I am trying to debug locally my Unreal Linux build. I installed Ubuntu 20.04 with WSL, docker etc., been able to build and push to playfab server but it says it's Unhealthy because To many restarts. That could be true because I only added GSDK to GameInstance Subsystem, build it and want to see how it looks like)
So, now I am at step when I actually want to understand what's wrong and to run it locally with LocalMultiplayerAgent.exe. I opened Linux bash console and did that:
asur_zar@DESKTOP-RPPCVRA:~$
asur_zar@DESKTOP-RPPCVRA:~$ docker network create playfab --driver bridge da5e46f9f572ca7284198f3f545d2bdf104fdbbebe75aacdf2f5402044acb8b4
asur_zar@DESKTOP-RPPCVRA:~$ /mnt/d/UnrealLinux/LocalMultiplayerAgentPublish/LocalMultiplayerAgent.exe -lcow Have a nice day! Check this page for debugging tips: https://github.com/PlayFab/gsdkSamples/blob/master/Debugging.md Unhandled exception. System.IO.FileNotFoundException: Could not find file '\\wsl$\Ubuntu-20.04\home\asur_zar\Multiplayer Settings.json'. File name: '\\wsl$\Ubuntu-20.04\home\asur_zar\MultiplayerSettings.json' at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle) at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileO ptions options) at System.IO.StreamReader.ValidateArgsAndOpenPath(String path, Encoding encoding, Int32 bufferSize) at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks) at System.IO.File.InternalReadAllText(String path, Encoding encoding) at System.IO.File.ReadAllText(String path) at Microsoft.Azure.Gaming.LocalMultiplayerAgent.Program.Main(String[] args) at Microsoft.Azure.Gaming.LocalMultiplayerAgent.Program.<Main>(String[] args)
asur_zar@DESKTOP-RPPCVRA:~$ cd /mnt/d/UnrealLinux/LocalMultiplayerAgentPublish
asur_zar@DESKTOP-RPPCVRA:/mnt/d/UnrealLinux/LocalMultiplayerAgentPublish$ LocalMultiplayerAgent.exe -lcow LocalMultiplayerAgent.exe: command not found
Absolutely no information about this error.
I prepared MultiplayerSettings.json this way:
{ "RunContainer": true,
"ForcePullFromAcrOnLinuxContainersOnWindows": false,
"AssetDetails": [ { "MountPath": "H:\\SharkRace\\Packaged\\LinuxServer", "LocalFilePath": 0 } ], "PortMappingsList": [ [ { "GamePort": { "Number": 30000, "Name": "Entry", "Protocol": "TCP" }, "NodePort": 7777 } ] ],
"GameCertificateDetails": [ ], "SessionConfig": { "SessionCookie": null, "SessionId": "92bddbcb-d4d8-464e-b19e-e4142e5f579f", "InitialPlayers": [ "Player1" ] },
"DeploymentMetadata": { "Environment": "LOCAL", "FeaturesEnabled": "List,Of,Features,Enabled" }, "TitleId": "SharkRacer", "Region": "NorthEurope", "BuildId": "0277a689-90a1-48b5-8bb0-6978aa9274a4", "RunMode": 1,
"ContainerStartParameters": { "StartGameCommand": "", "resourcelimits": { "cpus": 1, "memorygib": 4 }, "imagedetails": { "Registry": "customer------.azurecr.io", "ImageName": "customer-----.azurecr.io/shark-racer", "ImageTag": "t0", "Username": "customer-----", "Password": "password here" } }, "OutputFolder": "D:\\UnrealLinux\\LocalMultiplayerAgentPublish\\WindowsContainerLogOutput", "NumHeartBeatsForActivateResponse": 10, "NumHeartBeatsForTerminateResponse": 60, "AgentListeningPort": 56001 }
I have to say that I am new to container deploy. Meanwhile I will try to test windows server as process.