AWS gameliftservers documentation change
Summary
Removed section about Realtime fleet issues and zombie game sessions, updated VPC peering documentation link, fixed minor formatting issues
Security assessment
The changes primarily remove documentation about Realtime fleet management and zombie game sessions, which were operational guidance rather than security fixes. While the removed content discussed improper session handling potentially leading to resource exhaustion, the documentation change itself doesn't address a specific vulnerability or security incident. The VPC peering link update and formatting fixes are routine documentation maintenance.
Diff
diff --git a/gameliftservers/latest/developerguide/fleets-creating-debug.md b/gameliftservers/latest/developerguide/fleets-creating-debug.md index bde89414b..a65430e0e 100644 --- a//gameliftservers/latest/developerguide/fleets-creating-debug.md +++ b//gameliftservers/latest/developerguide/fleets-creating-debug.md @@ -5 +5 @@ -Fleet creation issuesServer process issuesFleet deletion issuesAmazon GameLift Servers Realtime fleet issues +Fleet creation issuesServer process issuesFleet deletion issues @@ -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 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. +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 . A fleet cannot host game sessions and players until it reaches **Active** status. @@ -79 +79 @@ Other than issues with your game build, this outcome can happen when trying to r -The error message indicates that the fleet being deleted still has active instances, which is not allowed. You must first scale a fleet down to zero active instances. This is done by manually setting the fleet's desired instance count to "0" and then waiting for the scale-down to take effect. Be sure to turn off auto-scaling, which will counteract manual settings. +The error message indicates that the fleet being deleted still has active instances, which is not allowed. You must first scale a fleet down to zero active instances. This is done by manually setting the fleet's desired instance count to "0" and then waiting for the scale-down to take effect. Be sure to turn off auto scaling, which will counteract manual settings. @@ -84,32 +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 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. - -## Amazon GameLift Servers Realtime fleet issues - -**Zombie game sessions: They start and run a game, but they never end.** - - -You might observe this issues as any of the following scenarios: - - * Script updates are not picked up by the fleet's Realtime servers. - - * The fleet quickly reaches maximum capacity and does not scale down when player activity (such as new game session requests) decreases. - - - - -This is almost certainly a result of failing to successfully call `processEnding` in your Realtime script. Although the fleet goes active and game sessions are started, there is no method for stopping them. As a result, the Realtime server that is running the game session is never freed up to start a new one, and new game sessions can only start when new Realtime servers are spun up. In addition, updates to the Realtime script do not impact already- running game sessions, only ones. - -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. - -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. - -There are a couple of methods to achieve this, depending on how pervasive the problem is: - - * Scale the entire fleet down. This method is the simplest to do but has a widespread effect. Scale the fleet down to zero instances, wait for the fleet to fully scale down, and then scale it back up. This will wipe out all existing game sessions, and let you start fresh with the most recently updated Realtime script. - - * 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). - - - - -If you opt not to include way to call `processEnding` in your Realtime script, there are a couple of tricky situations that might occur even when the fleet goes active and game sessions are started. First, a running game session does not end. As a result, the server process that is running that game session is never free to start a new game session. Second, the Realtime server does not pick up any script updates. +This issue only applies to fleets that you have specifically created VPC peering connections for (see [Set up 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. @@ -123 +92 @@ To use the Amazon Web Services Documentation, Javascript must be enabled. Please -Delete a fleet +Set up local testing (legacy)