GameLift Client rejected because Game Session is FULL

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I have a 2 person PvP game which is working completely fine remotely now. My only issue is that if more than two people try to connect to the server, they are given a rejection message saying that the game session is full.

I'm using the default deploy settings for the sample Unity Single-Region Fleet Cloud Formation, which includes a single region on-demand fleet with an alias. I don't have any matchmaking or queues set up. Do I need to set up any of this in order to funnel users into new game sessions instead of having them get rejected from an existing match?

Thanks in advance!

已提問 2 年前檢視次數 291 次
1 個回答
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You can control the maximum number of players allowed on a game session using the maximum-player-session-count parameter. This can be set while creating the game session, or updated after the game session has been created.

Thanks, Shashank

AWS
已回答 2 年前
  • So that is being set to a maximum of 2 through Cloud Formation when I deploy, which is why it's saying the game session is full when someone tries to connect when there are already 2 clients connected. The issue is that it's not creating a new game session for that player to play against a new client, it's just sending a rejection message.

  • Are you trying to create a new game session using CreateGameSession at which point you receive a rejection message? Have you tried mapping the error code you are receiving to one of the error messages described here. A common reason why a new game session cannot be created is that the fleet doesn't have sufficient capacity.

    If you're still facing this issue, I would recommend reaching out to AWS Support via AWS Support Center to help look into your specific problem.

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