From cd5b323dee9fcc889bde2a8b172f7bd3a2b9e3db Mon Sep 17 00:00:00 2001 From: Sebastien Kempf <56154464+skmpf@users.noreply.github.com> Date: Fri, 26 Apr 2024 14:48:12 +0200 Subject: [PATCH] fix: typo --- site/content/en/docs/Guides/fleet-updates.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/site/content/en/docs/Guides/fleet-updates.md b/site/content/en/docs/Guides/fleet-updates.md index ec5ad9df12..c51f649e99 100644 --- a/site/content/en/docs/Guides/fleet-updates.md +++ b/site/content/en/docs/Guides/fleet-updates.md @@ -32,7 +32,7 @@ So when a Fleet is edited (any field other than `replicas`, see note below), eit 1. Shutdown the `maxUnavailable` number of `GameServers` in the Fleet, skipping `Allocated` `GameServers`. 1. Repeat above steps until all the previous `GameServer` configurations have been `Shutdown` and deleted. -By default, a Fleet will wait for new `GameSevers` to become `Ready` during a Rolling Update before continuing to shutdown additional `GameServers`, only counting `GameServers` that are `Ready` as being available when calculating the current `maxUnavailable` value which controls the rate at which `GameServers` are updated. +By default, a Fleet will wait for new `GameServers` to become `Ready` during a Rolling Update before continuing to shutdown additional `GameServers`, only counting `GameServers` that are `Ready` as being available when calculating the current `maxUnavailable` value which controls the rate at which `GameServers` are updated. This ensures that a Fleet cannot accidentally have zero `GameServers` in the `Ready` state if something goes wrong during a Rolling Update or if `GameServers` have a long delay before moving to the `Ready` state. {{< alert title="Note" color="info">}}