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Karzhanovsky Konstantin Viktorovich avatar image
Karzhanovsky Konstantin Viktorovich asked

Deploing problem - server does not send heartbeats (UE4)

Everything was good (even very good), until August 6th 2019 (until about 14:00 UTC).

After that, we could not successfully deploy the server build (although an hour before that we deployed similar build without any problems). We were surprised that when we connected to a VM, the OS shell became available to us instead of the command line as it was before.

According to the build crash logs, it turned out that the problem was caused by WindowsMediaFundation - libraries are present but their versioning does not match the required

HRESULT Hr = MFStartup(MF_VERSION);

Assertion failed: (((HRESULT)(Hr)) >= 0)

We have added the necessary libraries to the build assets (mf.dll, mfplat.dll, MFPlay.dll, shlwapi.dll). After that, we were able to successfully deploy the build again and everything was fine.

But August 8th 2019 we again could not deploy the build. The VM starts, according to the build logs we have no errors and crashes and we call Microsoft::Azure::Gaming::GSDK::readyForPlayers(), but the server does not send a heartbeat and the deployment goes into unhealthy.

What could be the problem?

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Yael Beaufort avatar image Yael Beaufort commented ·

Hi, we also have the same problem when we try to deploy new builds.

When we looked into the VM files, we found out the game stops at the same assertion.
We haven't tried adding the missing libraries manually yet.

Even when using a previously working build as a template, it always ends up unhealthy.

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Karzhanovsky Konstantin Viktorovich avatar image Karzhanovsky Konstantin Viktorovich Yael Beaufort commented ·

Hi!

After we asked this question PlayFab developers did something and our build became Deployed (we didn't try to deploy it again, so it was that same build)

But we didn't get any feedback on what exactly was going on.

We still would like to know what happened :D

Today we found out that they have updated OS again :)
But our build with same libraries still works just fine

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Yael Beaufort avatar image Yael Beaufort Karzhanovsky Konstantin Viktorovich commented ·

Hey! Thanks for replying :)

We tried adding the libraries to the build assets but it still fails to initialize and stops on the same assert.
We might have copied the wrong versions of the Media Foundation libraries.

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Citrus Yan avatar image Citrus Yan Yael Beaufort commented ·

Hey, what's your title id? I will ask our product team to take a look at:)

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Yael Beaufort avatar image Yael Beaufort Citrus Yan commented ·

Hi, our title id is F0E72 :)

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Karzhanovsky Konstantin Viktorovich avatar image Karzhanovsky Konstantin Viktorovich Yael Beaufort commented ·

Oh, I forgot to say...

We disabled WindowsMoviePlayer plugin on server in .uproject file!

Here is our code:

"Plugins": [
{ "Name": "LoadingScreen",
"Enabled": true,
"BlacklistTargets": [ "Server" ]
},
{
"Name": "WindowsMoviePlayer",
"Enabled": true,
"BlacklistTargets": [ "Server" ]
}
]

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Yael Beaufort avatar image Yael Beaufort Karzhanovsky Konstantin Viktorovich commented ·

That did the trick! I should have tried to disable it, it makes no sense for the server to load this plugin anyway.

Thank you so much :D

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1 Answer

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Citrus Yan avatar image
Citrus Yan answered

Hi, could you please tell us which version of GSDK are you using and the title id of your game? We’ll investigate it, thanks.

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Hi !

Until yesterday, we used C++ GSDK 0.6.19013.

Yesterday, after an unsuccessful deployment, we rebuilt using C++ GSDK 0.7.190715 but this did not work.

TitleID - 731A.

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Citrus Yan avatar image Citrus Yan Karzhanovsky Konstantin Viktorovich commented ·

Hi, we will investigate it, any updates will let you know, thanks for your feedback:)

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Citrus Yan avatar image Citrus Yan Karzhanovsky Konstantin Viktorovich commented ·

@Karzhanovsky Konstantin Viktorovich Hi, it turns about that we haven't been making any changes to the runtime environment of your servers. Therefore, our assumption is that you’ll need to add additional debugging to attempt to determine why your server is unreliable and inconsistent.

I found this thread that may help you:)

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