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AWS gamelift documentation change

Service: gamelift · 2025-03-10 · Documentation low

File: gamelift/latest/developerguide/fleets-creating-debug.md

Summary

Updated service name references from 'Amazon GameLift' to 'Amazon GameLift Servers' throughout the document, adjusted section headers, and revised links/terminology for consistency with product naming conventions.

Security assessment

Changes are primarily branding/naming updates and documentation consistency improvements. No specific security vulnerabilities, mitigations, or new security features are mentioned. References to permissions and authorization in VPC peering context are part of normal operational guidance rather than addressing a security issue.

Diff

diff --git a/gamelift/latest/developerguide/fleets-creating-debug.md
index ba88b8cdc..de1139927 100644
--- a/gamelift/latest/developerguide/fleets-creating-debug.md
+++ b/gamelift/latest/developerguide/fleets-creating-debug.md
@@ -3 +3 @@
-[Documentation](/index.html)[Amazon GameLift](/gamelift/index.html)[Developer Guide](gamelift-intro.html)
+[Documentation](/index.html)[Amazon GameLift](/gamelift/index.html)[Hosting Guide](gamelift-intro.html)
@@ -5 +5 @@
-Fleet creation issuesServer process issuesFleet deletion issuesRealtime Servers fleet issues
+Fleet creation issuesServer process issuesFleet deletion issuesAmazon GameLift Servers Realtime fleet issues
@@ -7 +7 @@ Fleet creation issuesServer process issuesFleet deletion issuesRealtime Servers
-# Debug Amazon GameLift fleet issues
+# Debug Amazon GameLift Servers fleet issues
@@ -9 +9 @@ Fleet creation issuesServer process issuesFleet deletion issuesRealtime Servers
-This topic provides guidance on how to resolve issues with your Amazon GameLift managed EC2 fleets. 
+This topic provides guidance on how to resolve issues with your Amazon GameLift Servers managed EC2 fleets. 
@@ -13 +13 @@ This topic provides guidance on how to resolve issues with your Amazon GameLift
-When you create a managed EC2 fleet, the Amazon GameLift service initiates a workflow that creates the fleet, deploys EC2 instances with your game server build installed, and starts game server processes on each instance. For a detailed description, see [How Amazon GameLift fleet creation works](./fleets-intro.html#fleets-creation-workflow). A fleet cannot host game sessions and players until it reaches **Active** status. 
+When you create a managed EC2 fleet, the Amazon GameLift Servers service initiates a workflow that creates the fleet, deploys EC2 instances with your game server build installed, and starts game server processes on each instance. For a detailed description, see [How Amazon GameLift Servers fleet creation works](./fleets-intro.html#fleets-creation-workflow). A fleet cannot host game sessions and players until it reaches **Active** status. 
@@ -15 +15 @@ When you create a managed EC2 fleet, the Amazon GameLift service initiates a wor
-You can debug issues that prevent fleets from becoming active by identifying the fleet creation phase where the issue occurred and reviewing fleet creation events and logs. If the logs do not offer useful information, it's possible that the problem is due to an internal service error. In this situation, try to create the fleet again. If the problem persists, try re-uploading the game build to resolve possible file corruption). You can also contact Amazon GameLift support or post a question on the forum. 
+You can debug issues that prevent fleets from becoming active by identifying the fleet creation phase where the issue occurred and reviewing fleet creation events and logs. If the logs do not offer useful information, it's possible that the problem is due to an internal service error. In this situation, try to create the fleet again. If the problem persists, try re-uploading the game build to resolve possible file corruption). You can also contact Amazon GameLift Servers support or post a question on the forum. 
@@ -20 +20 @@ You can debug issues that prevent fleets from becoming active by identifying the
-During this phase, Amazon GameLift gets your uploaded game server build, extracts the files, and runs any install scripts. If fleet creation fails during these phases, look at fleet events and logs to pinpoint the issue. Possible causes include: 
+During this phase, Amazon GameLift Servers gets your uploaded game server build, extracts the files, and runs any install scripts. If fleet creation fails during these phases, look at fleet events and logs to pinpoint the issue. Possible causes include: 
@@ -22 +22 @@ During this phase, Amazon GameLift gets your uploaded game server build, extract
-  * Amazon GameLift can't get the compressed build file (event `FLEET_BINARY_DOWNLOAD_FAILED`). Verify that the build's storage location can be accessed, that you're creating a fleet in the same AWS Region as the build, and that Amazon GameLift has the correct permissions to access it. 
+  * Amazon GameLift Servers can't get the compressed build file (event `FLEET_BINARY_DOWNLOAD_FAILED`). Verify that the build's storage location can be accessed, that you're creating a fleet in the same AWS Region as the build, and that Amazon GameLift Servers has the correct permissions to access it. 
@@ -24 +24 @@ During this phase, Amazon GameLift gets your uploaded game server build, extract
-  * Amazon GameLift can't extract the build files (event `FLEET_CREATION_EXTRACTING_BUILD`). 
+  * Amazon GameLift Servers can't extract the build files (event `FLEET_CREATION_EXTRACTING_BUILD`). 
@@ -46 +46 @@ Issues during this phase usually involve the allocation and deployment of fleet
-During this phase, Amazon GameLift is attempting a number of tasks and testing key elements, including the game server's viability, runtime configuration settings, and the game server's ability to connect with the Amazon GameLift service using the Server SDK. 
+During this phase, Amazon GameLift Servers is attempting a number of tasks and testing key elements, including the game server's viability, runtime configuration settings, and the game server's ability to connect with the Amazon GameLift Servers service using the Server SDK. 
@@ -50 +50 @@ During this phase, Amazon GameLift is attempting a number of tasks and testing k
-In this phase, you can remotely access a fleet instance to further investigate issues. See [Remotely connect to Amazon GameLift fleet instances](./fleets-remote-access.html).
+In this phase, you can remotely access a fleet instance to further investigate issues. See [Remotely connect to Amazon GameLift Servers fleet instances](./fleets-remote-access.html).
@@ -56 +56 @@ Possible issues include:
-  * Server processes start running, but the fleet fails to activate. If server processes start and run successfully, but the fleet does not move to **Active** status, a likely cause is that the server process is failing to communicate with the Amazon GameLift service. Verify that your game server is making these correct server SDK calls (see [Initialize the server process](./gamelift-sdk-server-api.html#gamelift-sdk-server-initialize)): 
+  * Server processes start running, but the fleet fails to activate. If server processes start and run successfully, but the fleet does not move to **Active** status, a likely cause is that the server process is failing to communicate with the Amazon GameLift Servers service. Verify that your game server is making these correct server SDK calls (see [Initialize the server process](./gamelift-sdk-server-api.html#gamelift-sdk-server-initialize)): 
@@ -60 +60 @@ Possible issues include:
-    * Server process fails to notify Amazon GameLift when it's ready to host a game session (event `SERVER_PROCESS_PROCESS_READY_TIMEOUT`). The server process initialized but didn't call `ProcessReady()` in time.
+    * Server process fails to notify Amazon GameLift Servers when it's ready to host a game session (event `SERVER_PROCESS_PROCESS_READY_TIMEOUT`). The server process initialized but didn't call `ProcessReady()` in time.
@@ -72 +72 @@ Possible issues include:
-Other than issues with your game build, this outcome can happen when trying to run too many server processes simultaneously on the instance. The optimum number of concurrent processes depends on both the instance type and your game server's resource requirements. Try reducing the number of concurrent processes, which is set in the fleet's runtime configuration, to see if performance improves. You can change a fleet's runtime configuration using either the Amazon GameLift console (edit the fleet's capacity allocation settings) or by calling the AWS CLI command [update-runtime-configuration](https://docs.aws.amazon.com/cli/latest/reference/gamelift/update-runtime-configuration.html).
+Other than issues with your game build, this outcome can happen when trying to run too many server processes simultaneously on the instance. The optimum number of concurrent processes depends on both the instance type and your game server's resource requirements. Try reducing the number of concurrent processes, which is set in the fleet's runtime configuration, to see if performance improves. You can change a fleet's runtime configuration using either the Amazon GameLift Servers console (edit the fleet's capacity allocation settings) or by calling the AWS CLI command [update-runtime-configuration](https://docs.aws.amazon.com/cli/latest/reference/gamelift/update-runtime-configuration.html).
@@ -84 +84 @@ The error message indicates that the fleet being deleted still has active instan
-This issue only applies to fleets that you have specifically created VPC peering connections for (see [VPC peering for Amazon GameLift](./vpc-peering.html). This scenario occurs because the process of deleting a fleet also includes deleting the fleet's VPC and any VPC peering connections. You must first get an authorization by calling the Amazon GameLift service API [ CreateVpcPeeringAuthorization()](https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateVpcPeeringAuthorization.html) or use the AWS CLI command `create-vpc-peering-authorization`. Once you have the authorization, you can delete the fleet.
+This issue only applies to fleets that you have specifically created VPC peering connections for (see [VPC peering for Amazon GameLift Servers](./vpc-peering.html). This scenario occurs because the process of deleting a fleet also includes deleting the fleet's VPC and any VPC peering connections. You must first get an authorization by calling the service API for Amazon GameLift Servers [ CreateVpcPeeringAuthorization()](https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateVpcPeeringAuthorization.html) or use the AWS CLI command `create-vpc-peering-authorization`. Once you have the authorization, you can delete the fleet.
@@ -86 +86 @@ This issue only applies to fleets that you have specifically created VPC peering
-## Realtime Servers fleet issues
+## Amazon GameLift Servers Realtime fleet issues
@@ -102 +102 @@ This is almost certainly a result of failing to successfully call `processEnding
-To prevent this from happening, scripts need to provide a mechanism to trigger a `processEnding` call. As illustrated in the [Realtime Servers script example](./realtime-script.html#realtime-script-examples), one way is to program an idle session timeout where, if no player is connected for a certain amount of time, the script will end the current game session. 
+To prevent this from happening, scripts need to provide a mechanism to trigger a `processEnding` call. As illustrated in the [Amazon GameLift Servers Realtime script example](./realtime-script.html#realtime-script-examples), one way is to program an idle session timeout where, if no player is connected for a certain amount of time, the script will end the current game session. 
@@ -104 +104 @@ To prevent this from happening, scripts need to provide a mechanism to trigger a
-However, if you do fall into this scenario, there are a couple workarounds to get your Realtime servers unstuck. The trick is to trigger the Realtime server processes—or the underlying fleet instances—to restart. In this event, GameLift automatically closes the game sessions for you. Once Realtime servers are freed up, they can start new game sessions using the latest version of the Realtime script. 
+However, if you do fall into this scenario, there are a couple workarounds to get your Realtime servers unstuck. The trick is to trigger the Realtime server processes—or the underlying fleet instances—to restart. In this event, Amazon GameLift Servers automatically closes the game sessions for you. Once Realtime servers are freed up, they can start new game sessions using the latest version of the Realtime script. 
@@ -110 +110 @@ There are a couple of methods to achieve this, depending on how pervasive the pr
-  * Remotely access the instance and restart the process. This is a good option if you have only a few processes to fix. If you are already logged onto the instance, such as to tail logs or debug, then this may be the quickest method. See [Remotely connect to Amazon GameLift fleet instances](./fleets-remote-access.html).
+  * Remotely access the instance and restart the process. This is a good option if you have only a few processes to fix. If you are already logged onto the instance, such as to tail logs or debug, then this may be the quickest method. See [Remotely connect to Amazon GameLift Servers fleet instances](./fleets-remote-access.html).