AWS gamelift documentation change
Summary
Updated terminology from 'Amazon GameLift' to 'Amazon GameLift Servers' throughout the document, changed 'Developer Guide' to 'Hosting Guide' in breadcrumbs, and updated SDK reference to 'server SDK for Amazon GameLift Servers'
Security assessment
Changes appear to be branding/terminology updates rather than security-related. No mention of vulnerabilities, security patches, or security features. Focus is on product name consistency and documentation structure.
Diff
diff --git a/gamelift/latest/developerguide/gamelift_quickstart_customservers_designbackend_arch_serverless.md index 161bc15f1..0659b8518 100644 --- a/gamelift/latest/developerguide/gamelift_quickstart_customservers_designbackend_arch_serverless.md +++ b/gamelift/latest/developerguide/gamelift_quickstart_customservers_designbackend_arch_serverless.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) @@ -7 +7 @@ -Using a serverless client service architecture, the backend can view the status of matchmaking tickets from a highly scalable database instead of by directly accessing the Amazon GameLift API. +Using a serverless client service architecture, the backend can view the status of matchmaking tickets from a highly scalable database instead of by directly accessing the Amazon GameLift Servers API. @@ -9 +9 @@ Using a serverless client service architecture, the backend can view the status -The following diagram shows a serverless backend built with AWS services that matches players into games running on Amazon GameLift fleets. The following list provides a description for each numbered callout in the diagram. To try out this example, see [Multiplayer Session-based Game Hosting on AWS](https://github.com/aws-samples/aws-gamelift-and-serverless-backend-sample) on GitHub. +The following diagram shows a serverless backend built with AWS services that matches players into games running on Amazon GameLift Servers fleets. The following list provides a description for each numbered callout in the diagram. To try out this example, see [Multiplayer Session-based Game Hosting on AWS](https://github.com/aws-samples/aws-gamelift-and-serverless-backend-sample) on GitHub. @@ -11 +11 @@ The following diagram shows a serverless backend built with AWS services that ma - + @@ -21 +21 @@ The following diagram shows a serverless backend built with AWS services that ma - 5. The Lambda function requests a match through Amazon GameLift FlexMatch matchmaking. + 5. The Lambda function requests a match through Amazon GameLift Servers FlexMatch matchmaking. @@ -23 +23 @@ The following diagram shows a serverless backend built with AWS services that ma - 6. FlexMatch matches a group of players with suitable latency, and then requests a game session placement through a Amazon GameLift queue. The queue has fleets with one or more AWS Region locations in it. + 6. FlexMatch matches a group of players with suitable latency, and then requests a game session placement through a Amazon GameLift Servers queue. The queue has fleets with one or more AWS Region locations in it. @@ -25 +25 @@ The following diagram shows a serverless backend built with AWS services that ma - 7. After Amazon GameLift places the session on one of the fleet's locations, Amazon GameLift sends an event notification to an Amazon Simple Notification Service (Amazon SNS) topic. + 7. After Amazon GameLift Servers places the session on one of the fleet's locations, Amazon GameLift Servers sends an event notification to an Amazon Simple Notification Service (Amazon SNS) topic. @@ -37 +37 @@ The following diagram shows a serverless backend built with AWS services that ma - 13. The game client connects to the game server using TCP or UDP by using the port and IP address that the backend service provides. The game client then sends the player session ID to the game server, which then validates the ID using the Amazon GameLift Server SDK. + 13. The game client connects to the game server using TCP or UDP by using the port and IP address that the backend service provides. The game client then sends the player session ID to the game server, which then validates the ID using the server SDK for Amazon GameLift Servers.