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alexm-1 avatar image
alexm-1 asked

How to install redistributables on custom server hosts

We're currently running our game using legacy custom servers, and bundling dependencies (ie. required DLLs) with the uploaded package. In particular, we know the game requires at least Direct X and C++ runtime libraries -- if these are not packaged with the game, the application fails to launch with a corresponding error message indicating the missing DLL(s).

Rather than packaging the DLLs with the upload archive, we've also tried using a bootstrap script to run redistributable installers, instead. However, this always fails: the redistributable applications routinely prompt for user input, even when using appropriate command-line switches as documented for each, respectively; at the very least, both must be run with administrative privileges, which results in a prompt for credentials. We do not know what credentials would be valid, or even what usernames would be valid, when constructing such scripts.

Using the Thunderbird service, it is also not clear how we would provide a custom image for the server host virtual machines -- or if this is even possible.

TL;DR

1. What is the recommended way to install dependencies onto custom server hosts using the legacy service? If necessary, would you be able to provide user names and credentials which could be used by our scripts to facilitate calling redistributable package installers with elevated privileges where required?

2. Would use of the Thunderbird service be preferable w/ respect to our having to install redistributable packages? If so, what would be the procedure?

If neither of the above are reasonable (ie. the prefered/best approach is simply to continue packaging the required DLLs along with the build archive), it would be helpful to have that confirmed, too. Ultimately, we know that this approach works, so if it is the best available, that's just as well.

Thank you in advance for reading all this, and hope to hear back.

Custom Game Servers
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JayZuo avatar image
JayZuo answered

It seems that you are using a UE4 custom server. I'm not familiar with UE4. But I'd suggest packaging the required DLLs along with the build archive to see if it works. This is because there is no way for us to provide user names and credentials. Besides, for legacy custom servers, your server will be hosted in a Windows Server 2012 R2 VM, so you will need to ensure that your server build is compatible with Windows Server 2012 R2 first.

And for the new Multiplayer Servers 2.0 (Thunderhead) service, here is case study you can refer to: https://docs.microsoft.com/en-us/gaming/playfab/features/multiplayer/servers/playfabgsdk_guide. In my understanding, they also packaged all necessary dlls and libs into the build.

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alexm-1 avatar image alexm-1 commented ·

Thanks for the response. We're already presently packaging the required DLLs, so it's good to have confirmation that this is the expected path.

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