A fleet is a grouping of servers that perform a similar function and need to be managed in a similar way. Multiplay groups these servers together in an effort to help you manage them.

Fleets are owned by an account service, which defines how the servers are billed, and typically corresponds to a game title. Multiplay defines the account services and fleets for a customer, and all scaling and allocations happen within a fleet, which contains configuration information about how to scale its servers.

Fleet example

A studio is releasing a new multiplayer game, MP-B, which is hosted on Multiplay. This studio had previously released a game on Multiplay, called MP-A. Both games have two components that need hosting:

Each of these games must be billed separately, so Multiplay creates an account service for MP-A and another for MP-B. For both games, the training servers use fewer resources than the game servers, and do not require as much scaling. Accordingly, Multiplay separates these two servers into different fleets: one fleet for training servers, and the other for game servers. The following diagram shows an example of this configuration.

For separate fleets of the same game (for example, a production fleet versus a development fleet), you would likely use the same account serviceClosedA globally unique identifier for a specific customer service account. Multiplay uses the account service ID (ASID) to tie together resources, services, and account information..
Two games, their account services, and fleets.


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