#Servers no longer shutting down as of ~36 hours ago.

15 messages · Page 1 of 1 (latest)

glass oar
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Nothing's changed on our end but for whatever reason our servers are no longer being properly suht down and are remaining there forever. This fairly quickly leads to their not being any servers available and our matchmaking never finds any matches for players. It seems to occasionally fix itself (and is also briefly fixed if we deploy a new server), but obviously this isn't ideal.

glass oar
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For the past ~90 minutes or so after deploying the newest server it has seemed more or less stable, with servers correctly shutting off, but I am still worried about it, especially going into a long weekend.

glass oar
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So it looka like it's only happening occasionally? After a few hours we seem to have 3 sessions that didn't shut down correctly.

pine turret
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Which servers are you referring to as not being shut down. PlayFab doesn't shut down active servers, your gameserver needs to terminate on its own after the game session has ended / all players have disconnected. If your game stays in Active state, PlayFab doesn't do anything about it.

glass oar
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We call Application.Quit

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Maybe related, the current standby is never dropping to 0 either anymore, despite setting the target to 0

pine turret
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It appears that some of the servers in that build are "stuck/hung". While the servers are shown as standingby, our agent on the VM has received allocation requests for the game and is waiting for the servers to go active. Their current state is standingBy, but they are supposed to go active and the game servers are not donig that. The VM agent is then refusing to shutdown because it believes it can interrupt a game. There are certainly imporvements here that we will look into (it shouldnt wait this long for it go active). However, it seems like there might be some kind of an issue with the GSDK integration where servers get stuck going active (perhaps an invalid session cookie or some other issue?)

glass oar
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Oh, so it's not that they're not ending, but that they're never starting?

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We hadn't deployed a new server in a few weeks, and the code relating to this stuff hasn't changed in over a year, so I'm not sure why issues would have started popping up just over the last few days

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Hmm, is it possible there's somehow a corrupted player that invalidates matchmaking with whoever they queue against? And gets them all stuck in a waiting state?

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For further reference the server is made through unity and the sdk was added to the project back in november 2021

glass oar
# pine turret It appears that some of the servers in that build are "stuck/hung". While the se...

So, in our code we have this which sets the server state to standby, and then waits until the server becomes active (which as far as I can tell is done through a heartbeat?). I'm thinking adding a timeout here would solve the immediate issue with some of these servers getting stuck permanently in stand by, but I'm still not sure what's changed to make that necessary?

     public override void Enter()
    {
        PlayFabMultiplayerAgentAPI.OnServerActiveCallback += OnServerActive;
        PlayFabMultiplayerAgentAPI.ReadyForPlayers();
    }
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Because all it does is wait. It doesn't manually set the server active by itself. Is that something that we are meant to be handling?

pine turret
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no, the active part should be set by the GSDK (AFAIK)

glass oar
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Some are definitely remaining active with no players too. I haven't been able to recreate it on our dev environment either unfortunately (so it's either fairly rare or something specific to our live environment settings).