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©  2015,   Amazon   Web  Services,  Inc.  or  its  Affiliates.  All  rights  reserved.
Mark  Bate,  AWS  Solutions  Architect
Cloud  Gaming  Architectures
From  Social  to  Mobile  to  MMO
Gratuitous  logo  slide
Traditional:  Rigid AWS:  Elastic
Servers
Demand
Capacity
Excess  Capacity  
Wasted  $$
Demand
Unmet  Demand
Upset  Players
Missed  Revenue  :(
Scale  to  what  you  need,  pay  for  what  you  use
11  regions
53  edge  locations
Continuous   expansion
Global  is  good
Common  game  back-­end  concepts
Think  in  terms  of  APIs
HTTP  +  JSON
Get  friends,  leaderboard
Binary  asset  data
Multiplayer  servers
High  availability
Scalability
Core  (HA)  game  back  end
ELB
• Choose  region
• >=2  Availability  Zones
• Amazon  EC2  for  app
• Elastic  Load  Balancing
• Amazon  RDS  database
• Multi-­AZ
Region
Scale  it  way  out
ELB
• Amazon   S3  for  game  data
• Assets
• UGC
• Analytics
Region
Scale  it  way  out
ELB
• Amazon   S3  for  game  data
• Assets
• UGC
• Analytics
• ...  With  Amazon  
CloudFront!
Region
CloudFront
CDN
Scale  it  way  out
• Amazon   S3  for  game  data
• Assets
• UGC
• Analytics
• ...  with  CloudFront!
• Auto  Scaling   group
• Capacity   on  demand
• Respond   to  users
• Automatic   healing
ELB
Region
CloudFront
CDN
Scale  it  way  out
• Amazon   S3  for  game  data
• Assets
• UGC
• Analytics
• ...  with  CloudFront!
• Auto  Scaling   group
• Capacity   on  demand
• Respond   to  users
• Automatic   healing
• Amazon   ElastiCache
• Memcached
• Redis
ELB
Region
CloudFront
CDN
Writing  is  painful
• Games  are  write  heavy
• Caching   of  limited  use
• Key  value  
• Binary  structures
• Database   =  bottleneck
ELB
Region
CloudFront
CDN
Sharding (not  fun)
Amazon  DynamoDB
• Fully  managed
• NoSQL data  store
• Provisioned   throughput
• Secondary   indexes
• PUT/GET   keys
• Document   support!
ELB
Region
CloudFront
CDN
Example:  Leaderboard  in  DynamoDB
• Hash  key  =  Primary  key
• Range  key  =  Sub  key
• Range  key  =  Sort  key
• Others  attributes  are  
undefined
• So…  How  to  sort  based  
on  top  score?
UserID
(hash  key)
BoardName
(range key)
TopScore TopScoreDate
"101" "Galaxy Invaders" 5842 "2014-­09-­15T17:24:31"
"101" "Meteor  Blasters" 1000 "2014-­10-­22T23:18:01"
"101" "Starship X" 24 "2014-­08-­31T13:14:21"
"102" "Alien Adventure" 192 "2014-­07-­12T11:07:56"
"102" "Galaxy Invaders" 0 "2014-­09-­18T07:33:42"
"103" "Attack  Ships" 3 "2014-­10-­19T01:13:24"
"103" "Galaxy Invaders" 2317 "2014-­09-­11T06:53:00"
"103" "Meteor  Blasters" 723 "2014-­10-­19T01:14:24"
"103" "Starship X" 42 "2014-­07-­11T06:53:03"
Leaderboard  with  secondary  indexes
• Create  a  secondary  index!
• Set  hash  key  to  BoardName
• Set  range  key  to  TopScore
• Project  extra  attributes  as  needed
• Can  now  query  by  BoardName,
sorted  by  TopScore
• Handles  many  common  gaming  
use  cases
BoardName
(hash  key)
TopScore
(range key)
UserID
"Alien Adventure" 192 "101"
"Attack  Ships" 3 "103"
"Galaxy Invaders" 0 "102"
"Galaxy Invaders" 2317 "103"
"Galaxy Invaders" 5842 "101"
"Meteor  Blasters" 723 "103"
"Meteor  Blasters" 1000 "101"
"Starship X" 24 "101"
"Starship X" 42 "103"
UserID
(hash  key)
BoardName
(range key)
TopScore TopScoreDate
"101" "Galaxy Invaders" 5842 "2014-­09-­15T17:24:31"
Documents  in  DynamoDB
Scalar  types:  String,  Number,  Binary,  Boolean,  Null
Multivalue types:  String  Set,  Number  Set,  Binary  Set
Document  types:  List,  Map
Document  content  addressing
"name": ”Mark",
"games": ["Megablast",
"Spacerace"],
"score": {
"Megablast" : 123,
"Spacerace" : 41
}
"name": {
"S": ”Mark"
}
"games": {
"L": [ { "S": "Megablast" },
{ "S": "Spacerace" } ]
},
"score": {
"M": {
"Megablast": { "N": "123" },
"Spacerace": { "N": "41" }
}
}
"name": {
"S": ”Mark"
}
"games": {
"L": [ { "S": "Megablast" },
{ "S": "Spacerace" } ]
},
"score": {
"M": {
"Megablast": { "N": "123" },
"Spacerace": { "N": "41" }
}
}
document.score.Megablast
Related  sessions
DAT204 NoSQL?  No  Worries:  Building  Scalable  
Applications  on  AWS  NoSQL  Services
DAT401 Amazon  DynamoDB Deep  Dive:  Schema  Design,  
Indexing,  JSON,  Search,  and  More  
GAM401   Serverless Mobile  Game  Development  with  
Amazon  Cognito,  AWS  Lambda,  and  Amazon  
DynamoDB  
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO 18
Customer  Story:  Devsisters
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
What  to  expect  from  the  session
19
How  we  improved  our  design
Tips  and  tricks
Retrospect
How  we  started
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Cookie  Run
20
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Cookie  Run  video
21
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO 22
About  Cookie  Run
• 70M~  downloads
• 10M  DAU
• Top  free  1st  in  10  countries
• Top  free  10th  in  38  countries
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
More  about  Devsisters  and  Cookie  Run
23
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
How  We  Started
24
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
In  early  2013…
Lack  of  infrastructure,  lack  of  developer,  no  hope
(1  server  developer  /  0  system  engineers)
Only  1  game  in  service
Ovenbreak  2
-­ AWS  US  East
Cookie  Run
-­ Only  1  person,  1  month  left
25
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Goal
26
Highly  reliable Quality  assured
Scalable  design
Auto  configuring  
and  scaling
Real-­time  
monitoring  system
Log  system
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
First  design
27
Game  server
Operation  tool
Monitoring
Java,  Spring  MVC,  MySQL  5.5
Python,  Django,  Boto
Amazon  CloudWatch,  Zabbix,  Statsd,  Graphite
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
First  design
28
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
After  11  days
29
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Design  Improvements
30
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Design  improvements
31
Improving  the  logging  system
Improving  the  game  patch  system
Adding  global  user  ranking  system
Redesigning  the  back  end
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Redesigning  the  back  end
Players  send  game  hearts  to  each  other.  Back ends  do  the  bookkeeping
-­ Plan  A:  Used  MySQL  for  storing  data
Trouble:  MySQL  can’t  keep  up;;  too  many  rows  (100M  ~)
-­ Plan  B:  Gave  unlimited  hearts  to  users!  Disabled  the  feature
Trouble:  Not  so  bad,  but  need  to  come  up  with  a  better  solution
32
Situation
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Solution
MySQL  →  NoSQL  (Couchbase)
Use  MySQL  for  game  data  (shop  data,  stage  data,  …)
Use  NoSQL  for  user  data  (user  items,  level,  coin,  …)
33
Redesigning  the  back  end
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Before
34
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
After
35
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Improving  the  logging  system
We  need  real-­time  log  querying  capability
36
Real-­time  log  viewing  system  based  on  ELK
Situation
Solution
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Before
37
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
After
38
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
/Real-­time  log  viewing  system
39
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Improving  the  game  patch  system
40
App  Store  binary  size  limit
Some  resources  need  to  be  downloaded  on  demand
Wanted  to  distribute  patches  without  App  Store  update
Constructed  a  decent  patch  system
Based  on  Amazon  S3  and  Amazon  CloudFront
Situation
Solution
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Before
41
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
After
42
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Improving  the  logging  system
43
Total  log  size  >10 TB;; want  to  analyze  all  logs
Situation  forced  us  to  look  for  big data  solutions
Adopted  big  data  platforms   using  Amazon  EMR  or  Amazon  EC2
Situation
Solution
Eventually  migrated   to  Spark  and Spark  SQL
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Before
44
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
After
45
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Spark
46
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Log  dashboard
47
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Adding  global  user  ranking  system
48
Want  to  introduce  global  user  ranking  system
Use  ordered  set  based  on  skip  list  using                                  with  ElastiCache
…with  custom  caching  and  a  lot  of  optimization  techniques
Situation
Solution
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Before
49
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
After
50
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Tips  and Tricks
51
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
THIS  CAN  HAPPEN  TO  YOU
BASED  ON  THE  TRUE  STORY  OF  OUR  TEAM
52
WARNING
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Auto  Scaling  gotchas
Frequency:   More  than  10  times  during  2  years
Many  users  connect  to  the  game  simultaneously
• During   holiday  seasons
• Start  of  in-­game   events
• When  bulk  push  notifications   are  sent  
• Or  reasons  unknown
Booting   instances  takes  several  minutes,  
which  isn’t  quick  enough  to  handle  spikey  loads
We  have  to  predict  traffic  surges  and  prepare  beforehand
53
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Our  bulk  push  system  
54
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Auto  Scaling  gotchas
Don’t  set  minimum   instance  of  1  or  2
If  one  machine  dies,  service  fails
Use  multiple   Availability  Zones
Sometimes   instance  availability  of  a  single  AZ  can  run  out
Use  multiple   AZ  with  ELB  cross-­zone  balancing
55
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Auto  Scaling  gotchas
Set  scale-­out(scale-­in)   policy  meticulously
scale-­out:  +4  when  Latency  >=  0.1  for  2  minutes
scale-­in:  -­2  when  CPUUtilization   <  10  for  2  minutes
Sometimes   scale-­up  can  be  a  useful  option
56
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Chef  server  failure
Auto Scaling  group  relying  on  Chef  server  is  dangerous
Chef  server  is  a  single  point  of  failure  (SPOF)
May  become  unresponsive  when  too  many  servers  start  simultaneously
Errors  happen  in  unexpected  places!
57
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Couchbase storage  failure
Hardware  problems can  occur  in  EC2  instances
The  worst,  the  most  hopeless  system  failure
Front end  API  server  can  crash;; that’s  OK
But  if  you  are  maintaining  a  database  on  EC2,  this  can  be  a  tragedy
It  really  happens
58
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Couchbase storage  failure
June  2015
A  monumental hell  gate in  our  company  history
Server  down  for  12  consecutive  hours  because  of a  disk  error in  Couchbase
Also,  our  daily  backup  script  had  not  worked for  1  week  prior  to  the  shutdown
Some  data  were  restored  via  replication
The  other  data  were  restored  through  adding  the  lost  week’s  logs  to  previously  
backed  up  data
Lesson  learned:  Replica  is  necessary.  Confirm  backups.
59
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Overseas  network  failure
Frequency:   More  than  5  times  over  2  years
This  situation  has  really  happened
ISPs  cut  costs  leading  to  overseas  packet  loss
Just  Call  AWS
60
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Final  Design  Review
61
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
First  design
62
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Final
63
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Future  Plans
64
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Cloud Gaming Architectures from Mobile to Social to MMO
Future  plans
Transactional   log  system  
High  latency  /  packet  loss  networks   :  QUIC
…
Entertain  the  world!
65
2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved.
Thank  you!
jaeman@devsisters.com
Amazon  Cognito
Identity  
Providers
Unique
IdentitiesJoe Anna Bob
Any  Device
Any  Platform
Any  AWS  
Service
Helps  implement  security  best  practices
Securely  access  any  AWS  service  from  mobile  
device;;  it  simplifies  the  interaction  with  AWS  
Identity  and  Access  Management
Support  multiple  login  providers
Easily  integrate  with  major  login  providers  for  
authentication,  or  use  your  own  authentication  
system
Unique  users  vs.  devices
Manage  unique  identities;;  automatically  recognize  
unique  user  across  devices  and  platforms
Mobile
Analytics
S3 DynamoDB Kinesis
Your  own  
Auth
Amazon  Cognito  
Synchronize  data  across  devices  with  Amazon  Cognito
Sync  game  state
across  OS,  devices  
State  transition
(link  multiple   accounts)
Sync  user  profiles
across  OS,  devices,   web
Related  sessions
GAM401 Serverless Mobile  Game  Development  with  
Amazon  Cognito,  AWS  Lambda,  and  Amazon
DynamoDB
MBL402 Mobile  Identity  Management   and  Data  
Synchronization  Using  Amazon  Cognito
WRK202 Build  a  Scalable  Mobile  App  on  Serverless,  
EventTriggered,  BackEnd  Logic  
Player  Two
Press  Start
Multiplayer  game  servers
Region
• API  back-­end   app
• Core  session
• Matchmaking
• S3  +  CloudFront
• DLC,  assets
• Game  saves
• UGC
• Public   server  tier
• Direct  client  socket
• Scale  on  players
Multiplayer  game  servers
① Login  via  API
② Request   matchmaking
③ Get  game  server  IP
Region
Multiplayer  game  servers
① Login  via  API
② Request   matchmaking
③ Get  game  server  IP
④ Connect   to  server
⑤ Pull  down  assets
⑥ Other  players  join
Region
Multiregion game  servers
Region  ARegion  B
Related  sessions
GAM403 From  0  to  60  Million  Player  Hours  in  400  Billion  
Star  Systems
GAM404 Evolve:  Hunting  Monsters  in  a  Low  Latency  
Multiplayer  Game  on  Amazon  EC2
GAM407 Quiplash:  The  Multiscreen,  Multidevice,  
Multiplayer  Game  for  10,000
Wrap  it  up  already
Use  Auto  Scaling  to  save  money
Amazon  CloudFront +  Amazon  S3  for  download  and upload
Painful  DIYDB?  No!  Use  Amazon  DynamoDB
Dynamically  manage  game  servers  using  the  APIs
• Even  multiregion!
Thank  you!
Mark  Bate
markbate@amazon.com
Twitter:  @markbate
Steam:  thevegemiteavenger
PSN:  nuclears0ck-­de

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AWS-powered cloud gaming architectures for mobile, social and MMO games

  • 1. ©  2015,   Amazon   Web  Services,  Inc.  or  its  Affiliates.  All  rights  reserved. Mark  Bate,  AWS  Solutions  Architect Cloud  Gaming  Architectures From  Social  to  Mobile  to  MMO
  • 3. Traditional:  Rigid AWS:  Elastic Servers Demand Capacity Excess  Capacity   Wasted  $$ Demand Unmet  Demand Upset  Players Missed  Revenue  :( Scale  to  what  you  need,  pay  for  what  you  use
  • 4. 11  regions 53  edge  locations Continuous   expansion Global  is  good
  • 5. Common  game  back-­end  concepts Think  in  terms  of  APIs HTTP  +  JSON Get  friends,  leaderboard Binary  asset  data Multiplayer  servers High  availability Scalability
  • 6. Core  (HA)  game  back  end ELB • Choose  region • >=2  Availability  Zones • Amazon  EC2  for  app • Elastic  Load  Balancing • Amazon  RDS  database • Multi-­AZ Region
  • 7. Scale  it  way  out ELB • Amazon   S3  for  game  data • Assets • UGC • Analytics Region
  • 8. Scale  it  way  out ELB • Amazon   S3  for  game  data • Assets • UGC • Analytics • ...  With  Amazon   CloudFront! Region CloudFront CDN
  • 9. Scale  it  way  out • Amazon   S3  for  game  data • Assets • UGC • Analytics • ...  with  CloudFront! • Auto  Scaling   group • Capacity   on  demand • Respond   to  users • Automatic   healing ELB Region CloudFront CDN
  • 10. Scale  it  way  out • Amazon   S3  for  game  data • Assets • UGC • Analytics • ...  with  CloudFront! • Auto  Scaling   group • Capacity   on  demand • Respond   to  users • Automatic   healing • Amazon   ElastiCache • Memcached • Redis ELB Region CloudFront CDN
  • 11. Writing  is  painful • Games  are  write  heavy • Caching   of  limited  use • Key  value   • Binary  structures • Database   =  bottleneck ELB Region CloudFront CDN
  • 13. Amazon  DynamoDB • Fully  managed • NoSQL data  store • Provisioned   throughput • Secondary   indexes • PUT/GET   keys • Document   support! ELB Region CloudFront CDN
  • 14. Example:  Leaderboard  in  DynamoDB • Hash  key  =  Primary  key • Range  key  =  Sub  key • Range  key  =  Sort  key • Others  attributes  are   undefined • So…  How  to  sort  based   on  top  score? UserID (hash  key) BoardName (range key) TopScore TopScoreDate "101" "Galaxy Invaders" 5842 "2014-­09-­15T17:24:31" "101" "Meteor  Blasters" 1000 "2014-­10-­22T23:18:01" "101" "Starship X" 24 "2014-­08-­31T13:14:21" "102" "Alien Adventure" 192 "2014-­07-­12T11:07:56" "102" "Galaxy Invaders" 0 "2014-­09-­18T07:33:42" "103" "Attack  Ships" 3 "2014-­10-­19T01:13:24" "103" "Galaxy Invaders" 2317 "2014-­09-­11T06:53:00" "103" "Meteor  Blasters" 723 "2014-­10-­19T01:14:24" "103" "Starship X" 42 "2014-­07-­11T06:53:03"
  • 15. Leaderboard  with  secondary  indexes • Create  a  secondary  index! • Set  hash  key  to  BoardName • Set  range  key  to  TopScore • Project  extra  attributes  as  needed • Can  now  query  by  BoardName, sorted  by  TopScore • Handles  many  common  gaming   use  cases BoardName (hash  key) TopScore (range key) UserID "Alien Adventure" 192 "101" "Attack  Ships" 3 "103" "Galaxy Invaders" 0 "102" "Galaxy Invaders" 2317 "103" "Galaxy Invaders" 5842 "101" "Meteor  Blasters" 723 "103" "Meteor  Blasters" 1000 "101" "Starship X" 24 "101" "Starship X" 42 "103" UserID (hash  key) BoardName (range key) TopScore TopScoreDate "101" "Galaxy Invaders" 5842 "2014-­09-­15T17:24:31"
  • 16. Documents  in  DynamoDB Scalar  types:  String,  Number,  Binary,  Boolean,  Null Multivalue types:  String  Set,  Number  Set,  Binary  Set Document  types:  List,  Map Document  content  addressing "name": ”Mark", "games": ["Megablast", "Spacerace"], "score": { "Megablast" : 123, "Spacerace" : 41 } "name": { "S": ”Mark" } "games": { "L": [ { "S": "Megablast" }, { "S": "Spacerace" } ] }, "score": { "M": { "Megablast": { "N": "123" }, "Spacerace": { "N": "41" } } } "name": { "S": ”Mark" } "games": { "L": [ { "S": "Megablast" }, { "S": "Spacerace" } ] }, "score": { "M": { "Megablast": { "N": "123" }, "Spacerace": { "N": "41" } } } document.score.Megablast
  • 17. Related  sessions DAT204 NoSQL?  No  Worries:  Building  Scalable   Applications  on  AWS  NoSQL  Services DAT401 Amazon  DynamoDB Deep  Dive:  Schema  Design,   Indexing,  JSON,  Search,  and  More   GAM401   Serverless Mobile  Game  Development  with   Amazon  Cognito,  AWS  Lambda,  and  Amazon   DynamoDB  
  • 18. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO 18 Customer  Story:  Devsisters
  • 19. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO What  to  expect  from  the  session 19 How  we  improved  our  design Tips  and  tricks Retrospect How  we  started
  • 20. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Cookie  Run 20
  • 21. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Cookie  Run  video 21
  • 22. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO 22 About  Cookie  Run • 70M~  downloads • 10M  DAU • Top  free  1st  in  10  countries • Top  free  10th  in  38  countries
  • 23. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO More  about  Devsisters  and  Cookie  Run 23
  • 24. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO How  We  Started 24
  • 25. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO In  early  2013… Lack  of  infrastructure,  lack  of  developer,  no  hope (1  server  developer  /  0  system  engineers) Only  1  game  in  service Ovenbreak  2 -­ AWS  US  East Cookie  Run -­ Only  1  person,  1  month  left 25
  • 26. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Goal 26 Highly  reliable Quality  assured Scalable  design Auto  configuring   and  scaling Real-­time   monitoring  system Log  system
  • 27. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO First  design 27 Game  server Operation  tool Monitoring Java,  Spring  MVC,  MySQL  5.5 Python,  Django,  Boto Amazon  CloudWatch,  Zabbix,  Statsd,  Graphite
  • 28. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO First  design 28
  • 29. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO After  11  days 29
  • 30. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Design  Improvements 30
  • 31. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Design  improvements 31 Improving  the  logging  system Improving  the  game  patch  system Adding  global  user  ranking  system Redesigning  the  back  end
  • 32. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Redesigning  the  back  end Players  send  game  hearts  to  each  other.  Back ends  do  the  bookkeeping -­ Plan  A:  Used  MySQL  for  storing  data Trouble:  MySQL  can’t  keep  up;;  too  many  rows  (100M  ~) -­ Plan  B:  Gave  unlimited  hearts  to  users!  Disabled  the  feature Trouble:  Not  so  bad,  but  need  to  come  up  with  a  better  solution 32 Situation
  • 33. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Solution MySQL  →  NoSQL  (Couchbase) Use  MySQL  for  game  data  (shop  data,  stage  data,  …) Use  NoSQL  for  user  data  (user  items,  level,  coin,  …) 33 Redesigning  the  back  end
  • 34. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Before 34
  • 35. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO After 35
  • 36. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Improving  the  logging  system We  need  real-­time  log  querying  capability 36 Real-­time  log  viewing  system  based  on  ELK Situation Solution
  • 37. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Before 37
  • 38. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO After 38
  • 39. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO /Real-­time  log  viewing  system 39
  • 40. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Improving  the  game  patch  system 40 App  Store  binary  size  limit Some  resources  need  to  be  downloaded  on  demand Wanted  to  distribute  patches  without  App  Store  update Constructed  a  decent  patch  system Based  on  Amazon  S3  and  Amazon  CloudFront Situation Solution
  • 41. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Before 41
  • 42. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO After 42
  • 43. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Improving  the  logging  system 43 Total  log  size  >10 TB;; want  to  analyze  all  logs Situation  forced  us  to  look  for  big data  solutions Adopted  big  data  platforms   using  Amazon  EMR  or  Amazon  EC2 Situation Solution Eventually  migrated   to  Spark  and Spark  SQL
  • 44. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Before 44
  • 45. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO After 45
  • 46. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Spark 46
  • 47. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Log  dashboard 47
  • 48. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Adding  global  user  ranking  system 48 Want  to  introduce  global  user  ranking  system Use  ordered  set  based  on  skip  list  using                                  with  ElastiCache …with  custom  caching  and  a  lot  of  optimization  techniques Situation Solution
  • 49. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Before 49
  • 50. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO After 50
  • 51. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Tips  and Tricks 51
  • 52. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO THIS  CAN  HAPPEN  TO  YOU BASED  ON  THE  TRUE  STORY  OF  OUR  TEAM 52 WARNING
  • 53. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Auto  Scaling  gotchas Frequency:   More  than  10  times  during  2  years Many  users  connect  to  the  game  simultaneously • During   holiday  seasons • Start  of  in-­game   events • When  bulk  push  notifications   are  sent   • Or  reasons  unknown Booting   instances  takes  several  minutes,   which  isn’t  quick  enough  to  handle  spikey  loads We  have  to  predict  traffic  surges  and  prepare  beforehand 53
  • 54. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Our  bulk  push  system   54
  • 55. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Auto  Scaling  gotchas Don’t  set  minimum   instance  of  1  or  2 If  one  machine  dies,  service  fails Use  multiple   Availability  Zones Sometimes   instance  availability  of  a  single  AZ  can  run  out Use  multiple   AZ  with  ELB  cross-­zone  balancing 55
  • 56. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Auto  Scaling  gotchas Set  scale-­out(scale-­in)   policy  meticulously scale-­out:  +4  when  Latency  >=  0.1  for  2  minutes scale-­in:  -­2  when  CPUUtilization   <  10  for  2  minutes Sometimes   scale-­up  can  be  a  useful  option 56
  • 57. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Chef  server  failure Auto Scaling  group  relying  on  Chef  server  is  dangerous Chef  server  is  a  single  point  of  failure  (SPOF) May  become  unresponsive  when  too  many  servers  start  simultaneously Errors  happen  in  unexpected  places! 57
  • 58. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Couchbase storage  failure Hardware  problems can  occur  in  EC2  instances The  worst,  the  most  hopeless  system  failure Front end  API  server  can  crash;; that’s  OK But  if  you  are  maintaining  a  database  on  EC2,  this  can  be  a  tragedy It  really  happens 58
  • 59. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Couchbase storage  failure June  2015 A  monumental hell  gate in  our  company  history Server  down  for  12  consecutive  hours  because  of a  disk  error in  Couchbase Also,  our  daily  backup  script  had  not  worked for  1  week  prior  to  the  shutdown Some  data  were  restored  via  replication The  other  data  were  restored  through  adding  the  lost  week’s  logs  to  previously   backed  up  data Lesson  learned:  Replica  is  necessary.  Confirm  backups. 59
  • 60. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Overseas  network  failure Frequency:   More  than  5  times  over  2  years This  situation  has  really  happened ISPs  cut  costs  leading  to  overseas  packet  loss Just  Call  AWS 60
  • 61. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Final  Design  Review 61
  • 62. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO First  design 62
  • 63. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Final 63
  • 64. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Future  Plans 64
  • 65. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Cloud Gaming Architectures from Mobile to Social to MMO Future  plans Transactional   log  system   High  latency  /  packet  loss  networks   :  QUIC … Entertain  the  world! 65
  • 66. 2015, Amazon Web Services, Inc. or its Affiliates. All rights reserved. Thank  you! jaeman@devsisters.com
  • 68. Identity   Providers Unique IdentitiesJoe Anna Bob Any  Device Any  Platform Any  AWS   Service Helps  implement  security  best  practices Securely  access  any  AWS  service  from  mobile   device;;  it  simplifies  the  interaction  with  AWS   Identity  and  Access  Management Support  multiple  login  providers Easily  integrate  with  major  login  providers  for   authentication,  or  use  your  own  authentication   system Unique  users  vs.  devices Manage  unique  identities;;  automatically  recognize   unique  user  across  devices  and  platforms Mobile Analytics S3 DynamoDB Kinesis Your  own   Auth Amazon  Cognito  
  • 69. Synchronize  data  across  devices  with  Amazon  Cognito Sync  game  state across  OS,  devices   State  transition (link  multiple   accounts) Sync  user  profiles across  OS,  devices,   web
  • 70. Related  sessions GAM401 Serverless Mobile  Game  Development  with   Amazon  Cognito,  AWS  Lambda,  and  Amazon DynamoDB MBL402 Mobile  Identity  Management   and  Data   Synchronization  Using  Amazon  Cognito WRK202 Build  a  Scalable  Mobile  App  on  Serverless,   EventTriggered,  BackEnd  Logic  
  • 72. Multiplayer  game  servers Region • API  back-­end   app • Core  session • Matchmaking • S3  +  CloudFront • DLC,  assets • Game  saves • UGC • Public   server  tier • Direct  client  socket • Scale  on  players
  • 73. Multiplayer  game  servers ① Login  via  API ② Request   matchmaking ③ Get  game  server  IP Region
  • 74. Multiplayer  game  servers ① Login  via  API ② Request   matchmaking ③ Get  game  server  IP ④ Connect   to  server ⑤ Pull  down  assets ⑥ Other  players  join Region
  • 76. Related  sessions GAM403 From  0  to  60  Million  Player  Hours  in  400  Billion   Star  Systems GAM404 Evolve:  Hunting  Monsters  in  a  Low  Latency   Multiplayer  Game  on  Amazon  EC2 GAM407 Quiplash:  The  Multiscreen,  Multidevice,   Multiplayer  Game  for  10,000
  • 77. Wrap  it  up  already Use  Auto  Scaling  to  save  money Amazon  CloudFront +  Amazon  S3  for  download  and upload Painful  DIYDB?  No!  Use  Amazon  DynamoDB Dynamically  manage  game  servers  using  the  APIs • Even  multiregion!
  • 78. Thank  you! Mark  Bate markbate@amazon.com Twitter:  @markbate Steam:  thevegemiteavenger PSN:  nuclears0ck-­de