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Hi,
So the player latency data is for us-east-1 only, but in eu-central-1 the queue was configured to require player latency info as well. The player latency data needs to include en-central-1 for it to work. Thus the game session didn't get sent to the fleet.
[PlayerLatency(regionIdentifier=us-east-1, playerId=55125217-f64f-4716-a596-767d7611ff24, latencyInMilliseconds=10.0), PlayerLatency(regionIdentifier=us-east-1, playerId=9d493251-81eb-4e43-8df9-382420da578e, latencyInMilliseconds=10.0)], Regional latency: {us-east-1=PlayerLatency(averagePlayerLatency=10.0, maxPlayerLatency=10.0)}
Hope this helps, let us know if you need further assistance.
Just to clarify, the matchmaking is working fine in us-east-1. Exactly the same deployment(I am using cdk) in eu-central-1 the servers do not receive the callback that allow to activate de Game session
Some update, I tried to create the Queue, Fleet, Build, Matchmaker Config in Ireland and the behaviour is the same as in Frankfurt.
- In CloudWatch
- I see PlacementTimedOut in the Queue metrics
- Match created metric
- There are 1 available game session in the fleet
When I run manually StartGameSessionPlacement I see that the fleet reserves a Game Session and then I need to create 2 player sessions in this case the OnStartGameSession is not called also.
I am really confused with this behaviour. I notice that there are other topics in the forum with this type of issue but all were solved by AWS or by some misconfigurations which is not my case (AFAIK).
Some help would be much appreciated.
What do your fleet/queue metrics show you in Frankfurt or Dublin? Do you see game sessions timing out in the queue/fleet?
If StartGameSessionPlacement is not working, then I would look at the timeouts in your fleet / queue esp GameSessionActivationTimeoutSeconds.
Start with eliminating queues and try placing a game session on the fleet directly. Does that work for you, ie CreateGameSession?
Can you provide some sample matchmaking ticket id/game session ids where you've seen this behavior (plus the region)? I can then ask the GameLift service to investigate your issues.
Note: For urgent or blocking issues its always faster to go through AWS support.
@REDACTEDUSER I just experienced the issue:
{ "tickets": [ { "ticketId": "dd36fc7b-fb63-4835-8a72-4d4118173214", "startTime": "2021-01-06T22:53:24.584Z", "players": [ { "playerId": "55125217-f64f-4716-a596-767d7611ff24", "team": "drivers" } ] }, { "ticketId": "bfe5a488-6eed-464b-b007-5f6abc436932", "startTime": "2021-01-06T22:53:24.587Z", "players": [ { "playerId": "9d493251-81eb-4e43-8df9-382420da578e", "team": "drivers" } ] } ], "ruleEvaluationMetrics": [ { "ruleName": "FairTeamSkill", "passedCount": 3, "failedCount": 0 }, { "ruleName": "FastConnection", "passedCount": 3, "failedCount": 0 } ], "acceptanceRequired": false, "type": "PotentialMatchCreated", "gameSessionInfo": { "players": [ { "playerId": "55125217-f64f-4716-a596-767d7611ff24", "team": "drivers" }, { "playerId": "9d493251-81eb-4e43-8df9-382420da578e", "team": "drivers" } ] }, "matchId": "9a5eac22-5323-4d16-856a-90f77f6b9dc9" }
I hope this helps troubleshoot the issue in eu-central-1. After the PotentialMatchCreated a get a MatchmakingTimedOut message.
Thanks in advance.
[quote="Pip, post:4, topic:9984"] GameSessionActivationTimeoutSeconds [/quote] Looking into the runtime configuration of the fleet this is the default value of 300seconds.
Calling the create-game-session
to the fleet: `fleet-******
The odd thing is that I do not see any activation log message (I added in the server code in order to track/debug the flow), so I do not know how this game session gets activated.
If I run this same CF template in us-east-1 everything works properly. I checked several times and there is not reference in any place to a region.
I have a Client Service, running in my laptop, that is making the request to the StartMachmaking, in eu-central-1 I see all the messages arriving to the service via SQS except the matchmakingsuccedeed.
Very nice catch, I was searching for us-east-1 in all cdk code but never notice it in the code (its a PoC só it's hardcoded in the request).
Thank you very much.
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