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Cannot join or find cloud hosted deployment

Hello,

I am taking SpatialOS for a test drive with an existing project and it works just fine locally but when I setup a cloud deployment, it was failing to join and just gave me a black screen. Played around with some stuff and followed the steps to setup a developer login token with the authentication system and copied over some code from the example project and it is not finding any available sessions with the locator. I created a project from the template to try out, it does the same thing where it works locally but not with a cloud deployment.

Both projects give the following when running from the launcher with a black screen (it repeats the two GSM lines until I kill the client):

[2019.10.18-21.07.53:032][  0]LogInit: Display: Starting Game.
[2019.10.18-21.07.53:032][  0]LogTemp: Display: ParseSettings for GameNetDriver
[2019.10.18-21.07.53:032][  0]LogTemp: Display: ParseSettings for SpatialNetDriver_0
[2019.10.18-21.07.53:032][  0]LogTemp: Display: ParseSettings for PendingNetDriver
[2019.10.18-21.07.53:033][  0]LogNet: DestroyNamedNetDriver SpatialNetDriver_0 [PendingNetDriver]
[2019.10.18-21.07.53:033][  0]LogNet: Browse: locator.improbable.io//Game/StarterProject/Maps/ThirdPersonExampleMap?Name=Player
[2019.10.18-21.07.53:033][  0]LogTemp: Display: ParseSettings for GameNetDriver
[2019.10.18-21.07.53:033][  0]LogTemp: Display: ParseSettings for SpatialNetDriver_1
[2019.10.18-21.07.53:033][  0]LogTemp: Display: ParseSettings for PendingNetDriver
[2019.10.18-21.07.53:034][  0]LogInit: WinSock: Socket queue 32768 / 32768
[2019.10.18-21.07.53:037][  0]LogInit: WinSock: I am DESKTOP-PCName (<My IP Address>)
[2019.10.18-21.07.53:606][  0]LogSpatialWorkerConnection: Warning: No worker type specified through commandline, defaulting to UnrealClient
[2019.10.18-21.07.53:607][  0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2019.10.18-21.07.53:607][  0]PacketHandlerLog: Loaded PacketHandler component: 
Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2019.10.18-21.07.53:607][  0]LogSockets: Warning: GetAddressInfo failed to resolve host with error SE_HOST_NOT_FOUND [11001]
[2019.10.18-21.07.53:607][  0]LogNet: Game client on port 7777, rate 10000
[2019.10.18-21.07.53:635][  0]LogLoad: (Engine Initialization) Total time: 3.02 seconds
[2019.10.18-21.07.53:660][  0]LogContentStreaming: Texture pool size now 1000 MB
[2019.10.18-21.07.53:665][  0]LogSlate: Slate font cache was flushed
[2019.10.18-21.07.55:115][ 90]LogSpatialGameInstance: Succesfully connected to SpatialOS
[2019.10.18-21.07.55:572][119]LogGlobalStateManager: Not yet accepting new players. Will retry query for GSM.
[2019.10.18-21.07.55:572][119]LogGlobalStateManager: Retrying query for GSM in 3.000000 seconds
[2019.10.18-21.07.55:572][119]LogGlobalStateManager: Not yet accepting new players. Will retry query for GSM.
[2019.10.18-21.07.55:572][119]LogGlobalStateManager: Retrying query for GSM in 3.000000 seconds
[2019.10.18-21.07.55:572][119]LogGlobalStateManager: Not yet accepting new players. Will retry query for GSM.
[2019.10.18-21.07.55:572][119]LogGlobalStateManager: Retrying query for GSM in 3.000000 seconds

Query deployment code:

Worker_Alpha_LoginTokensRequest* LTParams = new Worker_Alpha_LoginTokensRequest();
LTParams->player_identity_token = LatestPITokenData;
LTParams->worker_type = "UnrealClient";
Worker_Alpha_LoginTokensResponseFuture* LTFuture = Worker_Alpha_CreateDevelopmentLoginTokensAsync("locator.improbable.io", 444, LTParams);
Worker_Alpha_LoginTokensResponseFuture_Get(LTFuture, nullptr, this, OnLoginTokens);

The OnLoginTokens() method logs:

Success: Login Token Count 0

I looked through the example projects and didn’t see any state management outside of the usual match stuff which doesn’t affect joining in the native UE4 networking. When using the developer authentication system from the documentation and the example project it successfully connects and returns a PIToken but returns zero login tokens when searching for deployments. This is with runtime 13.8 and 14.1 on the UE4 4.22.3 GDK branch.

I think I am missing a step or a setting somewhere but I am not sure where.

I’m getting the same thing just trying to run the sample FPS project. Any update on this?

Hi @James_L & @mkaiser both

This sounds like your server workers aren’t starting correctly.

Could I ask that you confirm what launch config file you’re using when launching your cloud deployments? This behavior is commonly seen when using the default_launch.json file as it doesn’t start a worker automatically. You would want to be using one_ worker_test.json instead.

Additionally, if you wouldn’t mind either posting or DMing me your project names and deployment RunIDs I can take a look at the logs myself and see what’s going on.

Thanks

That’s what was causing the issue for launching the game via a link and I can join and play around with others, thank you. Searching for the deployment still doesn’t return anything but since I will be using deployment pools (the game has tiny player counts per session) I am not as concerned with this at the moment.

Yeah, that got it. Just had to use the one_worker_test launch config. Thanks for the help.

Glad to hear you both got it sorted! :slight_smile: