Hi there. So I’ve been trying to track down this issue over time through experimentation without much to show for it. My theory is that there is some subtlety to the order or timing of server API calls related to shutting down that I’m missing. I’m using the .Net Server SDK within Unity 5.6.6f2.
On Linux instances I see:
SERVER_PROCESS_CRASHED - Server process exited without calling ProcessEnding(), exitCode(137)
On Windows I see:
SERVER_PROCESS_FORCE_TERMINATED - Server process did not cleanly exit within 30 seconds of OnProcessTerminate(), exitCode(-1)
In my logs from the server instances I see output from my call to GameLiftServerAPI.ProcessEnding() followed by my call to GameLiftServerAPI.Destroy(). I then call Unity’s Application.Quit() method to attempt to cleanly shutdown and upon Unity’s OnApplicationQuit event handlers firing I then attempt to set the exit code via System.Environment.Exit( 0 ). I suspect my attempt to use Unity’s quit functionality in conjunction with System.Environment.Exit( 0 ) may be a questionable approach but regardless I find the Linux instance’s fleet event stating that ProcessEnding() was not called puzzling. Thoughts? Thanks!