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Unity plugin for Gamelift failing to deploy - Fleet CREATE_FAILED
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.
How does AWS charge me if added an instance to EC2 Saving Plan
Let's say I have t3 family, and committed an EC2 Saving Plan with the upfront payment $5000/year. Now I have an one-month-term temporary instance needs to be in t3 family, should I request the commit rate change? or this temporary usage can be absorbed and amortized to my 1-year commit term without extra charge (assume the total usage is not passed the commit number)?
Failed to create a node group for an EKS cluster: You've reached your quota for maximum Fleet Requests for this account
I tried to create an EKS cluster by terraform but the plan failed with the below error msg. [AsgInstanceLaunchFailures: You've reached your quota for maximum Fleet Requests for this account. Launching EC2 instance failed.] I don't believe the root cause of this failure is a quota issue because there are not many EC2 instances within the region (ap-northeast-2). So I tried below to find what the real problem is but still on the same page. Please advise what I should do, thanks. Fyr, the IAM user has administrator permission. - Run the same terraform code with the different account (all settings were same, only account (not IAM) was changed to my private one) - Result: Success to build - Conclusion: No issues with the code (network configuration is included) - Run the same terraform code in the different region (tried ap-east-1) - Result: Success to build - Changed an instance type from t3.medium to m4.large (the other settings were same) - Result: Failed to build with the same error
Tremendous Amount of Data Used
We're new to AWS and launched an EC2 instance, in addition to some other services. Public website isn't active. Main concern is Elemental Media Package at the moment used 500GB for one of the packages this month and we are not sure why so much data is being processed. Last month, there was over 2TB of data processed.
SSM inventory - checking NVMe and ENA versions
Hello, I have setup ssm inventory expecting to see NVMe and ENA driver/package versions, which is not occuring. I can see cloudwatch, ssm agent etc versions. I would like to audit/check/update all aws components on EC2 fleet. Any thoughts if inventory can do this or other options? thank you
Can't update Node.JS version on Gamelift fleets,manual update overrides with the almost deprecated version (Node v10)
Is there a way to update Node.JS version to 14 or 16 on AWS Gamelift ?Our fleet runs on Amazon Linux 2 OS . Tried to do it manually on the existing fleet, but it is not compatible with auto generated GameScaleLightweight NodeJS server, so it won't activate the fleet. Tried to create new fleet with new Gamelift build, included node install in the install.sh script, but it didn't install at the specified directory( which was /local/NodeJS ), but a level lower (and i didn't messed up the path). Instead, on specified directory, there was NodeJS version 10 (which was clearly created by Gamelift) Tried to create new fleet with new Gamelift script, that didn't work either. Every time the result is the same, Node.JS version is still 10. Right now, the only thing that works is, revert to AWS SDK v2 , which supports Node.js version 10...
How to determine reason why game session running forever?
I have create a game fleet and have some game sessions running on it. My game is running in open testing phase. For some reasons, sometime there is a game session that running forever, it doesn't shutdown. I don't know the reason because It doesn't shut down, so I can't see logs. Is there any one can help me with that problem? or is there anyway that I can manual terminate a game session in gamelift console or using terminal? for now I just can terminated all game fleet and start new one, but it's inconvenience. Thank you very much! Here is this game session's info: DNS name: ec2-13-250-1-196.ap-southeast-1.compute.amazonaws.com Ip address: 126.96.36.199 Port: 7908
(FleetCapacityExceededException) when calling the CreateGameSession operation
An error occurred (FleetCapacityExceededException) when calling the CreateGameSession operation: Unable to reserve a process on fleet fleet-*********-48d0-8c3c-eaee1fd5871c, location us-east-1, gameSessionId: arn:aws:gamelift:us-east-1::gamesession/fleet-***********8c3c-eaee1fd5871c/gsess-8a6da779-f4b7-4047-a330-e32c1517c000. (No active and available server processes found on the fleet) [cloudshell-user@ip-10-0-62-27 ~]$ in the Dashboard Builds (1) is green ... in the Fleets (1) is yellow and both appears active thanks for the help
getting error on fleet activation of gamelift
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.
Player Session Still ACTIVE After Client Disconnected
Hello! I have a player session still ACTIVE after both players disconnected from the game. It's causing issues when I attempt to connect new clients to the server, saying that the match is full and they're being rejected. Is it possible for me to terminate this existing player session? I haven't found any documentation on this. Thanks in advance!
GameLift - Custom server executable can't seem to access a .dll in the game folder
Hello, Here is my setup: * Using GameLift to host custom server for my game * Server is a headless Unity app * Server (and, therefore, client) uses Photon Fusion for simulation * I've integrated the SDKs, and everything works when testing with GameLift Local My problem: When I create a build and deploy it on a GL fleet, the server app fails to start the Fusion server with the following error: EntryPointNotFoundException: nanosockets_address_set_ip Of course, I've asked Photon for support first. They said that this error means that either the nanosocket .dlls are missing from my build or the executable can't access them. Since both .dlls are present in the correct locations, it seems like the app just can't access them. The weird part is that they're both inside the C:\Game folder (2 or 3 levels down in subfolders, but still). From what I've read in the AWS docs, the app should be sandboxed but have access to its own folder (C:\Game). Does anyone have an idea why my app wouldn't be able to access the Fusion .dlls? My team has been stuck on this issue for days, so any help or pointers would be appreciated. Thanks in advance!
Create Spot Fleet Request / Charges
Hello AWS Team, I have just created my account and I want to make an EC2 Spot request and I have some questions. I have made the technical configurations and pre-requisites in order to request for an instance but I want to clarify how this is charged. For example when I proceeded with some request and have been provided with a fullfiled - active instance I couldn't shut down the instance because it was not persistent . If I create a non-persistent does charges apply hourly even I don't use / I am not connected to the instance? If this is the case then could you please advice me how to create a persistent spot request and leave it shut down and use it only when I want in order for charges to not apply at the time I don't use it ? Thanks in advance !