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Gamelift Server SDK 5.0, server hangs on InitSDK call [Unity Linux (AL2) Server Build]

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Hi, I'm stumped on this one. After using Gamelift Server SDK version 4.0.2 successfully, we recently ran into an issue where our desired instance type was no longer available unless we upgraded to SDK 5 (started getting build upload failures saying such.)

So I integrated the new C# Server SDK version 5.0.0 into our Unity build and verified that the build defines the SDK version as 5.0.0

Note: I've been debugging our servers by reporting 'errors' to Sentry (an app stability analytics platform.)

I've found the following strange behavior

  • Testing locally with Gamelift Anywhere works correctly
  • Running a managed instance, our app hangs on the InitSDK call, nothing makes it to sentry and execution of the app seems to stop.
  • I sent the gamelift environment variables to Sentry and tried using them locally, my local build launches fine and the fleet reports activation correctly
  • I 'incorrectly' set the SDK version to 4.0.2. Doing this correctly reports errors to Sentry, the app doesn't hang on the InitSDK call.

Random things I've tried, but that haven't helped

  • Setting the SDK version to 5.0.4
  • Opening all ports on the fleet

Any insight would be very much appreciated. Thanks.

asked a year ago447 views
2 Answers
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Thanks for the reply. I'll try to sign into the fleet directly and see if I can discover anything there. I'm fairly confident we aren't running into issues w/ hardcoded paths, I'll make another pass and verify we aren't missing an library files.

This was the message that we received when trying to upload our build:

Fleet creation error: InvalidRequestException: The c6a.xlarge instance type is only supported on SDK 5 and above fleets.

It had been working for a while before we hit this around July 14th.

answered a year ago
  • Hey Jesse, would you mind trying to create an SDK 4 fleet with that instance type again? I reached out to the team and they indicated this was unintentional and should be back to normal now.

    If you're still hitting that InvalidRequestException, could you let me know what AWS Region you're calling into? Thanks!

  • Oh that's good to know, will do. Thanks!

  • The c6a.xlarge instance type is indeed working again. While this doesn't solve the issue I asked about, it does solve the underlying issue I'm trying to solve. I won't mark the chain accepted (I don't want to give future readers false hope if they have the same problem.) But I don't need anymore assistance. Thanks.

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Hey Jesse,

we recently ran into an issue where our desired instance type was no longer available unless we upgraded to SDK 5 (started getting build upload failures saying such.)

Could you elaborate on what the error was, what instance type you wanted, and where you encountered the error (API call, fleet event, etc.), so the team can investigate further? Thank you!


Since your build is working in Anywhere but failing in Managed EC2, I would recommend verifying you don't have hard-coded filepaths that could break when deployed to a different system, and that you are bundling all dependencies (.dll or .so) your game server relies on into your zip file.

Additionally, you can directly sign-in to your fleet's compute by following this re:Post answer: https://repost.aws/questions/QUKtsf6-brR4yhhYTL1Taniw/connect-to-windows-server-2016-gamelift-instance-with-sdk-version-5#ANhWlxD6VdQEaEEROOLc1UMg . That way you can run the application yourself and see all logs to help debug your server and your connections to Sentry.


Lastly, this is a useful guide in our documentation for migrating to SDK version 5: https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html#fleet-anywhere-sdk

Regards,

AWS
answered a year ago

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