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- Hello GameLift Devs, Today, the Amazon GameLift team is excited to announce the launch of the updated Amazon GameLift console experience to help you more intuitively and efficiently manage and scale your game servers. Amazon GameLift customers asked us to streamline navigation, provide more monitoring and information about their game serves and instances, and add more helpful resources without having to leave the Amazon GameLift console. With this new release, you can now more easily manage various Amazon GameLift features such as creating builds, scripts, fleets, and FlexMatch rules using the redesigned left-hand navigation. The updated console includes over 80 new info panels, new pages to view information about your game server groups and instance pricing history, a completely new sample game, and a sample FlexMatch rule set to help you better configure and deploy your Amazon GameLift resources. With the extended Amazon CloudWatch integration, you can create your own dashboards and custom views such as instance performance, utilization/capacity, and player sessions. In summary, the updated console experience gives you more visibility, flexibility, and speed when it comes to managing and scaling your game servers on Amazon GameLift. To learn more about the updated Amazon GameLift console, see the following resources: * [What’s new post](https://aws.amazon.com/about-aws/whats-new/2023/03/updated-console-amazon-gamelift/) * [Release notes](https://docs.aws.amazon.com/gamelift/latest/developerguide/release-notes.html#release-notes-03142023) Sachin Gupta, Amazon GameLift PM
- I was able to successfully start my game via Gamelift using the compute type "Managed EC2" and the corresponding build upload from my game (Windows 2012 R2). Now I have tried it with Compute type "Anywhere" and followed this step by step guide: https://latam-es-resources.awscloud.com/aws-news-blog/introducing-amazon-gamelift-anywhere-run-your-game-servers-on-your-own-infrastructure When I start my game server here on my hardware (laptop), the startup hangs when executing "Init SDK" and does not continue. Btw: If I run GameLiftLocal on the laptop and then start the game server, the game server starts without problems. I do not understand what is missing here. Do I need to install anything else on the target hardware (laptop) for "Anywhere Fleet" or create any prerequisites? I use a Windows 10 Pro laptop for "Anywhere Fleet".
- I manually turned on my Gamelift fleet on in order to test it out but now I want it to be inactive. In the past, I've typically just manually set the instance counts to 0 and the fleet would become inactive after about 10 minutes. For whatever reason, this is no longer the case. Does anyone know how I can do this without deleting my fleet? Again, I've already managed this in the past but it stopped working yesterday.
- Hi, when I'm hosting a Gamelift Game Session it defaults to the first launch path and launch parameter I've set while creating a fleet. How can a game session be specified to link to a specific launch path that's running inside the fleet? Can the property Game properties for the game session be used for this and if so, how should it be formatted? Best regards, Alex
- 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.
-  They create 267 Errors and fail the build. The only workaround being just excluding the tests all together.
- FlexMatch sends various notifications described [here](https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html). I have a service getting these messages via SQS polling. The event payloads in the messages are serialized to JSON. Are there models defined for these events in the Java AWS SDK 2.0? I sure cannot find them. Are you supposed to roll your own models to deserialize and work with these events?
- Hi, I am developing a game and is curious to know how I can restrict the CRUD api requests to be originating from my Gamelift servers only. In other words, how can I restrict the IP addresses that can use the api endpoints that trigger lambda be from a particular IP range that AWS has? Any idea would be highly appreciated.
- Hello everyone! Currently I am working on a multiplayer game, while testing online matches using c5.xlarge fleets, I’ve found out that at least in the us-east-1 region the maximum number of instances is 15 for that instance type in that specific region, we know that AWS allow us to request a quota increase for it. Example case: Assuming we have 2 active fleets, what happens if both fleets are full and there are players wanting to join a game session, we use Flexmatch matchmaking and we know that a matchmaking ticket can wait until a game session is available for a player, but how could we create new fleets based on player demand so there will be always a game session available?. My questions are: 1. Is there a way to automatically create additional fleets when needed based on some metrics? 2. Does GameLift have an auto scaler for fleets or could we use a similar AWS service for that purpose, like creating new fleets when needed? 3. Or are there any recommendations in a way to solve this requirement? Thank you everyone for your help beforehand.
- When reserved instances are purchased from EC2 > Reserved Instances, then I would guess that gamelift fleets can not use these instances? Is there a way to reserve instances to be used for gamelift fleets? My gamelift fleet has predictable usage and I would like to reserve instances for next 12 months and save costs. Thanks!
- 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": "*" } }
- 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
- 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.
- 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!
- 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.
- 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
- 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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