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Add Document for IPv6 network connectivity #2767

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govargo opened this issue Oct 19, 2022 · 5 comments
Closed

Add Document for IPv6 network connectivity #2767

govargo opened this issue Oct 19, 2022 · 5 comments
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help wanted We would love help on these issues. Please come help us! kind/documentation Documentation for Agones kind/feature New features for Agones

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@govargo
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govargo commented Oct 19, 2022

Is your feature request related to a problem? Please describe.

I often heard from game company engineers that the iOS application connects with IPv6 network according to the specifications, while GameServer is listening with IPv4.
iOS IPv6-Only Networks: https://developer.apple.com/support/ipv6/

Currently Agones has feature called NodeExternalDNS.
And we have the FAQ page How do I use the DNS name of the Node?.
https://agones.dev/site/docs/faq/#how-do-i-use-the-dns-name-of-the-node

However, even if the user who use GKE turned on NodeExternalDNS, the user cannot get the ExternalDNS for node because GKE Node has only InternalIP/ExternalIP/InternalDNS.

So GKE users have to devise in order to connect IPv6 network.
Currently there is not a document for the user can refer to.

Describe the solution you'd like

It would be nice that we add the document for IPv6 connectivity.

Describe alternatives you've considered

None

Additional context

I read the following articles(These are japanese).

@govargo govargo added the kind/feature New features for Agones label Oct 19, 2022
@govargo
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govargo commented Oct 19, 2022

I talked with game company engineers about IPv6 connectivity with Agones some times.
Agones returns IPv4 ExternalIP when allocation. In order to connect with IPv6, the system have to convert using DNS64/NAT64. DNS64/NAT64 requires domain name to generate IPv6 address.
But GKE Node doesn't have a domain name.

1. Client Side Implementation

Client library can resolve this issue.

In case of Android, Android have 464XLAT as the standard.
464XLAT is a method that enables efficient sharing of IPv4 addresses with IPv6.

In case of iOS, Pref64::/n Discovery with getaddrinfo method.
In apple developer site, that says you can use getaddrinfo to synthesize an IPv6 address from an IPv4 address.
Grpc.Core library calls getaddrinfo inside it.

reference: iOS Supporting IPv6 DNS64/NAT64 Networks

2. Use PTR record

GKE Node, GCE has PTR record.
For example, GCE has ExternalIP 34.1.1.1, the PTR record is 1.1.1.34.bc.googleusercontent.com.
This is used as domain name.
※ This information is undocumented.

If you have any ideas, welcome your opinions.

@roberthbailey roberthbailey added help wanted We would love help on these issues. Please come help us! kind/documentation Documentation for Agones labels Oct 19, 2022
@markmandel
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Maybe a page here: https://agones.dev/site/docs/integration-patterns/

Where we can list out all the different options?

markmandel added a commit to markmandel/agones that referenced this issue Oct 21, 2022
The feature flag it points to have been moved to stable, so the link
is not useful any more.

Also removed notes on ipv6, since they aren't 100% accurate, as we were
discussing in googleforgames#2767.
roberthbailey pushed a commit that referenced this issue Oct 24, 2022
The feature flag it points to have been moved to stable, so the link
is not useful any more.

Also removed notes on ipv6, since they aren't 100% accurate, as we were
discussing in #2767.
mangalpalli pushed a commit to mangalpalli/agones that referenced this issue Oct 25, 2022
The feature flag it points to have been moved to stable, so the link
is not useful any more.

Also removed notes on ipv6, since they aren't 100% accurate, as we were
discussing in googleforgames#2767.
markmandel added a commit that referenced this issue Oct 26, 2022
* Release 1.27.0

* Update FAQ on ExternalDNS (#2773)

The feature flag it points to have been moved to stable, so the link
is not useful any more.

Also removed notes on ipv6, since they aren't 100% accurate, as we were
discussing in #2767.

* Updates to release checklist. (#2772)

* Updates to release checklist.

Adding items that showed up in the recent release that were not written
down or required better clarification.

* Review updates, and some other small tweaks.

Co-authored-by: Robert Bailey <[email protected]>

* Release-changes

* Review comment

* Review changes

Co-authored-by: Mark Mandel <[email protected]>
Co-authored-by: Robert Bailey <[email protected]>
@govargo
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govargo commented Oct 27, 2022

Integration Patterns would be good for this topic.

chiayi pushed a commit to chiayi/agones that referenced this issue Nov 17, 2022
nodepools and regional clusters

Updates to release checklist. (googleforgames#2772)

* Updates to release checklist.

Adding items that showed up in the recent release that were not written
down or required better clarification.

* Review updates, and some other small tweaks.

Co-authored-by: Robert Bailey <[email protected]>

Release 1.27.0 (googleforgames#2776)

* Release 1.27.0

* Update FAQ on ExternalDNS (googleforgames#2773)

The feature flag it points to have been moved to stable, so the link
is not useful any more.

Also removed notes on ipv6, since they aren't 100% accurate, as we were
discussing in googleforgames#2767.

* Updates to release checklist. (googleforgames#2772)

* Updates to release checklist.

Adding items that showed up in the recent release that were not written
down or required better clarification.

* Review updates, and some other small tweaks.

Co-authored-by: Robert Bailey <[email protected]>

* Release-changes

* Review comment

* Review changes

Co-authored-by: Mark Mandel <[email protected]>
Co-authored-by: Robert Bailey <[email protected]>

Version updates (googleforgames#2778)

Players in-game metric for when PlayerTracking is enabled (googleforgames#2765)

* Check for DeletionTimestamp of fleet and gameserverset before scaling

* Add metric to track player count in gameservers

* check PlayerStatus is not nil

* Update metrics available in docs

* Wrong relref path

* typo

* Change name for players in game metric to player connected. Add player capacity metric. Hide docs until next agones release.

* Duplicate metrics table

* add gameserver player tracking metrics to fleetViews

Co-authored-by: Mark Mandel <[email protected]>

Remove generation for swagger Go code and Add static swagger codes for test (googleforgames#2757)

Co-authored-by: Mark Mandel <[email protected]>

Updated allocation yaml files under examples/ to use selectors

Show how to set graceful termination in a game server that is safe to (googleforgames#2780)

evict.

Avoid retry from allocateFromLocalCluster under context kill. (googleforgames#2783)

* Version updates

* issue-2736-changes

Co-authored-by: Mark Mandel <[email protected]>

Bring SDK base image to debian:bullseye (googleforgames#2769)

* Bring SDK base image to debian:bullseye

The upgrade to gRPC solved one issue, and I also added a limit to number
of processes that could run for `make -j` otherwise the whole thing
would fall over (also would crash my dev machine!).

Closes googleforgames#2224

* Force refresh of cpp cache on Cloud Build.

* Fixes for CI:

* Revert CI cache increment (don't think we need it)
* Add shell to cpp image for debugging.
* Fix formatting issue that is breaking CI.

Co-authored-by: Robert Bailey <[email protected]>

Update health-checking.md (googleforgames#2785)

Fixed spell error: spec.health.failureTheshold to spec.health.failureThreshold

Updated allocation yaml files under examples/ to use selectors (googleforgames#2787)

Cleanup of load tests (googleforgames#2784)

* issue-2744 updated changes with new description
* 2744 review changes

Sync Pod host ports back to GameServer in GCP (googleforgames#2782)

This is the start of the implementation for googleforgames#2777:

* Most of this is mechanical and implements a thin cloud product
abstraction layer in pkg/cloud, instantiated with New(product). The
product abstraction provides a single function so far:
SyncPodPortsToGameServer.

* SyncPodPortsToGameServer is inserted as a hook while syncing
IP/ports, to let different cloud providers handle port allocation
slightly differently (in this case, GKE Autopilot)

* In GKE Autopilot, we look for a JSON string like
`{"min":7000,"max":8000,"portsAssigned":{"7001":7737,"7002":7738}}`
as an indication that the host ports were reassigned (per policy).
As a side note to anyone watching, this is currently an unreleased
feature. If we see this, we use the provided mapping to map the
host ports in the GameServer.Spec.

With this change, it's possible to launch a GameServer and get a
healthy GameServer Pod by adding the following annotation:

```
annotations:
  cluster-autoscaler.kubernetes.io/safe-to-evict: "true"
  autopilot.gke.io/host-port-assignment: '{"min": 7000, "max": 8000}'
```

If this PR causes any issues, the cloud product auto detection can
be disabled by setting `agones.cloudProduct=generic`, or forced to
GKE Autopilot using `agones.cloudProduct=gke-autopilot`.

In a future PR, I will add the host-port-assignment annotation
automatically on Autopilot

Co-authored-by: Mark Mandel <[email protected]>

Update gke terraform files to allow autoscaling

Fix (not really) problems reported by VSCode (googleforgames#2790)

VSCode reports `main redeclared` between allocationload.go and
runscenario.go due to the fact that they both look like `package main`
binaries in the same directory, similar e.g. [this poster on a
different
project](https://stackoverflow.com/questions/66970531/vs-code-go-main-redeclared-in-this-block)

To fix it, it's easy enough to just give these binaries their own
package path and fix up the calling scripts.

Along the way, fix a lint complaint in runscenario.go

Add location variable for cluster location argument

Minor fix

changed default of location var to empty string

GameServerRestartBeforeReadyCrash: Run serially (googleforgames#2791)

Narrow the race in googleforgames#2445 by running GameServerRestartBeforeReadyCrash serially. See googleforgames#2445 (comment) for a detailed analysis.

Does not fix the issue - this is stopgap until we understand how to fix it.

Enable fieldalignment linter, then mostly ignore it (googleforgames#2795)

Enable the fieldalignment linter by enabling all `govet` checks
except shadowing. Ignore large swaths of code (tests, cmd/, APIs),
and nolint'd existing complaints that seemed irrelevant.

Along the way:

* removed existing nolint:maligned, as `maligned` is no more.
* disabled `structcheck` and `deadcode` as they are deprecated (and I
think have been subsumed by other linters?)
* changed `gameServerCacheEntry` to `gameServerCache`. It is the
cache, not just an entry.
* fixed alignment of `gameServerSetCacheEntry`.

Add fswatch library to watch and batch filesystem events, use in allocator (googleforgames#2792)

This pull refactors the fsnotify code in allocator/main out to a
shared library, and in that shared library implements a batched
notification processor.

Closes googleforgames#1816: This takes a slightly different approach than specified
in the issue, instead choosing to just delay processing until after a
batch processing period. I chose 1s - it's far longer than necessary,
but still much shorter than it takes for the secret changes to
propagate to the container anyways.

I considered the approach in googleforgames#1816 of trying to parse the actual
events, but it's too fiddly to get exactly right: e.g. maybe you only
refresh on "write", but then "chmod" could make the file readable
whereas it wasn't before, "rename" could expose a file that wasn't
there before, etc.

Cloud product: Split port allocators, implement Autopilot port allocation/policies (googleforgames#2789)

In the Agones on GKE Autopilot implementation, we have no need for the
port allocator - the informer/etc. is an unnecessary moving piece.
This PR allows for cloud products to provide their own port allocation
implementation, and implements the GKE Autopilot "allocator". We do
this by:

* Splitting portallocator off to its own package. It was basically
self-sufficient anyways, except it was a little too friendly with
controller_test.go. I solved that by introducing a TestInterface for
controller_test.go to upcast to.

* Allow cloud product implementations to define their own port
allocator.

* Defining a new port allocator for GKE that does a simple per-port
HostPort allocation, and adds the host-port-assignment annotation to
the pod template.

* Extend cloudproduct again to add a GameServer validator

* And in Autopilot, reject if the PortPolicy is not `Dynamic`

Release: Note to switch away from `agones-images` (googleforgames#2809)

Since we have few guardrails on accidentally touching `agones-images`
project, adding a note in the release checklist to switch back to a
local development project after running a release.

Flake: TestControllerGameServerCount (googleforgames#2805)

Made it deterministic in the test, and got rod of the potential race
conditions.

Also fix it such that the util function for generating GameServer names
always produce a unique name.

Closes googleforgames#2804

Co-authored-by: Robert Bailey <[email protected]>

Remove Windows FAQ Entry (googleforgames#2811)

The contents are no longer accurate, and are covered in the installation
section now.

Makefile changes for adding location variable

added autoscale parameters to Makefile and README

Markdown fix in readme

Changed LOCATION to always be set with ZONE as default

use  only if the variable has a value

fixed extraneous characters

update gke terraform exmaple module

Update Node.js dependencies and package (googleforgames#2815)

* Update all dependencies and Node,js to LTS version

* Update other docker images that use Node.js

Added autoscale to example cluster and added to website docs

Added defaults and feature expiry

Remove zone from gke/variable.tf file.
@markmandel
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@zmerlynn do we still need to do any more work here?

@zmerlynn
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Nope, I think we're good!

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