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franzlangthaler avatar image
franzlangthaler asked

Running a PlayFabServerSDK works without container but not with docker

We are developing a multiplayer title with Unity, using the C# API to utilize await/async.

When starting our server executable from within PlayFabs Mock Agent it starts our executable and clients can connect.
When trying the same with docker, the executable does not seem to start and docker logs say something like:

[22:00:49.249][WindowsDaemon  ][Error  ] Error running exec 9f6bbe06c8124a935ad4cda1214ff55e569bb4262370daae5d35a00fbdf21f99 in container: container ca591bbcd3bd2ca95ba7f83818e3d15f5b3ec6cb17318cfa15e166e7cc55c09f encountered an error during CreateProcess: failure in a Windows system call: The user name or password is incorrect. (0x52e)

Trying to deploy our build online states the build as unhealthy and the VMs state ends up at: ToManyServerRestarts.

Do you have any suggestions on what the problem might be with local docker not running our game and why online builds are unhealthy?

Thank you very much in advance.

sdksCustom Game ServerswindowsMatchmaking
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franzlangthaler avatar image franzlangthaler commented ·

Edit:

Our title ID is: 5AD3

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Sarah Zhang avatar image
Sarah Zhang answered

Could you please provide your Windows version? Some Windows versions can’t support running the game server within the container. You can check this paragraph Verifying containerization for more details, and please make sure your OS version is Windows 10 Pro (or above) with April 2018 (1803) update.

About the build state unhealthy issue, we can’t download your assets zip to check the directory structure and script. Please ensure you have followed the tutorial to integrate the GSDK correctly.

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franzlangthaler avatar image franzlangthaler commented ·

I got it working now, thank you for your quick reply.

My Windows Version works for this.

Is it possible, that it needs to be a 64bit headless build to ensure it can run within the provided docker image?

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Sarah Zhang avatar image Sarah Zhang franzlangthaler commented ·

To avoid your build relying on some external SDKs, a 64-bit headless build is better.

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