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Add the missing functions to the C++ SDK (Allocated & Reserve) #948
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Build Succeeded 👏 Build Id: e0cd0ca7-f3f2-4b26-b349-794e6d88c3a6 The following development artifacts have been built, and will exist for the next 30 days:
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@@ -39,6 +39,13 @@ class SDK { | |||
// Marks the Game Server as ready to receive connections | |||
AGONES_EXPORT grpc::Status Ready(); | |||
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// Self marks this gameserver as Allocated. |
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What is "Self"?
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"self marks" is a phrase -- basically instead of having the gameserver be allocated through the allocation service, the gameserver does the allocation itself. The comment matches the comment in the go sdk (as do all of the other comments in this file).
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Can we please also update the docs here? https://agones.dev/site/docs/guides/client-sdks/cpp/
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Done. |
Build Failed 😱 Build Id: 6c55f5b0-9df9-4912-97ae-8d8ec8cb48f2 To get permission to view the Cloud Build view, join the agones-discuss Google Group. |
Looks like the reserve link will need to be done as a ... See: https://github.com/wjdp/htmltest#see_no_evil-ignoring-content |
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Fixed the link for reserve. |
Build Succeeded 👏 Build Id: d5089c7f-cdeb-4e75-98ce-b98ea1c77712 The following development artifacts have been built, and will exist for the next 30 days:
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👍
Part of #927.
Since the C++ SDK doesn't have any automated tests, I tested this manually by modifying the simple-cpp example to call Allocate / Reserve instead of Ready when starting up, and then verified that the gameserver made the expected state transitions.