Console Players being kicked to the Lobby

Summary

We have had reports of players being kicked from our creative island on Consoles.

We have managed to get this to occur by queuing into public lobbies on Nintendo Switch. Though it doesn’t happen consistently.

There are several behaviours that seem to occur:

A player would join the game, and within the first 60 seconds or so be sent back to the lobby
Players would attempt to join the game, start loading in and then arrive back at the lobby without ever loading into the game properly.
Is there any way that we can retrieve additional information as to why this might be happening, so that we can address the issue?

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

  • Join the public island code on Console (Xbox One, Nintendo Switch)

Expected Result

Player can connect and play the game as expected

Observed Result

Somewhat consistently, players either:
a) Don’t load into the game at all, arriving back at the lobby after their load screen
b) Load into the game, but then get kicked after a short duration

Platform(s)

Xbox One, Nintendo Switch

Island Code

5719-3990-2124

Additional Notes

We think this is linked to server performance.
When testing internally, devices would be kicked to the lobby 100% of the time when trying to matchmake into a more mature server.

The status of FORT-810249 incident has been moved from ‘Needs Triage’ to ‘To Do’.

This issue is happening for us as well on public codes. We were able to replicate this same bug on a PlayStation 5 but it doesn’t happen as frequently as Nintendo Switch.

1 Like

Thank you for the report folks, we’re taking a look.

2 Likes

Through testing manually, we’ve uncovered that the consoles only tend to get kicked when they are joining a lobby that is in progress.

We have successfully stayed in a full lobby for 4 hours without being kicked on Nintendo Switch.
However, joining any lobby in progress would exhibit the behaviour outlined in the bug report.

My hunch is that this is somehow related to verse construction when a client connects to the server.

Another issue, potentially related.

Enabling a device that had Sleep(0.0) loop in the server would prevent the Nintendo Switch from being able to join the server at all - the Switch would get stuck on the “Connecting” screen. This was replicated on two different Nintendo Switch devices.

We did a controlled test with the Sleep(0.0) device enabled and disabled.
1 PC player sat in the Game Server
2 Nintendo Switch devices were used to connect to that Game (same region)

If the Device was disabled, Switch devices could join the game freely and loaded within 1minute 30.
If the device was enabled, Switch devices would get stuck on the connecting screen for upwards of 10 minutes (at that point we terminated the application on Switch).

We didn’t attempt to reproduce in an empty project, only in the project listed in the bug report. We believe this issue is likely a symptom of the larger problem.