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Hello,
Thank you for reaching out to us.
Based on your question, it appears that you are experiencing an issue where only one player is able to join the session before it terminates automatically. However, it is not clear from the information provided whether the player who joined is still in the game session. To better understand the situation, could you please provide us with more details about your matchmaking setup? Specifically, let us know if you are handling matchmaking on your own or utilising queues and FlexMatch for players to join game sessions.
Can you once check, MaximumPlayerSessionCount value present in the API - CreateGameSession. [+] https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSession.html
Additionally, we kindly request you to share further information regarding your setup and the specific APIs you are using. To assist with troubleshooting, we recommend using GameLift Local, which allows you to test various scenarios and verify if players can successfully join sessions. You can find more information about GameLift Local in the following documentation: [2].
If the issue persists and you require further assistance, please consider opening a customer support case[1] with AWS Support. This will enable us to engage with you directly and gather more details, including your fleet ID, to investigate the issue thoroughly.
Thank you for your cooperation. We hope this information proves helpful in resolving the issue you are facing.
References:
[1] Creating a Support Case: https://docs.aws.amazon.com/awssupport/latest/user/case-management.html#creating-a-support-case
[2] GameLift Local Documentation: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-testing-local.html
Hi, Thank you for replying.
The AWS management console shows a GameSession active and then terminates within 10 seconds. More often than not, if one match request using the MatchRequest lambda function we've created is successful then the second test results in no matchmaking taking place (a ticket Id is generated but nothing comes of it) and hence no game session being created by GameLift. If I leave it for say 10-15 seconds and try again it'll work.
There's something which I'm not clear about. If using API Gateway endpoint through Unity and having GameLift set up to use matchmaking (Rule Set and Queues), do I need to create a lambda function to Create a game session at the beginning for a player that has successfully logged in? I was under the impression that GameLift would create a game session as the first player requests a match and then keep that game session active for other players to join as matchmaking takes place and the game session connection details are sent to Unity (IP Address, Port, MatchId etc).
Thank you
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Hi, Thank you for replying.
The AWS management console shows a GameSession active and then terminates within 10 seconds. More often than not, if one match request using the MatchRequest lambda function we've created is successful then the second test results in no matchmaking taking place (a ticket Id is generated but nothing comes of it) and hence no game session being created by GameLift. If I leave it for say 10-15 seconds and try again it'll work.
There's something which I'm not clear about. If using API Gateway endpoint through Unity and having GameLift set up to use matchmaking (Rule Set and Queues), do I need to create a lambda function to Create a game session at the beginning for a player that has successfully logged in? I was under the impression that GameLift would create a game session as the first player requests a match and then keep that game session active for other players to join as matchmaking takes place and the game session connection details are sent to Unity (IP Address, Port, MatchId etc).
Thank you