Questions tagged with Amazon GameLift

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What the title says. I noticed on the Getting Started page, the GameLift Managed Servers SDK says it is compatible with UE4 4.26.
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505
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asked 6 months ago
Hi, I want to automate my pipeline so every build generates a new fleet and in turn our alias points to that fleet. However if I do that I get some down time between one fleet and the other. Is there a way to say cli to activate the fleet and wait for it to be active?
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33
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asked 6 months ago
So I uploaded a build which I have tested on the lcoal gamelift sdk and was able to create sessions using the terminal command. However, When I uploaded the build and created a fleet, i am unable to start a session. In describe sessions, i am returned empty array. however, when I try to create a session, "An error occurred (FleetCapacityExceededException) when calling the CreateGameSession operation: Unable to reserve a process on fleet is being received. how can I solve this issue?![Enter image description here](/media/postImages/original/IM_RDEpLLgTJakn74SeMkgUA)
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asked 6 months ago
I try to do real-time game by AWS Gamelift. I don't know how to connect to AWS RDS with lambda when the game initialize to get the data of AWS RDS and save the client's data when one player sends data to other players.
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asked 6 months ago
I want to be able to run multiple processes in a GameLift fleet. When I test with gamelift locally, the following code can find the next open port on my machine (Windows). Concurrent server.exe processes will open on consecutive ports if one is in use, and are passed to the GameLift Server. In an actual GameLift fleet, however, multiple processes are trying to start on the same port (5000). I have the fleet port settings open between 5000-5500 for TCP and UDP. ``` public static ushort GetFirstOpenUdpPort(int startingPort, int maxNumberOfPortsToCheck) { var range = Enumerable.Range(startingPort, maxNumberOfPortsToCheck); var portsInUse = from port in range join used in System.Net.NetworkInformation.IPGlobalProperties.GetIPGlobalProperties().GetActiveUdpListeners() on port equals used.Port select port; var firstFreeUdpPortInRange = range.Except(portsInUse).FirstOrDefault(); if (firstFreeUdpPortInRange > 0) { Debug.Log($"..Open port found at {firstFreeUdpPortInRange}"); return (ushort)firstFreeUdpPortInRange; } else { Debug.LogError($"..No valid UDP ports available in the given range ({startingPort} to {startingPort + maxNumberOfPortsToCheck})"); return 0; } } ```
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chanson
asked 6 months ago
I'm working on getting a GameLift fleet up and running. I've been testing in GameLift Local for a while now and just recently started using GameLift proper to test the server build. I have it set to be able to handle 10 concurrent processes per instance (with ten ports specified for use), and I only have one instance running. I can connect to the instance just fine with one client, but I cannot connect with additional clients, even though I set it to allow up to ten. Checking the GameSessions tab for the Fleet in the GameLift console, I can see that only one GameSession is ever active at a time. I'm also seeing a bunch of SERVER_PROCESS_CRASHED events in the event tab that say "Server process exited without calling ProcessEnding(), exitCode(0)," and these are happening between every 5 to 10 minutes. I'm assuming the two issues are connected but I'm not sure how to fix it. I've looked for solutions but I haven't found anything that works yet. The game server is built in Unity, and there's a couple of parts of the code that I'm curious might be the issue, even though I never saw any such errors in GameLift local. First, I wonder if I'm calling Application.Quit() to quickly after calling ProcessEnding(). Right now I have them running like this: ``` var result = GameLiftServerAPI.ProcessEnding(); _networkManager.ServerManager.StopConnection(true); Application.Quit(); ``` Based on some other posts I've seen, it sounds like I need to wait until the ProcessEnding() result is true, but shouldn't it already wait to get the result in this context before calling Application.Quit()? Second, I thought it's possible that my method for setting the port might be causing an issue. I had seen a post that said it wasn't working on Linux at one point, but I tested it on a regular Linux EC2 instance in a dummy project with multiple processes running, and they were able to increment through the array of ports I set looking for unused ports. That code is like this: ``` private void SelectAvailablePort() { foreach (var port in ports) { bool available = false; available = IsListeningPortAvailable(port); if (available) { sessionPort = port; break; } } } public bool IsListeningPortAvailable(int port) => !IPGlobalProperties.GetIPGlobalProperties().GetActiveUdpListeners().Any(x => x.Port == port); ``` I'm not sure if this is breaking something on the server, since I was able to get it to work fine in the dummy project on a Linux instance, but since I cannot get past the single GameSession and I remember seeing someone saying it didn't work on Linux, it makes me wonder if it could be the issue. Do you see anything in the code above that could be causing the issue, or if not, is there something else I should try checking to see if it's the source of the problem. Again, I'm just trying to get the game to allow for multiple GameSessions per instance, but only one server process is active at a time. When I try to connect from a second client, I get an error that says there weren't any server processes available. Any advice you may have would be greatly appreciated!
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Josh
asked 6 months ago
I have created a lambda function and a real time gamelift server. I want to invoke the lambda function using my real time gamelift server script. Is there any way to achieve that? Thank you.
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asked 6 months ago
I have created a gamelift in AWS console with providing a role for the fleet. But once the fleet is activated it not showing the Instance role ARN. It shows a blank in that field. Is this means my role was not assigned correctly to the fleet or something else? Thank you.
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asked 6 months ago
I'm using 'Photon Engine Fusion' as network solution, using shared mode. Now I am ready to migrate the game to Gamelift, Is there an example of this?
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31
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asked 6 months ago
I am using the unity plugin for gamelift, I deployed the first game successfully, but failed when I deployed the second. The error information that cloud formation shows is the following: [CREATE_FAILED - Resource handler returned message: "Error occurred during operation 'AWS::GameLift::Fleet'." (RequestToken: xx-xx-xx-xx-xx, HandlerErrorCode: GeneralServiceException)] [ROLLBACK_IN_PROGRESS - The following resource(s) failed to create: [FleetResource]. Rollback requested by user] how I can get around this or what to do? I don't find any problem about my fleet seeting or limits.
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asked 6 months ago
I want to enter into digital game distribution services, similar to STEAM. I am new to all this. Need help and suggestions on how can I develop a steam-like platform where 1. There will be 2 interfaces - 1 for gamers, 1 for the game developer 2. Game codes to be stored in the cloud 3. User authentication will be needed 4. Game license management will be needed Thanks
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asked 6 months ago
Hi, Is there a way of adding functionality to allow in game purchasing of assets e.g. weapons with Unity and GameKit/Lift/Sparks? Or a third party plugin that'll allow this. Thanks, Bhav
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ND Bhav
asked 6 months ago