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Building a World in the Clouds
MMO Architecture on AWS
Jeffrey Berube
Director of Technical Operations
Red 5 Studios, Inc.

November 15, 2013

© 2013 Amazon.com, Inc. and its affiliates. All rights reserved. May not be copied, modified, or distributed in whole or in part without the express consent of Amazon.com, Inc.
Overview
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What is Firefall?
Why build in the cloud?
Infrastructure Goals
Evolution of the Platform
Tools for Success
What is Firefall?
• Free-to-play cooperative open world shooter
• “Shardless” world
• Instance-based maps
• Both persistent and transient map types
• Possible for many instances of a map to exist at the same time

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게임 서버 개발을 다루는 대학 수업 과목의 수업 내용 중 하나를 공개합니다. 분산서버 개발에 대한 기초 내용을 다루고 있습니다.

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발표한 내용에서 특별히 의미가 있진 않은 사진들을 제거하고 QA 내용을 추가하였습니다.

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• Free-to-play cooperative open world shooter
• “Shardless” world
• Instance-based maps
• Both persistent and transient map types
• Possible for many instances of a map to exist at the same time
• Free-to-play cooperative open world shooter
• “Shardless” world
• Instance-based maps
• Both persistent and transient map types
• Possible for many instances of a map to exist at the same time
Why?
Why build in the cloud?
• Players are unpredictable
• Developers are unpredictable
• Cyclical player behavior opens up opportunities
for significant cost savings

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Why build in the cloud?
• Players are unpredictable
– Forecasts can be (and usually are) wrong
• Too little hardware, Too many players
– Bad for everyone

• Too much hardware, Too few players
– Good for players (sort of) but bad for the business

– What if they don’t stick around?

• Developers are unpredictable
• Cyclical player behavior opens up opportunities for
significant cost savings
Why build in the cloud?
• Players are unpredictable
• Developers are unpredictable
• Cyclical player behavior opens up opportunities
for significant cost savings
Why build in the cloud?
• Players are unpredictable
• Developers are unpredictable
– Active development has risks
• Performance can change drastically
• New services can “appear” the day of the patch

– MMOs are ALWAYS being actively developed!
• (If you want to be successful…)

• Cyclical player behavior opens up opportunities
for significant cost savings
Why build in the cloud?
• Players are unpredictable
• Developers are unpredictable
• Cyclical player behavior opens up opportunities
for significant cost savings

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Online gaming is one of the most profitable businesses on the Internet. Of all the genres of online games, MMORPGs (Massive Multiplayer Online Role Playing Games) have become the most popular among network gamers, and now attract millions of users who play in an evolving virtual world simultaneously over the Internet. To gain a better understanding of game traffic and contribute to the economic well-being of the Internet, we analyze a 1, 356-million-packet trace from a sizeable MMORPG called ShenZhou Online. This work is, as far as we know, the first formal analysis of MMORPG server traces. We find that MMORPG and FPS (First-Person Shooting) games are similar in that they both generate small packets and require low bandwidths. In practice, the bandwidth requirement of MMORPGs is the lower of the two due to less real-time game playing. More distinctive features are the strong periodicity, temporal locality, irregularity, and self-similarity observed in MMORPG traffic. The periodicity is due to a common practice in game implementation, where game state updates are accumulated within a fixed time window before transmission. The temporal locality in game traffic is largely due to the game’s nature, whereby one action leads to another. The irregularity, which is unique to MMORPG traffic, is due to the diversity of the game’s design so that the behavior of users can vary drastically, depending on the quest at hand. The self-similarity of the aggregate traffic is due to the heavy-tailed active/idle activities of individual players. Moreover, we show that the arrival of game sessions within one hour can be modelled by a Poisson model, while the duration of game sessions is heavy-tailed.

traffic analysisnetwork gamesinternet measurement
EA: Optimization of mobile Unity application
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Building a World in the Clouds: MMO Architecture on AWS (MBL304) | AWS re:Invent 2013

  • 1. Building a World in the Clouds MMO Architecture on AWS Jeffrey Berube Director of Technical Operations Red 5 Studios, Inc. November 15, 2013 © 2013 Amazon.com, Inc. and its affiliates. All rights reserved. May not be copied, modified, or distributed in whole or in part without the express consent of Amazon.com, Inc.
  • 2. Overview • • • • • What is Firefall? Why build in the cloud? Infrastructure Goals Evolution of the Platform Tools for Success
  • 4. • Free-to-play cooperative open world shooter • “Shardless” world • Instance-based maps • Both persistent and transient map types • Possible for many instances of a map to exist at the same time
  • 5. • Free-to-play cooperative open world shooter • “Shardless” world • Instance-based maps • Both persistent and transient map types • Possible for many instances of a map to exist at the same time
  • 6. • Free-to-play cooperative open world shooter • “Shardless” world • Instance-based maps • Both persistent and transient map types • Possible for many instances of a map to exist at the same time
  • 8. Why build in the cloud? • Players are unpredictable • Developers are unpredictable • Cyclical player behavior opens up opportunities for significant cost savings
  • 9. Why build in the cloud? • Players are unpredictable – Forecasts can be (and usually are) wrong • Too little hardware, Too many players – Bad for everyone • Too much hardware, Too few players – Good for players (sort of) but bad for the business – What if they don’t stick around? • Developers are unpredictable • Cyclical player behavior opens up opportunities for significant cost savings
  • 10. Why build in the cloud? • Players are unpredictable • Developers are unpredictable • Cyclical player behavior opens up opportunities for significant cost savings
  • 11. Why build in the cloud? • Players are unpredictable • Developers are unpredictable – Active development has risks • Performance can change drastically • New services can “appear” the day of the patch – MMOs are ALWAYS being actively developed! • (If you want to be successful…) • Cyclical player behavior opens up opportunities for significant cost savings
  • 12. Why build in the cloud? • Players are unpredictable • Developers are unpredictable • Cyclical player behavior opens up opportunities for significant cost savings
  • 14. Player Graph with Server Overlay
  • 15. Player Graph with Efficient Server Overlay 35%–37.5% Savings
  • 17. Infrastructure Goals Deployment and Recovery Platform How do we make site management better? How can the platform make the player experience better? • • • • Expansion Scalability Disaster Recovery Self-Healing • Downtime • Player Mobility
  • 19. Deployment and Recovery Goals • • • • Quick regional expansion On-demand scalability Disaster recovery with minimal downtime Self-healing
  • 20. Deployment and Recovery Goals • Quick regional expansion – Traditionally, expansion is a multi-month process • Contracts, Purchase and Shipping, Installation, etc. – Today, adding a region is about a week long task • Additional improvements are in the works • On-demand scalability • Disaster recovery with minimal downtime • Self-healing
  • 21. Deployment and Recovery Goals • • • • Quick regional expansion On-demand scalability Disaster recovery with minimal downtime Self-healing
  • 22. Deployment and Recovery Goals • Quick regional expansion • On-demand scalability – Automated scale up and down without* limits • Instance sizes desired may not always be available, however • Disaster recovery with minimal downtime • Self-healing
  • 23. Deployment and Recovery Goals • • • • Quick regional expansion On-demand scalability Disaster recovery with minimal downtime Self-healing
  • 24. Deployment and Recovery Goals • Quick regional expansion • On-demand scalability • Disaster recovery with minimal downtime – Traditionally, DR sites are expensive and are not always properly maintained – Our goal is to automate disaster recovery safely • We do a lot manually at present • Self-healing
  • 25. Deployment and Recovery Goals • • • • Quick regional expansion On-demand scalability Disaster recovery with minimal downtime Self-healing
  • 27. Platform Goals • Zero downtime game updates • Players can play globally without restrictions
  • 28. Platform Goals • Zero downtime game updates – Blue-Green deployment – Doesn’t preclude scheduled maintenance • Some things are more safely done offline • Players can play globally without restrictions
  • 29. Platform Goals • Zero downtime game updates • Players can play globally without restrictions
  • 30. Platform Goals • Zero downtime game updates • Players can play globally without restrictions – Characters won’t be held hostage • Player data is available everywhere they want to be • We don’t charge a player so that they can play with their friends – Prefer closest healthy region, however
  • 31. Evolution of the Platform
  • 33. INET The Beginning March 2011 AWS Services in Use Outside-Game AWS Elastic Compute Cloud (EC2) US-West-1 CORP Availability Zone: b
  • 35. INET Operator Alpha October 2011 AWS ELB AWS Services in Use Mx HP Outside-Game HP PvP HP MM HP HP Inside-LB Chef Ic I I C Ar Inside-Core Log U Ad Inside-App C U Ad Inside-DB Availability Zone: b US-West-1 CORP HP Outside-LB Inside-Game AWS MD MCP Elastic Compute Cloud (EC2) Simple Storage Service (S3) Elastic Load Balancing (ELB) Simple Queue Service (SQS)
  • 37. INET Closed Beta April 2012 Operator AWS ELB AWS Services in Use OW PvP HP HP Outside-Game Outside-Game MM Outside-LB HP HP Inside-LB HP Inside-Game Outside-LB MD MM HP HP Inside-LB MCP Inside-Game HP HP HP Chef I Ic Gr Inside-Core Log C U I C U Ar Ad S Ar Ad S Inside-App Availability Zone: b AWS RDS Inside-App Availability Zone: c Elastic Compute Cloud (EC2) Simple Storage Service (S3) Elastic Load Balancing (ELB) Simple Queue Service (SQS) Relational Database Service (RDS) ElastiCache AWS PvP HP US-West-1 CORP OW HP
  • 39. INET Operator Gamescom August 2012 AWS ELB AWS Services in Use OW NPE PvE EU-West-1 PvP HP HP HP Outside-Game Task Task Task MD MM Inside-Game Log Ic C U Ar L In Ad Co S A P W I Chef C U A P Gr Log Ic Outside-LB I Inside-AppTasks Chef AWS ELB Gr Inside-Core VPC Inside-Core AWS MCP Inside-App W Inside-DB Availability Zone: b US-West-2 CORP US-East-1 US-West-2 Elastic Compute Cloud (EC2) Simple Storage Service (S3) Elastic Load Balancing (ELB) Simple Queue Service (SQS) Relational Database Service (RDS) ElastiCache CloudFront Virtual Private Cloud (VPC) HQ
  • 41. INET Operator Open Beta July 2013 AWS ELB AWS Services in Use ES ES ES OW NPE PvE EU-West-1 PvP HP MCP MD MM HP HP Inside-LB Log Ic C U Ar L In Ad Co S A P W C U A P Gr Log Gr Inside-Core Inside-Core VPC US-East-1 Ops US-East-1 Outside-LB I Chef VPC HP I Inside-AppTasks Ic HP Inside-Game Task Task Task Chef HP Outside-Game Inside-Search AWS ES ES Inside-App W Inside-DB Availability Zone: b US-West-2 CORP ES HQ Elastic Compute Cloud (EC2) Simple Storage Service (S3) Elastic Load Balancing (ELB) Simple Queue Service (SQS) CloudFront Virtual Private Cloud (VPC) Elastic MapReduce (EMR)
  • 43. INET Operator Today November 2013 AWS ELB AWS Services in Use ES ES ES ES ES ES OW NPE PvE EU-West-1 PvP HP Outside-Game MD MM Chef Log Ic Ic Inside-LB C U Ar L In Ad Co S A P W Gr Log Gr VPC Inside-Core VPC US-East-1 Ops AP-NorthEast-1 Inside-App C Inside-Core US-East-1 Outside-LB I Inside-AppTasks Chef HP Inside-Game AWS MCP Task Task Task A P Inside-DB Availability Zone: b US-West-2 SA-East-1 CORP Inside-Search HQ Elastic Compute Cloud (EC2) Simple Storage Service (S3) Elastic Load Balancing (ELB) Simple Queue Service (SQS) CloudFront Virtual Private Cloud (VPC) Elastic MapReduce (EMR)
  • 45. Third-party Tools • • • • • • • • • Opscode Chef collectd Icinga (Nagios) Graphite Graylog2 HAProxy Keepalived elasticsearch Others (Bluepill, Thin, memcached, RabbitMQ, etc.)
  • 46. Third-party Services • Dyn – Global Load Balancing – DNS Failover • PagerDuty – On-call scheduling – Phone calls! • Pingdom – Transaction monitoring • Duo Security
  • 47. Internal Tools • Architect • Cartographer • Dashboards (Everywhere)
  • 48. Internal Tools • Architect – Everything heartbeats – Service-specific data aggregation • Cartographer • Dashboards (Everywhere)
  • 49. Internal Tools • Architect • Cartographer • Dashboards (Everywhere)
  • 50. Internal Tools • Architect • Cartographer – Builds new game server stacks – Replaces failed game server components – Scales up (or down) the servers within a pool depending on player demand • Dashboards (Everywhere)
  • 51. Internal Tools • Architect • Cartographer • Dashboards (Everywhere)
  • 52. Internal Tools • Architect • Cartographer • Dashboards (Everywhere) – Multiple data sources • Graphite • Production databases • Business Intelligence databases
  • 53. Please give us your feedback on this presentation MBL304 As a thank you, we will select prize winners daily for completed surveys!