for
multiplayer
games
and
just
released
another
one,
lovely
friends
over
at
embark,
studios
called
quillkin
for
communications
with
multiplayer
games,
so
yeah
I
do
a
bunch
of
stuff
to
do
with
gaming
and
back
ends
for
games
and
games.
B
A
A
C
B
C
A
So
I'm
going
to
be
running
this
very
interestingly
today,
I'm
I've
reset
up
my
workspace
for
this.
So
if
you
see
me
floundering
between
screens
and
things,
that's
going
to
be.
Why.
A
Bit
fields
test
it
a
bit
we.
What
I'm
trying
to
do
with
this
show
is
to
give
people
a
chance
to
kind
of
see
cloud
native
technologies
as
close
as
we
can
get
to
what
they
would
be
in
the
field.
So
I'm
trying
to
do
cool
projects
with
them
and
show
you
kind
of
how
these
things
can
really
work.
A
So
what
I
wanted
to
do
today
was
to
run
a
game
server
on
kubernetes,
because
that
sounds
like
a
really
cool
use
case
that
I
honestly
don't
know
that
much
about
so,
as
mark
has
described.
That's
what
he's
here
to
teach
us
today
and
another
couple
of
things
before
we
get
right
into
it
reminder,
and
I
think
I
have
a
fancy
little
caption
for
this
yeah
join
us
at
kubecon.
North
america
tickets
are
available
now
for
both
in
person
and
online.
A
If
you
want
to
just
join,
virtually
and
and
then
the
in
person
is
in
la
if
you're
able
to
travel,
uncomfortable
traveling,
there
is
an
in-person
conference
going
on
with
quicon
this
year
and
if
you
want
to
participate
in
the
chat.
I
want
to
warn
you
now
that
you
need
to
follow.
It
takes
a
few
minutes
after
you
follow
for
you
to
be
able
to
join
the
chat,
so
definitely
go
ahead
and
do
that.
A
A
Cool,
so
I
guess
we'll
dive
into
it.
Let
me
make
sure
that.
C
A
D
C
B
I
made
I
made
caslin
break
her
regular
setup
because
I'm
I'm
forcing
forcing
her
to
play
a
video
game
with
me
and
she
didn't
have
a
machine
ready.
That
would
maybe.
A
Yeah,
which
is
fine
so
here
we've
got
a
windows
machine
that
I
spun
up
just
for
this
I
happen
to
have
a
little
intel
nook
sitting
around
that
has
windows
pre-installed
on
it
keep
doing
this.
So
I
went
ahead
and
spun
that
up
yesterday,
and
this
is
literally
brand
new
windows
machine
that
I
installed
the
game
that
we're
going
to
play
on
which
I
guess
I'll
bring
up
now.
B
Yeah
super
text
card
is
a
super
cute
little
open
source
game.
You
can
play
it.
You
can
play
it.
What's
the
word
I'm
looking
for
you
can
play
it
single
player.
B
It's
based
like
if
you've
ever
played
mario
kart,
very
much
a
clone
of
mario
kart,
but
with
like
linux
characters,
and
what
we're
going
to
do
here
is
we're
going
to
set
up
a
supertux
cut
instance:
we're
going
to
have
a
dedicated
game
server
and
we'll
talk
a
little
bit
about
what
dedicated
game
servers
are
in
a
bit
and
how
they
work.
B
A
B
B
B
B
B
Yeah
that
makes
sense
it's
a
real
game.
It's
real,
not
a
fake
game.
It's
not
imaginary!
I
promise
cool.
So
one
thing
one
thing
I
was
going
to
suggest
is:
what
we
can
do
is
is
I'll
well
yeah,
why
don't
you
go
to
oganes.dev?
A
B
Excellent,
so
my
theory
is,
is
I'm
going
to
point
you
at
the
commands
to
start
the
cluster
in
the
particular
way
that
a
gunners
is
going
to
kind
of
need
it?
And
while
that's
spinning
up
because
it'll
take
a
couple
of
minutes,
we'll
talk
through
some
of
the
theory
about
game
servers
and
like
why
it's
set
up
in
certain
ways
and
like
some
of
the
challenges
and
that
kind
of
stuff?
Does
that
sound
cool.
B
Rockin,
so
if
you
pop
into
documentation.
B
D
B
Of
very
close
at
the
top
perfect
yep,
and
if
you
scroll
down
creating
a
cluster
that
command
right
there,
that's
the
one.
B
So
this
is
going
to
look
very
similar.
There
is
the
thing
there
where
it
says
tags
it's
going
to
become
important
to
us
and
I
would
probably
I'm
pacific
side
whichever
one
that
is.
Are
you
on
the
same
coast
as
me?
I
can't
remember.
B
A
A
Yeah
well,
I
sort
that
out.
I
have
it
up,
but
then
it
does
this
anyway.
Okay,
stop
sharing
for
a
second,
while
I
fix
that
problems
of
having
only
one
monitor.
C
B
So
while
you're
doing
that
I'll,
let
you
I'll
let
you
put
on
that
I'll-
tell
people
some
things,
because
it's
fun
so
yeah.
I
showed
people
before
agonize.dev
as
well.
So
if
people
want
to
learn
more
about
this
or
they're
checking
it
out
or
they
don't
know
anything
about
dedicated
game
servers
or
they're,
coming
from
a
gaming
background
and
they're
like
I
want
to
learn
about
the
kubernetes
stuff,
we
actually
have
a
whole
section
called
prerequisite
knowledge
on
the
website
there.
B
That
takes
you
through
sort
of
the
levels
of
knowledge
that
you'd
need
for
each
of
the
things
like
because
we
we
build
on
top
of
like
four
different
foundations
of
stuff,
because,
like
there's
dockers
and
containerization,
and
there's
kubernetes
and
there's
dedicated
game
servers,
multiplayer
games
and
there's
game
engines,
and
so,
if
you
don't
know
about
like
a
particular
part
or
you're
like
how
much
of
each
thing
do,
I
need
to
learn
make
sure
to
check
that
out.
It's
like
the
second
one
from
the
top
on
there
gone
is
docs.
B
We
pointed
some
like
free
and
interactive
courses
for
both
docker
and
kubernetes,
some
stuff
about,
like
some
articles
around
dedicated
game
servers
explaining
them
some
articles
around
game
engines
that
kind
of
fun
stuff
too
so
just
check.
Let
people
know
that
stuff's
there
all
right.
How
are
we
doing.
A
B
I
don't
I
don't
know
how
mac
machines
work
yeah
there
we
go
we'll
just
right,
click
on
everything.
Yes,
if
you
replace
that
cluster
name
with
something,
we
might
also
need
to
specify
our
zone.
A
D
You
should
be
able
to
go
just
like
up
to
the
spot,
but
or
this
works
too.
D
A
D
D
A
Sounds
good
I
should
probably
zoom
in
on
it,
so
that
people
can
actually
see
it.
I
think
I'll
copy
that.
B
Works
you
can,
if
you
want,
if
you
want
in
the
in
the
settings
for
the
the
cloud
shell,
you
can
specify
how
big
you
want
the
text
size
to
be.
C
B
A
B
That
specifies,
if
you,
what
that
actually
does,
is
like
authorization
scopes,
so
basically
what
what
can
the
nodes
access?
This
is
what
we're
writing
here
is
saying
exactly
the
same
as
what,
if
you
created
the
cluster
inside
the
standard,
kubernetes
click,
the
gke
console,
that's
just
like
a
gke
specific
thing.
B
Let
me
do
that
yeah
so,
and,
and
also
just
want
to
be
super
clear
as
well
like
we're
doing
this
on
gke,
but
like
you
can
run
on
any
kubernetes
clusters,
there's
nothing,
google
cloud
or
gk
specific
here
we're
gonna
have
to
do
if
you're
running
this
on
either
a
different
cloud
provider
or
bare
metal.
You
have
to
do
very
similar
things,
so
I'll
just
kind
of
talk
through
them
all
right,
so
that
can
that
can
run
in
the
background.
So,
let's,
let's
talk
some
I'm
rolling
up
my
my
onesie
sleeves
here.
D
B
Let's
talk
some,
I
might
need
to
take
it
off
at
some
point.
We'll
talk
some
theory
about
while
that's
spinning
up
so
let's
talk
about,
I,
the
phrases
are
usually
used
as
like
dedicated
game
server.
So
what
is
that?
What
do
I
mean
by
that?
And
what
does
that
look
like
so?
Okay,
so
we're
talking
about
this
game?
B
Super
tucks
cut
where,
like
you
and
I
would
be
racing
against
each
other
and
there's
a
few
ways
in
which
multiplayer
games
essentially
need
to
share
state
between
players,
so
that
when
you
do
something,
I
see
that
you
do
it
and
when
I
do
something
it's
you
see
that
I
do
it
right
like
backwards
and
forwards
backwards
before
it's
cool
cool
and
that's
that's
like
a
whole
other
thing.
So
one
of
the
ways
that's
like
hugely
prevalent
for
doing
this
is,
what's
commonly
for
I've
heard
them
call
the
dedicated
game.
B
There
is
a
process
that
is
running
the
entire
simulation
of
what's
going
on
inside
the
game.
So
if
you
and
I
are
playing
this
game
racing
game
like
we
both
connected
to
this
dedicated
game
server,
I'm
pressing
forward
and
saying
like
hey,
I'm
going
forward,
the
dedicated
game
server
gets
that
command
is
like
oh
cool
mark's
going
forward.
That
looks
good.
I'm
going
to
send
that
to
keslin.
B
If
I
hit
something
or
I
hit
you,
we
can
have
that
sort
of
interactive
experience
and
it
can
do
the
job
of
basically
making
sure
everything
is
happening
in
the
game
makes
sense
and
like
can
be
the
authority
of
what's
happening
inside
the
game
and
there's
a
couple
of
very
good
reasons
for
doing
that,
one
of
which
is
latency
so
we're
both
playing
like
this
fast-paced
like
competitive
thing,
and
so
we
we
want
to
be
able
to
send
data
and
receive
data
to
this
game
server
as
fast
as
we
possibly
can,
or
at
least
usually
within
some
kind
of
limit,
or
something
like
that.
B
Often
50
milliseconds
would
be
nice.
It's
usually
a
good
sweet
spot
depends
on
the
game
so,
where
that
game
server
lives
geographically
around
the
world
yeah,
we
have
a
cluster
where
that
lives
around
the
world
matters.
So
like
yeah,
we're
talking
here
right.
B
Let's
put
it
close
to
us
like,
let's
put
it
on
the
west
coast,
because
we're
both
in
in
the
the
same
side
of
the
us
and
so
that
we
can
send
data
to
it
as
quickly
as
possible
and
by
geographically
placing
dedicated
game
servers
around
you
can
measure
the
latency,
so
you
actually
have
control
over
the
latency
experience
that
each
player
is
going
to
have
the
other
side
of
it
is
it
gives
you
a
lot
of
more
control
over
actually
what's
happening
inside
your
game,
because
people
cheat
and
it
sucks.
B
So
if
I'm
connected
directly
to
you
caslin
and
we're
playing
a
game
and
maybe
like
we're
in
some
sort
of
competitive
tournament,
where,
like
rankings
matter
and
there's
money
on
the
line,
if
I
have
a
copy
of
the
client,
I
can
futz
with
it,
and
I
can
do
horrible
things
and
that's
no
fun
for
anybody
and
it
just
it
just
makes
it
harder
right.
It
makes
it
harder
now.
Sometimes
that
works
great
for
particular
types
of
games.
That's
fine,
but
it
does.
It
makes
things
that
makes
things
tricky.
B
So
that's
why
that's
why
we
we
put
it
close
to
us
and
that's
why
we
run
dedicated
game
servers.
Now,
there's
a
couple
of
couple
of
fun
things:
we're
going
to
do
an
extra
fun
thing
before
we
move
on
in
there
too.
So
there's
two
things
that
are
going
on
there.
So
one
we
turned
on
no
enable
auto
upgrade
on
the
cluster
game
servers
by
their
very
generalization.
B
Do
everything
in
memory
and
they're
entirely
memory
persistent
as
long
as
people
are
playing
on
them,
which
means
that
when
you
and
I
are
playing,
we
usually
connect,
we
connect
to
the
same
process
and
it's
doing
all
its
in
memory
processing
and
it's
sending
all
data
to
us
with
auto
upgrades
turned
on
gk
will
just
be
like
this
node.
B
I
think
I'm
gonna
upgrade
it
now,
which
is
kind
of
bad
for
a
gameplay
experience,
because
it
could
just
decide
to
shut
down
your
game
at
any
point
in
time
which
we
don't
want.
That
would
be.
That
would
be
unfortunate.
It
tends
to
make
people
post
nasty
things
on
reddit
and
such
so
we
don't
want
that.
So
we
turn
we
turn
that
off
the
other
thing
you
notice.
B
We
added
that
tags
thing
we
had
up
there
previously,
so
traditional
kubernetes
apps,
you
have
like
a
service,
you
probably
put
a
load
balancer
in
front
of
it
right,
you're
doing
some
sort
of
http
connection,
something
like
that
perfectly
normal
grade.
Unfortunately,
none
of
that
works
for
game
servers.
Sorry
yeah
certain
things
just
go
right
out
the
door.
So
there's
two
things
that
happen,
one
of
which
is
traditionally
for
a
lot
of
games.
B
We
do
udp
connections
for
all
communications.
We
don't
use
tcp
connections,
that's
basically
because
by
the
time,
if
a
tcp
connection
needed
to
do
a
retry,
you
actually
don't
care
about
the
data
anyway,
because
it's
old
in
the
game
and
like
who
cares
if
somebody
did
something
two
seconds
ago,
so
there's
just
no
point
in
taking
that
that
retry
hit,
but
also.
Secondly,
you,
if
you
and
I
are
playing
on
a
game
server,
we're
connecting
to
that
process
directly.
B
So
we
want
to
connect
to
that
process
directly
going
through
a
load
balancer
like
then
we
have
to
do
some
routing,
there's
some
extra
latency.
It's
just
not
necessary
and
we
don't
need
it.
So
we
put
tags
on
the
nodes,
so
we
can
do
our
next
step,
which
is
we
actually
open
up
firewall
rules
to
make
it
possible
for
us
to
connect
directly
to
the
nodes
that
are
running
inside
the
kubernetes
cluster.
B
We'll
do
it
for
google
cloud
if
you
want
to
go
back
to
the
documentation
again
we're
doing
this
for
google
cloud.
It's
the
same
on
like
any
other
platform,
I
think,
on
the
right-hand
side,
there's
a
thing
that
says:
fire
set
firewall
rules
create
the
firewall,
that's
what
it's
called
on
the
right
hand,
side
you'll,
see
a
little
sub
heading.
A
C
B
Yeah,
so
gunnez
does
a
lot
of
the
port
management
for
you
that,
like
kubernetes,
doesn't
do
out
of
the
box,
and
one
of
the
configuration
options
is
a
port
range,
and
so
by
default,
traffic
is
udp.
We
allocate
ports
in
the
range
from
seven
thousand
to
eight
thousand,
so
hence
we
have
a.
We
have
a
firewall
rule
that
targets
all
the
nodes
that
have
that
target
that
we
saw
before
you
see
it
says:
target
tags,
game
server.
We
put
that
on
the
cluster.
C
B
All
right,
oh
yeah,
suppose
we
should
install
and
gunners.
That
makes
sense
right
that.
B
Might
be
important,
so
a
gonez
is
what
we
would
probably
call
a
like.
What
are
we
calling
those
these
days?
I
want
to
say
controller
or
like
operator.
C
B
The
word
I'm
looking
for
so
aganez
installs,
some
custom
resource
definitions,
as
well
as
a
controller
binary
that
looks
for
those
changes
and
does
stuff.
So
I
will
send
you
back
to
the
documentation.
Please.
C
B
Kubernetes
is
like
straight
awesome
in
its
extensibility
and
the
way
it
allows
you
to
do
stuff.
So
if
anyone
here
has
played
with
kubernetes
you've,
probably
seen
stuff
like
pods
and
deployments
and
services
and
that
kind
of
stuff
kubernetes
is
awesome
in
that,
like
I
refer
to
those
as
kind
of
like
they're
called
resources
but
they're,
like
kind
of
these
nouns
right,
like
there's
a
thing,
I
have
a
deployment.
B
What
what
allows
you
to
do
what's
commonly
referred
to
as
like
custom
resource
definitions
is
basically
allows
you
to
specify
like
hey.
I
want
to
write
some
software
that
has
its
own
nouns,
so
there's
own
yaml
or
config
definitions
that
I
can
add
to
the
system
and
what's
awesome
about
that
is
not
only
does
it
like
add
them
to
kubernetes,
but
it
adds
it
to
your
cube,
ctl
commands.
B
It
adds
it
to
the
kubernetes
api
itself,
so
everything
there
like
just
gets
extended
natively
and
we'll
see
some
of
that
in
a
bit
actually-
and
I
think
that's
sweet,
and
then
you
can
have
these
things
commonly
referred
to
as
controllers
that
are
basically
like.
Hey,
I'm
just
going
to
go.
Keep
an
eye
on
these
new
nouns
that
you
created
and
I'm
going
to
do
stuff
and
really
whatever
it
is.
You
want
to
do
is
kind
of
up
to
you,
but
you
can
do
all
kinds
of
stuff
and
it's
pretty
neat
yeah.
B
Absolutely
no
and
that's
a
great
way
of
putting
it.
I
think,
because,
really
what
what
this
is
doing
is
uganda's
teaches
kubernetes
how
to
understand
game
servers
and
the
life
cycles
they
have
and
some
of
the
problems
they
have
and
of
the
way
they
work,
which
is
slightly
different.
We
can
we
can
dig
into
those
too.
B
Let's
do
yammel,
you
can
see
the
commands
there.
C
B
So
it's
just
it
creates
a
namespace
for
the
egano
system.
You
don't
need
to
worry
about
that.
That's
fine!
That's!
Basically
that
command
there.
B
B
Yeah
yeah,
you
might
want
to
reset
that
back
to
the
top
a
bit.
Oh,
no,
there
we
go
so
you
can
see
actually
there's
some
at
the
top
there.
So
like
you
can
see,
there's
gameservers.com
so
like
now
it
understands
about
game
server
crds.
We
have
this
thing
called
fleets
which
are
big
groups
of
game
servers.
We'll
talk
about
that.
There's
we
have
some
fleet
auto
scalers,
so
we
have
some
auto
scaling
capabilities
and
some
other
stuff
as
well.
B
You
can
see
it
all
under
the
agonize.dev
sort
of
domain
there
we
have
some,
we
have
some
new
stuff.
B
So
what
this
means
is
you
can
type
cube.
Ctl
get
game
servers,
it's
not
going
to
return
anything
because
it
doesn't
exist,
but
it
will
understand.
D
D
B
And
just
for
funsies
as
well,
you
can
also
do
like
if
you
want
to
do
like
get
pods
inside
the
agonized
system.
Namespace
you'll
see
the
other
things
that
are
in
there
too.
B
B
There
we
go
so
you'll
see
a
few
different
things
in
here,
so
the
against
controller
is
the
controller
we're
talking
about.
We
also
install
a
few
other
things
like
the
ping
service.
Is
we're
talking
about
latency,
so
we
have
like
a
little
service
in
there
for
like
it's
an
echo
service,
so
you
can
see
how
far
away
the
cluster
is.
So
you
can
measure
that
latency
if
you're
running
multiple
clusters,
which
you
probably
would
do
in
production,
the
I
thought.
B
That's
okay,
if
you
want
to
scroll
up
a
little
and
let
people
see
a
little
bit
higher.
Yes,
the
thing
over
the
lines-
I
don't
know
if
you
want
to
get
rid
of
that
join
us
at
cubecom
n,
a
at
the
bottom.
B
D
B
But
that's
okay!
So
all
right,
so
we
have
everything
installed.
Everything's
running
good
democrats
are
with
us
all
right,
so
I
want
to
talk
a
little
bit
about
a
couple
of
other.
B
Other
things
actually
you've
got.
The
you've
got
the
the
example
files
handy.
A
B
Yes,
please,
that
would
be
great,
there's
a
yeah.
If
you
go
there.
D
A
A
Sorry
just
the
way
it
works
for
me,
git
clone
and
then
I'll
give
it.
C
C
Yeah,
yes,.
B
Excellent,
you
know
what
might
be
fine
actually,
if
you
want
to
open
the
editor,
and
we
can
actually
have
a
look
at
the
the
examples
that
are
in
there.
C
C
B
C
A
Okay,
so,
which
example,
here
we
go.
D
B
Tuck
skirt,
yes
open
up,
oh
yeah,
we
can
do
that.
That
also
is
maybe
interesting
too
yeah
sure.
Why
not
so
there's
a
there's
a
couple
of
interesting
things
in
here.
So
what
was
I
going
to
say?
So
when
you
integrate
with
agonize
game
servers,
their
lifecycle
is
a
little
bit
different
than
what
like
a
traditional
like
web
service
or
even
maybe
even
a
database
or
degree
in
that
sometimes
they're
kind
of
big,
and
sometimes
they
take
a
while
to
spin
up
the
super
tux
cut
docker
image.
B
I
think
it's
about
a
gig
in
size.
So
usually
what
we
do
is
we
need
to
be
kind
of
aware
of
their
life
cycle
and
usually
they're
kind
of
self-directing
like
a
game.
Server
knows
a
lot
about
itself
and
how
it
works.
So
we
have
a.
What
we
have
is
a
an
sdk
that
we
integrate
with
our
game
servers
to
enable
you
to
do
things
like
a
game.
B
Server
might
spin
up,
but
it
turns
around
and
says:
hey,
I'm
ready,
which
means
that
I'm
like
ready
to
be
able
to
be
have
players
on
me.
It
also
does
stuff
like
pass
into
the
game,
servers
configuration
information.
I
can
actually
do
stuff
like
change
labels
and
annotations
on
myself.
Things
like
that,
and
so
what
we
need
to
do
here
is
take
the
supertux
card
example
and
integrate
our
sdk
into
the
system.
Basically,
so
that
we
can
say:
oh
it's
ready
like
it's,
it's
booted
up.
B
It
takes
about
10
seconds
20
seconds
or
something
to
come
up,
so
we
do
a
little
bit
of
hackery
here
and
we
write
a
little
bit
of
go
code
that
will
actually
fires.
It
fires
up
the
supertux
card
example
and
it
looks
at
the
logs
and
looks
at
it
for
a
specific
line
in
the
logs
and
is
like
oh
you're,
ready
now
cool.
B
I
can
mark
you
as
ready,
so
you
can
see
here
where,
like
there's
a
golang
go
builder
like
we
build
this
wrapper
first
and
then
we
do
all
the
stuff
to
actually
compile
supertux
card
and
install
it
and
make
it
go
because
yeah
for
various
reasons,
we
had
to
actually
compile
this
one.
I
get
to
compile
a
fork
of
mine.
We
need
to
upgrade
the
supertux
cut,
but
this
is
probably
a
terrible
terrible
example
of
a
docker
file
for
this.
B
Usually,
your
docker
file
is
gonna,
look
very
much
like
it
would
do
normally,
but
here
we
have
to
do
a
little
bit
of
hackery
to
get
stuff
to
work,
but
here
we're
compiling
from
source.
We
compile
sdk
yay
and
like
pull
that
in
and
then
we
do
all
that
so
we're
using
that
that
builder
pattern
inside
docker
and
then
finally,
I
think
we
just
poop
yeah.
Then
we
have
like
we
bring
in
all
the
sdk
super
tucks
cut
stuff.
B
C
B
B
C
B
There
you
go,
we
leave
a
few
lying
around
warm
so
that
when
players
are
actually
ready
to
play
a
game,
they're
ready
and
just
kind
of
sitting
there,
so
we
have
a
concept
of
fleets
which
are
basically
just
groups
of
game
servers.
A
certain
number
of
games
over.
So
here
is
a
fleet
where
we're
saying
hey:
let's
have
two
of
them
please,
and
then,
if
you
scroll
down
like
yes,
we
have
two
game
servers.
One
of
those
we
can
do
auto
scaling
we're
not
going
to
do
that
today.
B
We
have
some
health
checking
details
in
there
too,
but
basically
then
we're
just
like
hey
here's,
the
details
of
the
container.
We
want
you
to
run
and
if
you're
super
familiar
with
kubernetes,
you
actually
have
full
access
to
like
a
pod
spec.
B
So
if
you
want
to
do
volumes
or
config
maps
or
any
of
that
kind
of
stuff,
multiple
pods
like
if
you
want
to
do
a
full
like
side,
cars
and
all
that
kind
of
stuff,
but
it
does
again
is-
will
do
the
job
for
you
if,
like
it,
runs
a
sidecar
that
the
sda
connects
to
it
spins
it
up,
manages
the
pod
lifecycle,
all
that
kind
of
fun
stuff
to
make
sure
that
that
it's
up
and
running
so
we
can.
We
can.
B
D
B
D
B
C
B
Yeah,
you
can
get
your
fleet,
so
you
can
see
that
there's
currently
two
two
are
currently
desired:
they're,
not
ready.
Yet
if
you
do
a
cube,
cco
get
game
servers.
It
actually
shows
you
a
little
bit
of
a
nicer.
A
B
Yeah
so
they're,
currently
in
scheduled
state,
so
they're
kind
of
big.
So
if
you
actually,
you
could
cube
cto,
get
pods
and
see
the
pods
that
are
happening
behind
them,
but.
B
B
Beautiful
so
they're
in
state
ready,
they've
come
up,
the
sdks
worked,
you
can
see
it,
they
have
an
address.
That's
actually
looked
up,
the
the
port,
the
ip
address
of
where
the
node
is
they've,
been
allocated
a
port
and
the
right
routing
happens
for
you
as
well
in
there,
but
we
need
to
do
one
extra
thing.
B
So
the
special
thing
about
game
servers
that
are
kind
of
different
about
about
like
say,
web
apps
or
even
a
databases,
is
they
do
this
kind
of
fun
thing
which
is
like
right
now
we
have
no
players
on
these
games
right.
So
if
you
went
and
deleted
one
of
these
game
servers,
nobody
cares
because
they're
essentially
stateless
right,
like
there's
nothing
on
them,
no
one's
running,
it's
fine.
B
B
How
are
we
doing
that?
Yes,
so
we
have
this
concept
called
allocation
in
a
goners
and
we
kind
of
deviate
from
like
the
declarative,
like
kubernetes
model
and
sort
of
more
of
it,
an
imperative.
We
basically
hack
it
a
little
bit
and
do
an
imperative
thing.
If
how
much
time
we
got
yeah
we
can.
We
can
fit
this
in.
B
So
if
you
want
to
pop
back
over
to
the
editor,
I'm
going
to
show
it
to
you
in
yaml,
you
could
do
this
in
like
a
kubernetes
through
the
api,
there's
a
game
server
allocation,
it's
the
one
just
below
that.
Okay
and
we
have
a
bunch
of
selectors
for
here,
but
basically
here
what
we're
doing
is
we're
saying,
please
give
me
a
game
server.
In
this
case,
the
label
is
matching
to
the
super
tux
cart
fleet
that
we
just
created
like.
B
Please
give
me
one:
that's
ready
right
now
and
do
it
for
me
atomically,
and
so
that
means
that
I
can
point
this
at
say:
a
fleet
or
any
other
sets
of
game
servers
that
have
labels,
and
I
can
safely
just
retrieve
a
game
server
out
of
a
set.
It
will
get
marked
as
allocated,
which
is
like
our
special
state
for
like
hey.
B
We
have
players
on
this,
don't
touch
it,
but
it
means
then
also
I
can
do
things
like
edit
my
fleets
and
do
rolling
updates
on
my
fleets
for
the
game
servers
I
have
while
doing
allocations
and
know
that
that
is
safe,
because
this
is
that's
what
the
system
does
it's
kind
of
the
spec
one
of
the
special
sources
of
agonize
cool,
so
I'll
get
you
to
type
something
kind
of
fancy
we'll
go
back
into
the
terminal,
we're
going
to
make
this
allocation
happen
and
we'll
create
an
allocated
game
server
and
then
we'll
play
a
game.
B
A
D
B
B
Yes,
that's
a
fun
one,
so
dash
f
and
then
it's
game
server
allocation.
So
it's
that
game,
server,
allocation
file,
a
location
and
then
I'll
get
you
to
go
dash,
o
yaml.
B
It'll
also
give
us
back
the
yaml
output.
Now
you
usually
do
this
through
an
api,
but
we
can
do
it
here,
which
is
super
nice,
so,
okay,
perfect.
So
if
you
want
to
hit
enter
a
few
times
just
to
make
that
come
up
a
little
bit,
we
can
see
some
details.
B
That's
right,
I'm
I'm
here
for
you,
we
get
it
working.
So
here
we
can
see,
we
get
back
allocation
worked
down
the
bottom
in
the
status
there
you
can
see.
We
have
the
game
server
that
got
allocated
what
node
it
was
on
its
ports,
details
the
ip
and
address.
If
we
can
actually
just
do
like
cube,
ctl
get
game
servers.
A
B
So
that's
the
special
one:
let's
play
a
game
first,
but
the
the
thing
we
can
do
now
and
we
can
maybe
do
this
a
little
bit
later.
Is
we
can
do
stuff
like
scale
this
down
up
and
down?
We
can
even
scale
it
to
zero.
That
allocated
game
server
would
stay
there,
so
it
stays
safe
until
it
specifically
is
like
hey,
I'm
done
all
finished,
in
which
case
then
you
can
actually
like
do
it.
So
the
the
the
thing
it's
really
doing
is
going
like.
Okay,
I
have
in
memory.
B
I
need
to
stay
alive.
Please
keep
me
alive
until
someone
like
very
specifically
says
that
we
shouldn't
play
this
game
anymore.
B
That
ip
and
the
port
that
is
7251,
so
you
can
actually
take
the
whole
thing,
it'll
copy
paste
in
quite
nicely.
If
you
just
grab
all
that
stuff
and
then
you
can
start,
you
can
start
supertux
cart.
Oh
actually,
I
should
probably
copy
that
myself
before
you
switch.
Actually
we
can
do
it
at
the
same
time
when
you,
when
you
bring
up
supertux
car
I
can
I
can.
I
can
copy
your
details.
A
B
It's
very
it's
it's
very
silly.
You
can
like
the
controls
are
just
the
keyboard.
Space
is
to
fire
the
stuff
you
find,
and
I
think
v
is
to
jump
off
the
top
of
my
head.
So
if
you
go
to.
B
A
B
Yes,
yes,
once
you
install
it
gone,
is
game.
Server
is
a
kubernetes
object
and
you
can
use
all
the
kubernetes
tools
to
look
at
it.
We
can
actually
describe
it.
We
can
even
play
with
some
of
that
stuff
later.
If
you
want
to-
and
you
can
see
all
the
details
that
come
through,
you
can
look
at
the
ammo
all
that
stuff
for
sure
yeah.
A
C
C
B
Cart,
do
you,
like
I'm,
I'm
partial
to
tux
myself.
B
For
the
race,
no,
that's
very
important.
I
agree.
I
agree.
I
agree.
I'm
gonna
choose
that
I'm
choosing
I'm
selecting
this
track
by.
C
A
The
way
I
played
mario
kart
for
the
first
time
like
not
not
that
long
ago,
oh
no,
I'm
doing
terribly
what
is
happening.
I.
B
So
we
we
are
playing
right
now
on
a
dedicated
game.
Server,
that's
hosted
on
a
kubernetes
cluster,
that's
running
in
our
u.s
west
data
center.
C
B
I
I
may
have
played
this
couple
times
before.
A
B
B
A
B
Exactly
so,
if
you,
if
you
have
a
look
at
the
game
servers
we
have
available
now,
you
might
see
something
interesting.
B
It
hasn't
happened
yet
so
usually
supertux
once
everyone
disconnected
and
may
take
a
second
after
we
played
a
game,
we'll
actually
shut
down.
B
A
B
Sometimes
I
use
I
use
ai
agents
that
may
do
it,
but
what
I
was
trying
to
say
was
actually
we
can
do
that.
We
can
do
this
instead,
if
you
want
to
cube
ctl
delete
that
top
game
server,
you
might
want
to
scroll
up
a
little
as
well.
B
It
knows
which
resources
to
get
rid
of,
but
pretty
much
the
same,
and
just
a
similar
thing
that
I
want
to
sort
of
point
out
here
like
the
same
way
as
you
would
have
with
a
deployment.
A
fleet
makes
sure
that
it
has
this
the
the
right
number
that
you've
specified
if
game
server
is
running
at
any
given
point
in
time.
A
C
B
B
They're
not
allocated,
we
could
then
re-allocate,
there's
other
fun
stuff.
We
could
do
here
same
way
as
you,
like
normally
would
coup
gtl
scale.
You
can
do
that
with
a
fleet
as
well,
so
we
want
to
scale
it
up
or
scale
it
down.
We
can
do
fun
stuff
like
if
you
wanted
to
like
allocate
one
game
server
and
then
scale
it
down.
B
We
could
do
that
too
and
see
like
there's
some
like
you
could
see
that
the
allocated
ones
stay
there
so
that
the
in
memory
things
that
people
are
playing
games
on
don't
go
away
unless
they're
explicitly
gotten
rid
of.
We
do
all
kinds
of
fun
stuff
there.
So
there's
there's
that's
that's
the
that's
the
quick
run-through
of
a
gonez
and
playing
a
game.
What
questions
can
I
answer?
What
fun
stuff?
Can
I
tell
you?
What
else
can
we
we
talk
about
all
kinds
of
fun,
stuff.
C
B
We
have
a
static
set
of
of
like
the
steady
set
of
numbers
so
like
here
we
said
we
want
two.
We
have
two
fleets
but
like.
If
you
have
more
than
two
games
going
on,
then
suddenly
you
don't
need
game
servers
left
so
within
a
sp
within
a
single
cluster,
at
least.
If
you
want
to
scale
your
fleet,
auto
scaler
fleet
up,
you
can
install
a
fleet
auto
scaler.
It
has
a
few
different
options.
There
we
have
like
a
simple
buffer
which
is
like
hey,
keep
like
10
or
5.
B
New
game
servers,
always
ready
and
available
above
what
you
currently
have.
We
also
have
a
web
hook
option.
So
if
you
want
to
do
your
own
custom,
auto
scaling
you
can
what's
also
cool,
though,
is
we
integrate
with
the
kubernetes
cluster
auto
scaler?
B
B
Yeah,
but
it's
the
standard
kubernetes
auto
scaler,
like
we
all
use
that
that
open
source
one,
that's
like
the
common
one
so,
and
that
has.
B
A
B
So
when
you
talk
about
state,
are
you
talking
about
like
we
were
talking
a
little
bit
about
like
how
the
different
states
for
game
server
resources?
Are
you
talking
about
if
my
game
server
itself
has
data
about
players
or
like
things
that
are
inside
the
game,.
B
No,
no
they're
they're
they're,
both
interesting
state,
so
game
servers
often
have
a
bunch
of
data
that
come
with
them
and
like
I've,
seen
like
it's
a
fun
problem
of
like
really
big
docker
images
and
I've
seen
a
few
different
patterns.
It's
been
kind
of
interesting,
so
some
people
ship
just
really
big
images
like
one
gig,
two
gig
five
gig
I've
seen
30
gig
images
like
they
get
really
large
because
they
have
that
kind
of
stuff.
B
A
lot
of
people
will
offload
a
lot
of
that
data
to
say,
like
a
volume
map
or
something
similar
like
that
to
like
a
persistent
disk
of
some
kind,
that's
like
locked
into
the
machine
or
locked
onto
the
host.
I've
even
seen
tricks
where
people
will
take
that
that
data
and
even
the
binary
and
store
it
in
a
memory,
mapped
file
on
the
host
and
then
volume
map
that
into
the
container
and
run
it
that
way.
It
does.
C
B
Of
break
the
ceiling
or
break
the
glass
a
little
in
some
of
that
that
isolation
that
you
get
inside
a
container
but
when
dealing
with
some
stuff
at
really
like
big,
like
that
big
level,
sometimes
that's
just
necessary,
as
well
as
that
usually
yeah
you'll
connect
to
a
database
of
some
kind
or
some
sort
of
back-end
service
that
you
probably
have
that
says,
like
hey
what
players
like
give
me,
the
player
information
or
like
hey.
This
happened
inside
a
game.
B
I
need
to
tell
you
that
this
person
now
has
this
particular
loot
or
they
won
this
achievement,
all
that
kind
of
stuff.
So
there's
all
that
kind
of
stuff
that
usually
happens
looks
very
similar
to
traditional,
like
either
microservices
or
monolith
kind
of
application,
where
you're
sending
data
http
json
like
or
grpc
or
anything
other
similar
than
that
kind
of
way.
It
looks
like
that
some
of
the
peaks
and
troughs
on
loads
look
a
little
different,
but
otherwise
the
back
end
architecture
can
look
quite
similar.
B
Yeah
there
definitely
are
I've
even
seen
people
like
if
people
are
doing
like
lots
and
lots
of
iteration
loops
building
their
own
sort
of
chunking
mechanisms
for
for
shifting
data
like
in
and
out
so
on,
like
a
volume
map
or
something
so
they're
only
pushing
the
changes
rather
than
like
the
entire
30
gigabytes
every
single
time.
B
A
Yeah,
I
mean
that's
one
of
my
favorite
areas
to
talk
about
within
kubernetes
is
what
happens
when
you
have
an
application
that
needs
to
store
some
kind
of
state
and
what
kind
of
storage
do
you
use
with
that?
How
do
you
connect
it
into
the
application?
Where
is
it
located?
All
of
those
problems
are
really
interesting.
B
Yeah
and
it
becomes
fun
in
games
because
you
usually
deal
with
this
in-memory
monolith
and
like
how
do
you
deal
with
redundancy?
Usually
it's
about
sort
of
snapshotting
important
moments
in
the
game
like
making
sure
that,
if
the
thing
crashes
do
you
still
have
that
loot
that
you
got
given
before?
Okay,
you
do
so.
I
lost
you
know
some
time
in
game,
but
I
still
have
my.
I
didn't
lose
too
much,
but.
C
A
Games
are
such
an
interesting
use
case,
there's
so
much
that
goes
on
with
them,
especially
this
latency
thing
like
we
were
talking
about
earlier.
Most
of
my
use
cases
don't
really
have
any
latency
needs.
Most
of
them
are
demos.
So
there's
that,
but
when
you're
talking
about
games
latency
is
super
important.
So
absolutely.
A
B
A
A
All
right,
so,
thank
you,
everyone
for
joining
us
today,
let's
see
there's
some
other
shows
going
on
on
cncftv
cloud
native
tv.
Whatever
we're
calling
this
this
week,
we've
got
two
more
tomorrow.
I
think
which
I
have
notes
on
somewhere
I'll,
say
those
real
quick.
A
Just
want
to
list
them
off.
Oh.
C
A
One
more
tomorrow
we
have
lgbtn
featuring
opa
with
rob
code,
so
that
should
be
really
interesting.
I
know
I
need
to
learn
more
about
opa
more
stuff
about
operators,
too,
should
be
very
interesting.
Thank
you.
So
much
for
joining
me
mark.
I
learned
so
much.
Thank.