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Hello,
The comments and answers to this question may help your investigation: https://repost.aws/questions/QUOYWPiFAjQ0iwAb6AFNSHJw/initsdk-timeout-using-gamelift-sdk-5-ue-5-1
The main items to checkout:
- We have a guide to Remotely access Amazon GameLift fleet instances to access all logs directly from the host.
- Since your game server is working with Anywhere but not Managed EC2, I recommend verifying that you provided a ServerSDKVersion greater than 5.0.0 when creating your Build resource. ServerSDKVersion defaults to 4.0.2 and won’t go active with the newer SDK versions. https://docs.aws.amazon.com/AWSCloudFormation/latest/UserGuide/aws-resource-gamelift-build.html#cfn-gamelift-build-serversdkversion
Lastly, you can check out AWS Service Quotas or the Support Console for requesting increases to your resource limits.
If you're still facing issues, I recommend creating a Support ticket so the Amazon GameLift team can take a deeper look into your specific use case.
Regards,
Jackson
answered a year ago
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Thank you, Jackson! The problem lay with the ServerSDKVersion provided to the Build resource. (I knew it was something simple as that!) I was creating it with the CDK GameLift Alpha library, which doesn't allow for setting the SDK version for the Build construct (I suppose that's the risk you take when using Alpha libraries). I've reverted to using the lower-level construct for the Build, set the correct ServerSDKVersion (5.0.0), and now my Fleet faces no issues and successfully transitions to the ACTIVE state.
However, I'm somewhat confused as to why you recommended connecting directly to the instance, given that it's only possible with an activated fleet (according to the documentation), even though I mentioned that mine was stuck in the activating state?
Glad that solved your issue!
It appears that documentation may be misleading, you are able to connect to the instance in an ACTIVATING fleet. I've alerted the team to look into updating that document to be clearer.