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I added some logging to the healthcheck, and it's pretty clear that the process is getting a healthcheck every minute, and returning "true" for all of them, but 30s after the last healthy healthcheck the process is flagged as unhealthy and terimanted:
[INFO] [2019-04-29 19:06:22,198] [Thread Pool Worker] [:0] - Healthcheck!
[INFO] [2019-04-29 19:07:22,198] [Thread Pool Worker] [:0] - Healthcheck!
[INFO] [2019-04-29 19:08:22,199] [Thread Pool Worker] [:0] - Healthcheck!
[DEBUG] [2019-04-29 19:08:52,195] [Thread Pool Worker] [:0] - Socket.io event triggered: EVENT_DISCONNECT
[DEBUG] [2019-04-29 19:08:52,229] [Thread Pool Worker] [:0] - ServerState got the terminateProcess signal. rawTerminationTime : {
"terminationTime": "1556565202"
}
[WARN] [2019-04-29 19:08:52,317] [Thread Pool Worker] [:0] - 39469 received an onProcessTerminate
[INFO] [2019-04-29 19:08:52,317] [Thread Pool Worker] [:0] - 39469 received an onProcessTerminate
[DEBUG] [2019-04-29 19:08:52,371] [1] [:0] - Socket.io event triggered: EVENT_DISCONNECT
[INFO] [2019-04-29 19:08:52,391] [4] [:0] - 4/29/2019 7:08:52 PM|Warn |WebSocketServer.receiveRequest|Receiving has been stopped.
reason: interrupted
In the gamelift event log there was this line for the same time:
2019-04-29 13:08:52 UTC-0600 SERVER_PROCESS_TERMINATED_UNHEALTHY Server process exceeded 3 minutes without reporting healthy
beantwortet vor 5 Jahren
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After working with AWS GameLift support, It turns out that the problem here was caused by using the 02_15_2018 GameLift Server SDK. Upgrading to the 12_14_2018 Server SDK has fixed the issue.
beantwortet vor 5 Jahren
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