Post on 30-May-2020
GDC 2015 - Amazon Developer Day
Deploying a Low-Latency Multiplayer Game Globally
Nate WigerPrincipal , Gaming Solutions
~ @nateware
[gJ nateware@amazon.com
James GwertzmanCEG, PlayFab
~ @playfabnetwork
[gJ b!!P:/Iplayfab.com
jI.fi1f@l'amaZOniii' web services
[Game) Online Problems Continue; FeaturesDisabled as [Game Studio) Works on Fixes
Days later, [Game Studio)leavingdisconnected players stranded
"This is total bull**** 1paid for a preorder and1can 't even connect WTF [Game Studio)??"
[Game) has a great online mode - if youcan get online, that is
"We are working hard to get everyone onlineas soon as possible," [Game Studio) says.
Domestic latency in selected regions:"higher latency decreases game response time, user performanceand perceived game quality."
N. America
41.7 msEurope
11.6 ms
Trans-Pacifie
Trans-Atlantic
79.6 msEMEAto Asia
Pacifie
137.9 ms
Japan
16.8 ms
1 3.2 ms103.8 ms Latin America Asla Pacifie
97.9
http://bit.ly/superdata-1 atencySource: www.&lperDataResearch.c See also: http://bit.ly/verizon-Iatency
100+ms
100+ms
100+ms
100+ms
How To Be Awesome
1. Game servers near players
2. Everything else as HTTP APis
3. Data replication = bad
4. Local caches = good
5. Nobody really "plays everywhere"
~ AWS Gaming Solutions_ }-'Ii'" _Il'amazon" web services
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~ AWS Gaming Solutions_ }-'Ii'"_Il'amazon" web services
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Make. Network. Faster.
• C3/C4 instance family (or R3 for more memory)
• ln a VPC
• HVM AMI- not PV
• Enable Enhanced Networking (SR-IOV)http://bit.ly/ec2-enhanced-net
• Linux: Tweak Networking Stackhttp://bit.ly/l inux-tuning
~ AWS Gaming Solutions_ }-'Ii'" _Il'amazon" web services
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~ AWS Gaming Solutions_ }-'Ii'"_Il'amazon" web services
RabbitMQ + Elastic Load Balancing
• Clustering Tutorialhttps://www.rabbitmg.com/clustering .html
• Set Queue HA policy to "ail"https://www.rabbitmg.com/ha.html
• Create Internai load balancer- Listen Port: TCP 5672
• VPC Security Group- For load balancer: TCP 5672- Between EC2 nodes: TCP 4369 & 25672
• Set up Client to Heartbeat
~ AWS Gaming Solutions_ }-'Ii'"_Il'amazon" web services
letc/rabbitmq/rabbitmq.config
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CloudFormation + Chef
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• HTTPS POST /api/servers/register• Include an HMAC (RFC 2104)• Send Server Status
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• Matchmaking Service- Maintains server list- Removes servers
~ AWS Gaming Solutions_ }-'Ii'" _Il'amazon" web services
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~ AWS Gaming Solutions_ }-'Ii'"_Il'amazon" web services
PlayFab: Loadout Architecture•
~ AWS Gaming Solutions_ }-'Ii'"_Il'amazon" web services
What is PlayFab?
PlayFab is a complete live game operations platform.Focus on the fun - we'lI do the boring bits.
+ +.. andmore
Tools for operating &•
Complete set of c1oud-based•
Eco-system of pre- integrated. .
Sorne Loadout Stats
• Launched 1/31/14
• Over 1 billion API Calls
• At Peak (Feb 2014):
- 300k DAU
- 120 fixed game servers
- 110 EC2 game servers
PlayFab Core Architecture Tenants
• No scheduled downtime.
• Automatic scaling for load.
• Backend changes should beinvisible to developers.
• Use buffering to smooth overspikes or failures.
~ AWS Gaming Solutions_ }-'Ii'"_Il'amazon" web services
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API Request:POST https: / /l.playfabapi.com/Client /MatchmakeContent -Type: application/json;x-Authentication: 7sc920BC255F7E60-0-0-SF4{
"Suildvers,on"; "S.Ol","Region": "uscentrat", "GameMode"; "0","lobbyld": "Lobby 32"."ënabl equeue": false
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~ AWS Gaming Solutions
Response from Web Services:HTTP/l.l 200 OK(ontent-Type: application/json; charsetautf-8{
"Lobbytu": "lobby 32"."serverucstnaee" : "192.168.0.1",..Se rver-sor-t .. : 7777."Ticket": "e98yf289f248902f4904f0924f9pj"."Status"; "waiting","Que ue" : (
"user1","user2"
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Logs include title-specifieendpoint for analytics
API Request:
Game Clienl
Loadout API Usage Report (Oct 2014)AVERAGE AVERAGE AVERAGE TOTAL AVERAGE AVERAGE
rOTAL BACKEND RESPONSE REQUEST REQUEST RECIEVED SENT TOTALAPI NAME CAll5 TlME ' 5) TN E (1051 TlME (MS) TIME /10' 'BYTES' ' BrrES! ERRQR5
adminapi_userinfo 93.081 .685 0.03 0.04 0.04 59.83 0 452 1979
gameserver_usercustorndatareadonly 1.582,348 0.06 0.04 0.04 1.06 42 902 290
matd1makElf_userinfo 1,138.842 0.20 0.04 0.04 0.81 0 10046 319
malchmaker_ptayefjoined 1,138.247 0.01 0.04 0.04 0.79 64 2 93
rnald1maker_playerleft 1,136.797 0.01 0.04 0.04 0.80 64 2 400
matchmaker_8uthuser 736.807 0.01 0.03 0.04 0.52 0 48 107
gameserver_usercustomdata 297.735 0.19 0.04 0.04 0.20 0 4080 0
ga meserver_usercustomdatainiemal 297.469 0.08 0.04 0.04 0.20 0 237 2
_.Making a Singleton Highly Available -GOe· ·
1.Auto Scaling is set to keeptwo instances up.
2. Elastic Beanstalk HealthCheck term inates badinstance.
3. Amazon Route 53 failsover ail traffic to secondaryserver.
4.Auto Scaling detectsfailure and starts newinstance.
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~ AWS Gaming Solutions_ }-'Ii'" _Il'amazon" web services
••Storage in OynamoOB, Amazon ROS, Amazon S~OC· ·Amazon Redshift
DynanoD8 AmazonRDS Amazon 53 Amazon Aedshlft
Player data: • Player stats • Log files • Analytics data• Accounts • Player currency • Game replays• Profile values• Inventory • Auditing• Save data
~ AWS Gaming Solutions_ }-'Ii'"_Il'amazon" web services
Managing Tables in DynamoDB
• Player data: accounts, profile , inventory, save data
AmazonDynMlOOB
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linked accounts Keylvatue 2 Catalog Item• ... •
~ AWS Gaming Solutions_ }-,Ii," _Il'amazon" web services
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Original deployment: us-west-1
Expanded to us-west-2 in July
Coming soon: cn-north-1
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