Questions tagged with Game Tech
Content language: English
Sort by most recent
Greetings.
I have been following the official [GameLift & Unreal](https://www.youtube.com/playlist?list=PLuGWzrvNze7LEn4db8h3Jl325-asqqgP2) tutorial and have been able to get it working in UE 5.1. I'd like to know what steps should I do to run multiple game servers in a single EC2 instance. The tutorial above only shows how to run a single game server. We are planning to have one dedicated server for each game session in our project.
There was a related question [here](https://repost.aws/questions/QUpqASdgt7RtOc8hmWKl_R0w/unreal-engine-multiple-dedicated-server-instances), but our project does not use Steam.
We currently hosting our UE5.0 game dedicated server on GameLift with the SDK version of 3.3.3. We're able to create game session successfully and is now live.
Now we're updating our game to use UE5.1, however when we upload our dedicated server build to GameLift, we either able to get 1-2 game session instantly terminated (40-60s) or a lot of `SERVER_PROCESS_TERMINATED_UNHEALTHY` event code on our Fleet.
According to the [documentation](https://docs.aws.amazon.com/gamelift/latest/apireference/API_Event.html), we need to check the game session logs. However there's no way for us to access the logs. We've followed [this](https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-engines-setup-unreal.html) to see whether the logs can be downloaded from the dashboard with no success.
We have tested locally via Unreal Engine Editor as Client with simulated server without issues. Appreciate your assistance on this.
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.
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)

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)

Again, never happened before :/
Does anybody knows why Gamelift might behave like this all of a sudden ?
Best regards,
Tom
Hi, Under the sccaling option in my gamelift fleet, The maximum servers I can use is shown as 1 for frankfurt region. How can I resolve the issue and enable scaling so that the sessions can be as high as even 1000 instances. We are a start up team thast's builidng a battle royale game and anticipate some 10000 gamers playing the game once its launched as we have a really big community as of now. So scaling is really important and would like to know how to add more server instances
.
The "Comparing Amazon Linux 2 and Amazon Linux 2022" page at https://docs.aws.amazon.com/linux/al2022/ug/compare-al2-to-AL2022.html says:
> Amazon Linux 2022 optimizes boot time to reduce the time from instance launch to running the customer workload.
As such, this would be great for GameLift usage as it takes quite a while to launch instances in my experience. However, when using the AWS CLI to upload a build, the output for the "--operating-system" parameter only allows AMAZON_LINUX, AMAZON_LINUX_2 (and windows). Why is this? When will Amazon Linux 2022 be available with GameLift?
So we have a game that we are soon going to roll out for beta testing and would like to know how to enable the autoscaling feature? Right now, Under scaling section for the fleet in Frankfurt region, I am shown that I can have only 1 server and when I enable the autoscaling feature, the desired number of servers under scaling limits turns to 0 and no player session is able to be activated throwing FleetExceptionError. So as a team planning to launch a battle royale game, for us we don't mind the max number of services we need as we expect exponential growth in players once we roll out the game, But this available servers=0 is a concern we would like to know how to address. Any help will be much appreciated.

So, I have a few server sessions that got crashed and would like to know how to save logs in Gamelift. Right now, when I downloaded the logs for the sessions that crashed, the readme file inside zip is showing Game Server Logs:
Error: Missing file/directory C:\game\GameName\Binaries\Win64\aLogFile.txt
Hello, I would like to know if AWS provides any services for the creation of digital images by an AI. Thank you very much
I would like to know the Gamelift server SDK function that can be used to terminate a session if all the players in the game exits or say the game has been finished. Right now, I have a session that I created few days back which is still running without terminating which is not good for me. Any help would be highly appreciated.
I am uable to connect to the server on my UE5 client. I receive the Ip address from GameLift and I try to travel my client to the IP address using OpenLevel. Buiy I am getting some logs mentioning connection timeout/packet loss. Any idea why? I am putting my logs here after I use OpenLEvel.
LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=10
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.01, Realtime: 7.11. IpNetDriver_0
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.01, Realtime: 9.31. IpNetDriver_0
LogAnalytics: Warning: EventCache either took too long to flush (1.045 ms) or had a very large payload (0.436 KB, 1 events). Listing events in the payload for investigation:
LogAnalytics: Warning: Editor.Usage.Heartbeat,433
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.01, Realtime: 8.39. IpNetDriver_0
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.01, Realtime: 15.43. IpNetDriver_0
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?