getting error on fleet activation of gamelift

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I am getting below error when in fleet activation status

Server process started correctly but did not call InitSDK() or ProcessReady() within 5 minutes, launchPath(/local/game/Woah.x86_64), arguments(null), instanceId(i-0c0c1ec4d69e87b9e)

Not sure what is the issue here. the uploaded build is running fine on my local machine.

asked 2 years ago597 views
2 Answers
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From Kyle Somers "Have you reviewed your game session logs from GameLift? Typically they will provide some further details to help pinpoint why InitSDK() was not called properly. This video provides instructions for debugging with server logs which I would recommend reviewing to help you set this up if you have not done so already"

Your remote server log should have the answer to why your InitSDK call isn't happening. Mostly it's a dependency issue or just an error in the code (exception thrown) and the call to InitSDK is bypassed.

answered 2 years ago
  • In the logs file, the error is the same that I have posted above. and I found that in Linux build install.sh file mandatory but I am not sure what to write in it. because in my local Linux system if I double click on the file game starts working. and that file is in the root folder. the same path I have given while creating the fleet.

    Not sure why i am getting this error.

  • I had this same issue. In my case, the code threw an exception and my InitSDK call was never made so the server never 'activated'. You don't need to do anything in the install.sh file.

    I'm not talking about the log you posted, I'm talking about the server.log (or whatever you named it) that Debug.Log writes to in the game folder for your server app. You will need to ssh into your linux instance (video link above explains how to do this).

    I'm using the Unity AmazonGameLiftPluginForUnity, and the deployments use a file called parameters.json. One of the parameters is {"ParameterKey":"LaunchParametersParameter","ParameterValue":"-debug -logFile "/local/game/logs/server.log""} When the server build deploys to the instance and launches, the Debug.Log, Debug.LogError, etc. all log to the server.log file and I'm able to debug the linux server app by reviewing the debug logs generated by the server app.

    The first problem I encounter that caused this same issue was with IL2CPP not supporting a GetConifiguration call (it wasn't IL2CPP compatible) so I had to switch to Mono (issue still outstanding and will need to address when I'm done with development). The 2nd problem I encounter that caused this same issue was an exception was being thrown and it never hit the InitSDK call.

    After fixing both issues, my linux server is ran properly.

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I had this same issue. The InitSDK call was never made so the server never 'activated'. You don't need to do anything in the install.sh file.

I'm not talking about the log you posted, I'm talking about the server.log (or whatever you named it) that Debug.Log writes to in the game folder for your server app. You will need to ssh into your linux instance (video link above explains how to do this).

I'm using the Unity AmazonGameLiftPluginForUnity, and the deployments use a file called parameters.json. One of the parameters is {"ParameterKey":"LaunchParametersParameter","ParameterValue":"-debug -logFile "/local/game/logs/server.log""} When the server build deploys to the instance and launches, the Debug.Log, Debug.LogError, etc. all log to the server.log file and I'm able to debug the linux server app by reviewing the debug logs generated by the server app.

The first problem I encounter that caused this same issue was with IL2CPP not supporting a GetConifiguration call (it wasn't IL2CPP compatible) so I had to switch to Mono (issue still outstanding and will need to address when I'm done with development). The 2nd problem I encounter that caused this same issue was an exception was being thrown and it never hit the InitSDK call.

After fixing both issues, my linux server is ran properly.

answered 2 years ago

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