One thing to bear in mind that if you are using PlayerSessions, players have 60s to join. After that their session has timed out and AcceptPlayerSession will fail (which can be useful when using FlexMatch).
You just need a long enough timer for players to get into the server ie 2 x player session length.
This is much more todo with the length of your game sessions, your management of backfill tickets and your game mode. Does it make sense for players to arrive this late in the game? When should you stop manual/automatic backfill and also remember to terminate the backfill tickets in flight long before your game ends / at game end.
Player arriving on stale player sessions should be rejected. Server would have new game session id etc.
Really its more about following good software development thread safe patterns to handle async events relating to player connections
- It also sounds like you may not be cancelling backfill tickets issued by your server.
Right now GameLift only supports target tracking on unused gamesessions. A GameSession with no players is considered 'in use' so you need to make the decision to when to terminate from the server process itself.
Hopefully that makes sense.
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