Questions tagged with Amazon GameLift

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I had to update my CLI on a few devices, and I am now unable to access anything pertaining to gamelift's API via an explicit denial. I double checked the permission policy that I assigned to the IAM user, and while it is set to allow full access to resources, it will not work. Any suggestions or recommendations? I have also tried re-creating the policy via JSON and the visual GUI. I even tried creating a new user to use, and nothing works. I even ended up uninstalling the CLI tool and deleting the configuration and credential files multiple times trying to see if that would fix the issue. Policy below: { "Version": "2012-10-17", "Statement": { "Effect": "Allow", "Action": "gamelift:*", "Resource": "*" } }
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asked a month ago
Not sure if this question was answered. But I just wanted to know if it's possible to specify the number of divisions for the matchmaking process. For example, let **X** be a player's skill level. If I want to set 3 divisions for a game (Beginner, Intermediate, Advanced), can FlexMatch be configured so that players are placed based on the following rules: * 0 < **X** <= 30 --> Placed in Beginner division * 30 < **X** <= 60 --> Placed in Intermediate division * 60 < **X** <= 90 --> Placed in Advanced division
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asked a month ago
For Flexmatch rules, is it possible to use an explicit string array as a referenceValue, such as: ``` { "name": "P1CanJungle", "description": "Player 1 can play Jungle", "type": "collection", "operation": "reference_intersection_count", "measurements": ["flatten(teams[P1].players.attributes[roles])"], "referenceValue": ["jungle"], "minCount": 1 }, ``` This is intended for use in a compound rule, where we make an exception and allow specific pairs of roles if their roles are identical and thus normally not permitted as a match. I've tried a variety of syntaxes on the referenceValue, but they all result in "Collection rule encountered a measurement which was not a list of string lists; location: rules section: array index=0: P1CanTop". Thanks! EDIT - Ahhh it seems I cannot read thoroughly enough - you can use the "contains" operation on collections for this.
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jult
asked 2 months ago
I've got most of the process working but at the Client.connect() I come across this error in the webgl client: ``` SocketException: Success System.Net.Sockets.Socket..ctor (System.Net.Sockets.AddressFamily addressFamily, System.Net.Sockets.SocketType socketType, System.Net.Sockets.ProtocolType protocolType) (at <00000000000000000000000000000000>:0) --- End of stack trace from previous location where exception was thrown --- ``` this also occurs when trying to collect a local udp port (I simply set it to -1) which causes the error to occur later on at client.connect() Thank you for any help!
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34
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asked 2 months ago
I've looked through the docs pertaining to "GameSession" but there is no definitive answer on how long they can last for. Does anyone here know? Thanks.
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GNoobis
asked 2 months ago
We are using Unreal Engine version 5.0 along with a plugin that is linked below that allows us to interface with AWS SDK in blueprints. This was working on a test project but when we went into a new project it started giving us the "SERVER_PROCESS_TERMINATED_UNHEALTHY " after our fleet is activated. We have verified that we are making all the correct SDK calls to initialize gamelift but have not been able to fix the error below. The code below is a log from the aws server machine that we acquired via SSH. We have also made sure that the "libaws-cpp-sdk-gamelift-server.so" file is properly linked to the Linux executable. ``` [2023.01.24-15.34.54:491][ 0]LogLoad: (Engine Initialization) Total time: 34.90 seconds^M [2023.01.24-15.34.54:525][ 0]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 14.61. IpNetDriver_2147482510^M [2023.01.24-15.34.54:559][ 1]LogLevel: ActivateLevel /Game/Maps/PowEng2/L_PE2_Gameplay 1 1 0^M [2023.01.24-15.45.05:534][255]LogStreaming: Display: 0.023 ms (0.005+0.018) ms for processing 46/46 objects in NotifyUnreachableObjects( Queued=0, Async=0). Removed 0/0 (1374->1374 tracked) packages and 10/46 (3569->3559 tracked) public exports.^M [2023.01.24-15.45.57:509][727]LogCore: === Critical error: === Unhandled Exception: SIGSEGV: unaligned memory access (SIMD vectors?) ^M [2023.01.24-15.45.57:509][727]LogCore: Fatal error! 0x00000000060892cc Moh_PowerEngServer!UClass::FindFunctionByName(FName, EIncludeSuperFlag::Type) const [A:/Jenkins/workspace/UE5_Dev/UE5/Engine/Source/./Runtime/CoreUObject/Private/UObject/Class.cpp:5523] 0x00000000062367cf Moh_PowerEngServer!UObject::FindFunctionChecked(FName) const [A:/Jenkins/workspace/UE5_Dev/UE5/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1320] 0x0000000004ed01d9 Moh_PowerEngServer!UProcessParameters::HealthCheck() [A:/Jenkins/workspace/UE5_Dev/UE5/Engine/Source/./../../Projects/Mohawk/Moh_PowerEng/Intermediate/Build/Linux/B4D820EA/Moh_PowerEngServer/Inc/GameLiftServerSDK/ProcessParameters.gen.cpp:53] 0x00007f5580b28dee libaws-cpp-sdk-gamelift-server.so!UnknownFunction(0x40ded) 0x00007f5580b1da0e libaws-cpp-sdk-gamelift-server.so!UnknownFunction(0x35a0d) 0x00007f55814b71db libpthread.so.0!UnknownFunction(0x61da) 0x00007f5580b2b5ec libaws-cpp-sdk-gamelift-server.so!UnknownFunction(0x435eb) 0x00007f557ff38890 libstdc++.so.6!UnknownFunction(0xbb88f) 0x00007f55814b8e75 libpthread.so.0!UnknownFunction(0x7e74) 0x00007f5580516a2d libc.so.6!clone(+0x6c) ``` Plugin Link: https://www.unrealengine.com/marketplace/en-US/product/aws-cognito-dynamodb-gamelift-lambda
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53
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asked 2 months ago
Currently, I have problems using the GameLiftSDK with Unity 2021.3.16f. My colleague set everything properly up on his Macbook. To do so, he used the Plugin. After pushing it to git and pulling it to my windows 10 machine I get the following Error Messages: " 1. Assets\Scripts\AWSGamelift\GameLiftClient.cs(14,31): error CS7000: Unexpected use of an aliased name" and 2. Failed to find entry-points:" Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' at Mono.Cecil.BaseAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters) [0x00105] in <ebb9e4250ed24cbfa42055e3532ef311>:0 at zzzUnity.Burst.CodeGen.AssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name) [0x00039] in <a2dd15248a25411e914af2a2c82fb63f>:0 at Burst.Compiler.IL.AssemblyLoader.Resolve (Mono.Cecil.AssemblyNameReference name) [0x00079] in <a2dd15248a25411e914af2a2c82fb63f>:0 at Burst.Compiler.IL.Server.EntryPointMethodFinder.FindEntryPoints (System.String[] rootAssemblyNames, Burst.Compiler.IL.Hashing.CacheRuntime.HashCacheAssemblyStore assemblyStore, Burst.Compiler.IL.AssemblyLoader assemblyLoader, Burst.Compiler.IL.NativeCompilerOptions options, Burst.Compiler.IL.Server.ProfileDelegate profileCallback, System.Boolean includeRootAssemblyReferences, System.Boolean splitTargets, Burst.Compiler.IL.Helpers.DebugLogWriter debugWriter) [0x00055] in <a2dd15248a25411e914af2a2c82fb63f>:0 at Burst.Compiler.IL.Server.FindMethodsJob.Execute (Burst.Compiler.IL.Server.CompilerServerJobExecutionContext context) [0x00133] in <a2dd15248a25411e914af2a2c82fb63f>:0 While compiling job:" All dlls seem to be there. Hope you can help me and thanks already for your time.
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22
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asked 2 months ago
Hello, I have upgraded our game server to the latest sdk version (5.0.0). The new InitSDK takes a Aws::GameLift::Server::Model::ServerParameters parameter. For our deployed build I provide the struct with its default values, as in the documentation here: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-server-sdk5-cpp-actions.html#integration-server-sdk5-cpp-initsdk it tell to ignore this parameter for GameLift managed EC2 instances. But the game server on the gamelift fleet failed the init of the sdk and the sdk returned this error: "Connection Failed / Connection to the GameLift Service WebSocket has failed". It is working perfectly with the old SDK version. I suspect it's an issue with the ServerParameter struct, but so far I didn't find anything. Any help about how to do the proper init with the sdk 5.0.0 would be greatly appreciated :) Thanks, Victor
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victor
asked 2 months ago
Like the title, if a player as much as the maxplayer count specified in the matchmaking rule set tries startmatchmaking and all players' status becomes TIMEDOUT, or if one player calls startmatchmaking and RemovePlayerSession as much as maxplayer count in one session, matchmaking is no longer available. My Matchmaking settings are set as follows. I set queue timeout 30 sec, Alias routing type is Simple, FlexMatch mode is Managed, Matchmaking config's request timeout is 10 sec, Backfill mode is Automatic, Additional player count is 10. The status of the session is as shown in image below. ![Enter image description here](/media/postImages/original/IMI1TeoJmNRMiNv_xDmCoOOQ) Here is my matchmaking rule set. ![Enter image description here](/media/postImages/original/IMyJcIdRgWQBWNxxzCITHozw) and Matchmaker Data is as below image ![Enter image description here](/media/postImages/original/IMqhXy38v5QkGPmhbA6qSfFw) How can I fix it?? The matchmaking flow I think is as follows. Is there anything impossible here? 1. When the player requests startmatchmaking, they will participate in the session with the largest number of active people. 2. When the game starts, change the PlayerSessionCreationPolicy to 'DENY_ALL' using update_game_session api. 3. When the game is over, change the PlayerSessionCreationPolicy for the session to 'ACCEPT_ALL' to allow new players to enter. 4. When the number of sessions reaches zero, remove the session.
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72
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asked 3 months ago
Hello, 2 month ago, we implemented GameLift to our Unity project. Worked perfectly, we tested it for a couple of weeks with multiple devices. We were able to create game and player sessions through the SDK methods "CreateGameSession" & "CreatePlayerSession". Fast-forward 2 month later, after a discussion with an employee of AWS, the latter recommand us to use "StartGameSessionPlacement" instead, in addition to game session queues. We decided to follow the advice, however after uploading the new build & creating a new fleet, the instance keeps crashing, alternating between these 2 errors : * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT - Server process started correctly but did not call InitSDK() or ProcessReady() within 5 minutes * SERVER_PROCESS_CRASHED - Server process exited without calling ProcessEnding(), exitCode(134) ![screenshot](/media/postImages/original/IMxP0iSDX5QpOmWcpuYAZ0pg) I looked for an hour before trying to do the exact same with an older build from 2 month ago, and the exact same thing happened. After playing around with the fleet settings, I reduced the amount of concurrent processes from 20 to 5, and it finally worked ! I am still very confused though as to why ? 2 month ago, this problem never showed up in any of our tests. Since the build used is the exact same, it should work the same way, right ? Another thing, even after reducing the amount of processes, when I manually scale down the instance number to 0, this error shows up 5 times in a row (1 for each process I assume) : * SERVER_PROCESS_FORCE_TERMINATED - Server process did not cleanly exit within 30 seconds of OnProcessTerminate(), exitCode(137) ![screenshot](/media/postImages/original/IMHWuTzOilTOq2CMBGhcWU9w) Again, never happened before :/ Does anybody knows why Gamelift might behave like this all of a sudden ? Best regards, Tom
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141
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asked 3 months ago
I have been integrating my backend game server with Gamelift Fleet IQ using the old console experience. I decided to give the new console a try and I am not seeing the option to view the GameServerGroups I create. Is this because it is a work in progress or is GameServerGroup/fleetIq going away?
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asked 3 months ago
According to the documentation: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-engines-setup-unreal.html The plugin is inside the Getting started managed servers SDK, download. But I only see "GameLift-Cpp-ServerSDK-5.0.0" and "GameLift-CSharp-ServerSDK-5.0.0"
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5
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asked 4 months ago