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AWS gamelift documentation change

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

File: gamelift/latest/developerguide/integration-testing.md

Summary

Updated references from 'Amazon GameLift' to 'Amazon GameLift Servers' throughout the document, including service names, SDK references, and managed fleet terminology. Adjusted section headers and links to reflect updated service naming conventions.

Security assessment

The changes primarily involve branding updates and service name standardization. No security vulnerabilities, patches, or new security features are mentioned. Updates to authentication token handling and server parameters appear to be documentation refinements rather than security-related changes.

Diff

diff --git a/gamelift/latest/developerguide/integration-testing.md
index 643f43eb4..2cfcd2b85 100644
--- a/gamelift/latest/developerguide/integration-testing.md
+++ b/gamelift/latest/developerguide/integration-testing.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 @@
-Set up a local Anywhere fleet Update and install your game serverTest game session activityIterate on your game serverTransition your game to Amazon GameLift managed fleets
+Set up a local Anywhere fleet Update and install your game serverTest game session activityIterate on your game serverTransition your game to Amazon GameLift Servers managed fleets
@@ -7 +7 @@ Set up a local Anywhere fleet Update and install your game serverTest game sessi
-# Set up local testing with Amazon GameLift Anywhere
+# Set up local testing with Amazon GameLift Servers Anywhere
@@ -11 +11 @@ Set up a local Anywhere fleet Update and install your game serverTest game sessi
-This topic covers local testing for games that are integrated with the Amazon GameLift server SDK version 5.x. If your game uses server SDK version 4.x or earlier, see [Test your integration using Amazon GameLift Local](./integration-testing-local.html).
+This topic covers local testing for games that are integrated with the server SDK for Amazon GameLift Servers version 5.x. If your game uses server SDK version 4.x or earlier, see [Test your integration using Amazon GameLift Servers Local](./integration-testing-local.html).
@@ -13 +13 @@ This topic covers local testing for games that are integrated with the Amazon Ga
-Use an Amazon GameLift Anywhere fleet and your own hardware to iteratively build and test your game components in a simulated hosted environment. Set up an Anywhere fleet and register a local device to establish a connection to the Amazon GameLift service. Install your game server build onto the device, start a game server process, and test game functionality as needed. You can update your game server build as often as needed to test each new build iteration.
+Use an Amazon GameLift Servers Anywhere fleet and your own hardware to iteratively build and test your game components in a simulated hosted environment. Set up an Anywhere fleet and register a local device to establish a connection to the Amazon GameLift Servers service. Install your game server build onto the device, start a game server process, and test game functionality as needed. You can update your game server build as often as needed to test each new build iteration.
@@ -15 +15 @@ Use an Amazon GameLift Anywhere fleet and your own hardware to iteratively build
-With an Anywhere fleet, you can test using the AWS CLI or with test scripts. If you've integrated a game client with Amazon GameLift, you can run the client on the same local device or on a different device. 
+With an Anywhere fleet, you can test using the AWS CLI or with test scripts. If you've integrated a game client with Amazon GameLift Servers, you can run the client on the same local device or on a different device. 
@@ -17 +17 @@ With an Anywhere fleet, you can test using the AWS CLI or with test scripts. If
-Testing locally with an Anywhere fleet is particularly useful for testing your game server integration with Amazon GameLift. You have full visibility into all hosting activity on the local machine, as well as events and logging data. 
+Testing locally with an Anywhere fleet is particularly useful for testing your game server integration with Amazon GameLift Servers. You have full visibility into all hosting activity on the local machine, as well as events and logging data. 
@@ -21 +21 @@ Testing locally with an Anywhere fleet is particularly useful for testing your g
-Are you using the Amazon GameLift plugin for Unreal Engine or Unity? These tools include guided workflows for setting up local testing with an Anywhere fleet. Follow the documentation for [Plugin for Unity: Set up local testing with Amazon GameLift Anywhere](./unity-plug-in-anywhere.html) or [Plugin for Unreal: Set up local testing with Amazon GameLift Anywhere](./unreal-plugin-anywhere.html).
+Are you using the Amazon GameLift Servers plugin for Unreal Engine or Unity? These tools include guided workflows for setting up local testing with an Anywhere fleet. Follow the documentation for [Plugin for Unity: Set up local testing with Amazon GameLift Servers Anywhere](./unity-plug-in-anywhere.html) or [Plugin for Unreal: Set up local testing with Amazon GameLift Servers Anywhere](./unreal-plugin-anywhere.html).
@@ -29 +29 @@ Are you using the Amazon GameLift plugin for Unreal Engine or Unity? These tools
-  * Transition your game to Amazon GameLift managed fleets
+  * Transition your game to Amazon GameLift Servers managed fleets
@@ -35 +35 @@ Are you using the Amazon GameLift plugin for Unreal Engine or Unity? These tools
-Follow these steps to create an Anywhere fleet for your local workstation. For detailed instructions using either the AWS CLI or the AWS Management Console for Amazon GameLift, see [Create an Amazon GameLift Anywhere fleet](./fleets-creating-anywhere.html).
+Follow these steps to create an Anywhere fleet for your local workstation. For detailed instructions using either the AWS CLI or the AWS Management Console for Amazon GameLift Servers, see [Create an Amazon GameLift Servers Anywhere fleet](./fleets-creating-anywhere.html).
@@ -51 +51 @@ Make a note of the new fleet's ID or ARN value. You'll need this value for the n
-     * The compute's connection info. Specify either an `IpAddress` or `DnsName`. This is how Amazon GameLift and game clients will connect to game servers.
+     * The compute's connection info. Specify either an `IpAddress` or `DnsName`. This is how Amazon GameLift Servers and game clients will connect to game servers.
@@ -62 +62 @@ Make a note of the `GameLiftServiceSdkEndpoint` return value. You'll need this v
-This task assumes that you've already integrated a game server build with Amazon GameLift server SDK 5.x. The integration process involves adding code to your game server so that it can interact with the Amazon GameLift service to start and manage game sessions. 
+This task assumes that you've already integrated a game server build with Amazon GameLift Servers server SDK 5.x. The integration process involves adding code to your game server so that it can interact with the Amazon GameLift Servers service to start and manage game sessions. 
@@ -64 +64 @@ This task assumes that you've already integrated a game server build with Amazon
-For an Anywhere fleet, you need to manually configure certain game server settings. On an Amazon GameLift managed fleet, these settings are configured automatically. 
+For an Anywhere fleet, you need to manually configure certain game server settings. On an Amazon GameLift Servers managed fleet, these settings are configured automatically. 
@@ -68 +68 @@ For an Anywhere fleet, you need to manually configure certain game server settin
-  1. **Get an authentication token.** Your game server must include an authentication token with every communication with the Amazon GameLift service. Amazon GameLift auth tokens are short-lived and must be regularly refreshed.
+  1. **Get an authentication token.** Your game server must include an authentication token with every communication with the Amazon GameLift Servers service. Amazon GameLift Servers auth tokens are short-lived and must be regularly refreshed.
@@ -78 +78 @@ Install the script with your game server on the compute. Set the script to run b
-  2. **Update your Amazon GameLift game server code.** When you integrated your game server code with the Amazon GameLift server SDK, you added a call to the action `InitSdk()`. When the game server runs on an Anywhere fleet, this call requires additional server parameters. For more information, see [Initialize the server process](./gamelift-sdk-server-api.html#gamelift-sdk-server-initialize) and the [Amazon GameLift server SDK 5.x](./reference-serversdk.html) for your development language. The server parameters are:
+  2. **Update your Amazon GameLift Servers game server code.** When you integrated your game server code with the server SDK for Amazon GameLift Servers, you added a call to the action `InitSdk()`. When the game server runs on an Anywhere fleet, this call requires additional server parameters. For more information, see [Initialize the server process](./gamelift-sdk-server-api.html#gamelift-sdk-server-initialize) and the [Server SDK 5.x for Amazon GameLift Servers](./reference-serversdk.html) for your development language. The server parameters are:
@@ -101 +101 @@ The server parameter values that each game server process uses needs to be speci
-Test your game server integration by working with game sessions. If you don't have a game client integrated with Amazon GameLift functionality, you can use the AWS CLI to start game sessions. Try the following scenarios:
+Test your game server integration by working with game sessions. If you don't have a game client integrated with Amazon GameLift Servers functionality, you can use the AWS CLI to start game sessions. Try the following scenarios:
@@ -116 +116 @@ You can use the same Anywhere fleet and compute to test other versions of your g
-  1. **Clean up your existing`GameSession`.** If the game server process crashes or won't call `ProcessEnding()`, Amazon GameLift cleans up the `GameSession` after the game server stops sending health checks.
+  1. **Clean up your existing`GameSession`.** If the game server process crashes or won't call `ProcessEnding()`, Amazon GameLift Servers cleans up the `GameSession` after the game server stops sending health checks.
@@ -129 +129 @@ You can use the same Anywhere fleet and compute to test other versions of your g
-## Transition your game to Amazon GameLift managed fleets
+## Transition your game to Amazon GameLift Servers managed fleets
@@ -131 +131 @@ You can use the same Anywhere fleet and compute to test other versions of your g
-After you've completed development testing and you're ready to prepare for launch, this is a good time to switch over to Amazon GameLift managed fleets. Use managed fleets to fine-tune and test your game hosting resources. Implement your game session placement solution (queues and matchmakers), select optimum hosting hardware (including Spot fleets) and locations, and choose a strategy for scaling capacity. You might also want to start using AWS CloudFormation to more efficiently manage the life cycles of all your game hosting resources, including fleets, queues, and matchmakers.
+After you've completed development testing and you're ready to prepare for launch, this is a good time to switch over to Amazon GameLift Servers managed fleets. Use managed fleets to fine-tune and test your game hosting resources. Implement your game session placement solution (queues and matchmakers), select optimum hosting hardware (including Spot fleets) and locations, and choose a strategy for scaling capacity. You might also want to start using AWS CloudFormation to more efficiently manage the life cycles of all your game hosting resources, including fleets, queues, and matchmakers.
@@ -133 +133 @@ After you've completed development testing and you're ready to prepare for launc
-You need to make a few minor modifications to transition from a local Anywhere test fleet to an Amazon GameLift managed fleet. You can reuse the same queues and matchmakers. Do the following tasks: 
+You need to make a few minor modifications to transition from a local Anywhere test fleet to an Amazon GameLift Servers managed fleet. You can reuse the same queues and matchmakers. Do the following tasks: 
@@ -135 +135 @@ You need to make a few minor modifications to transition from a local Anywhere t
-  * **Change the game server code call to`InitSdk()`.** Remove the server parameters. For a managed fleet, Amazon GameLift automatically tracks this information.
+  * **Change the game server code call to`InitSdk()`.** Remove the server parameters. For a managed fleet, Amazon GameLift Servers automatically tracks this information.
@@ -137 +137 @@ You need to make a few minor modifications to transition from a local Anywhere t
-  * **Create an Amazon GameLift build resource.** With an Anywhere test fleet, you have to manually deploy your game server build and dependencies to each fleet compute. With a managed fleet, you create and upload your game build package to Amazon GameLift, which automatically deploys it to all fleet computes. See [Deploy a custom server build for Amazon GameLift hosting](./gamelift-build-cli-uploading.html) for details on packaging your game build files and creating a build resource with files in an Amazon S3 bucket. Don't include scripts that register a compute and get an authentication token, as Amazon GameLift automatically handles these tasks with managed fleets.
+  * **Create an Amazon GameLift Servers build resource.** With an Anywhere test fleet, you have to manually deploy your game server build and dependencies to each fleet compute. With a managed fleet, you create and upload your game build package to Amazon GameLift Servers, which automatically deploys it to all fleet computes. See [Deploy a custom server build for Amazon GameLift Servers hosting](./gamelift-build-cli-uploading.html) for details on packaging your game build files and creating a build resource with files in an Amazon S3 bucket. Don't include scripts that register a compute and get an authentication token, as Amazon GameLift Servers automatically handles these tasks with managed fleets.
@@ -139 +139 @@ You need to make a few minor modifications to transition from a local Anywhere t
-  * **Create a managed fleet.** Create a fleet using the console or AWS CLI, specifying an EC2 managed fleet. This type of fleet requires additional configuration settings, including specifying the build resource and instance types. You alls need to set up a runtime configuration to manage game server life cycle on each fleet compute. See [Create an Amazon GameLift managed EC2 fleet](./fleets-creating.html) for details on creating a managed fleet.
+  * **Create a managed fleet.** Create a fleet using the console or AWS CLI, specifying an EC2 managed fleet. This type of fleet requires additional configuration settings, including specifying the build resource and instance types. You alls need to set up a runtime configuration to manage game server life cycle on each fleet compute. See [Create an Amazon GameLift Servers managed EC2 fleet](./fleets-creating.html) for details on creating a managed fleet.
@@ -141 +141 @@ You need to make a few minor modifications to transition from a local Anywhere t
-  * **Redirect fleet aliases (optional).** If you set up aliases to use with your Anywhere fleets, you can reuse the same aliases for your managed fleets. See [Create an Amazon GameLift alias](./aliases-creating.html) for details on creating or updating an alias.
+  * **Redirect fleet aliases (optional).** If you set up aliases to use with your Anywhere fleets, you can reuse the same aliases for your managed fleets. See [Create an Amazon GameLift Servers alias](./aliases-creating.html) for details on creating or updating an alias.