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Steve Mushero, CEO & CTO
China Net Cloud
云络网络科技公司
Gaming Lessons Learned
Dealing with Massive Scale
& Terrible Network Infrastructure in China
Playtime's Over
High Performance Transaction Systems
October 27, 2009
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Things to think about
 China is big
 China is complex
 China’s Internet is big
 But different
 China loves playing games
 China’s games are online, online, & online
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
China is big
 China is big – size of the U.S.
 China is big – places far apart, 250-500ms
 China is big – 350,000,000 Internet users
 China is big – 300-500 million videos/day
 China is big – 1, 2, 5, 10 Gbps links common
 China is big – 75 cities of 1+ million people
 China is big – Another billion country folk, too
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Size matters - Tiny Internet Cafe
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
China is Complex
 Three ‘regions’
 North
 South
 Students
 Single monopoly ISP per region
 Single ISP per province within region
 Poor links between them
 Licensing & regulatory
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Where are you ?
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Pull the String Tighter
 Bad for phones
 Terrible for multi-player games
 Horrific for playing six-person basketball
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
BGP, what BGP ?
 China does not really use public BGP
 No, really !
 Remember those 2-3 regions ?
 Can’t usually dual/multi-home
 Get 2-3 IPs and Policy Route, GeoDNS
 Buy tunnels and proxy out-of-region – Ugh !
 Shard servers physically in regions/provinces
 Pay all your money to the CDNs for backhauls
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Bandwidth is Everywhere
 1-2 Mbps per house x 200 million
 Data Centers with 5, 10, 25 Gbps common
 LAN often bottleneck !
but . . .
 Inter-city bandwidth heavily loaded – video/BT
 Geo-DNS is per province
 Sucks when 100 million people share 1 DNS zone
 Can’t locate by city, so inter-city links loaded
 Students can’t route – where’s the potato ?
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Latency
 Here, there, and everywhere
 Tied to bandwidth and packet loss
 Tied to regional interconnects
 High latency is painful to games
 Variable latency is death to games
 Most games built assuming no/stable latency
 Re-write when coming to China
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Fun with Data Centers
 Everywhere, but very diverse
 10x Price differences BJ / SH to countryside
 Very small – often old office buildings
 Limited power – 2.5KW, often 10-15 servers per rack
 Poor service, connections & overloading a problem
 e.g. Shanghai inbound traffic congested at night
 Must understand the city, province, backbone
 Choose your cities, data centers, and links carefully
 Your first server must be in your home city
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Mobile is the Future ?
 World’s largest mobile market – 500+ million phones
 Already have MMORPGs, ads, other uses
 iPhone 3G launches this week
 Other 3G rolling out now – iStore, Android, BBerry
BUT . . .
 Mobile Data Centers limit bandwidth, so locate servers
 Congestion (think AT&T 3G in U.S.)
 High and variable latency (maybe)
 Compete with video, bit-torrent traffic
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
China Loves Games
 All On-Line – few consoles or PC games
 World’s largest market, by far – billions of $$
 Simple Casual
 Multi-Player Casual
 Simple MMORPG
 FPS MMORPG
 Mobile MMOPRPG
 Hyrbids
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Simple Casual Games
 Example: Spil Games (www.spilgames.com)
 Tic-Tac-Toe
 Card Games
 Jungle Shooter
 No skill required
 Usually free, no virtual goods
 Usually Flash or HTML
 Usually single player
 Little/No server communication
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Multi-Player Casual
 Example: Radiance
 (www.Radiance.cn)
 Volleyball
 Basketball
 Car Racing
 Usually free
 Usually virtual goods
 $1-2/game, $20-30 for goods – shirt to go 80-> 90% accuracy
 Complexity & Skill often undesirable – K to kill, S to shoot
 Flash or Heavy Client-based
 Server or P2P-based
 Lots of network traffic
 Very latency sensitive
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Casual Game Player
 No skill desired
 Use one hand
 Why ? Smoking !
 Multi-task
 Game
 Watch Movie
 Chat (MSN/QQ)
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Multi-tasking
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
MMORPG
 Example: World-of-WarCraft
 Often pay-to-play
 Huge clients – MB/GB
 Heavy network traffic
 Heavy server loads
 Latency sensitive
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
MMO Traffic
 Related to many things
 Number of on-line users
 Log in/out
 Chat
 Buying items
 Number of interacting users, per place
 Number of objects in use by each user
 Reaches Gbps quickly to server
 Have a model for 50Gbps at 1 million users
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Results ?
 Very challenging game play
 Worst for multi-player sports
 BBall, VBall, racing, tennis
 Latency 300-3,000ms
 No ball or 2 balls
 Locality is almost everything
 P2P not much better
 Many strategies required
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
General Strategies
 Cluster users by region / server
 Self vs. Auto-Select
 Eject slowpokes
 But, players want to go where the action is
 Measure & sort by real-time speed
 Reduce chatter, cut bandwidth needs
 Predict motion to reduce messages
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Some Strategies
 Choose server location / links carefully
 Buy links to North / South / Students
 Cache everywhere (Client, CDN, Region, Cafe)
 Traffic & Assets are huge
 Build for variable latency
 Retry, a lot, again
 Find experienced operations people
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
More Strategies
 Gather players
 Measure them
 Let players evict slow ones
 If P2P controller disconnects, game dies
 Simple, but painful
 Pre-install; 1GB download, lost on reboot
 1GB download/100MB updates monthly
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Lessons Learned
 The network hates you
 The only certainty is uncertainty
 Especially latency & basic availability
 If P2P, test users & use servers wisely
 Know where users are, if you can
 Manage them to zones & locality
 Measure & reduce bandwidth
 CDN everything possible
 Know the network, ideally in real-time
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
Summary
 China an exciting place, on many levels
 Internet challenging & fairly complex
 Truly massive game audience
 Innovative compensation for infrastructure
HPTS '09 - China Gaming - Steve MusheroChinaNetCloud
谢谢 - Thank You
Steve.Mushero@ChinaNetCloud.com
28
ChinaNetCloud
Computing Infrastructure for High-Growth Companies
China Net Cloud Technology (Shanghai) Company Limited
X2 Space 1-601
1238 Xietu Lu, Shanghai, 200032 China
www.ChinaNetCloud.com
Sales@ChinaNetCloud.com
+86-(21)-6422-1946 Confidential© 2009 ChinaNetCloud

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Playtime's Over - Gaming Lessons Learned Dealing with Massive Scale & Terrible Network Infrastructure in China

  • 1. Steve Mushero, CEO & CTO China Net Cloud 云络网络科技公司 Gaming Lessons Learned Dealing with Massive Scale & Terrible Network Infrastructure in China Playtime's Over High Performance Transaction Systems October 27, 2009
  • 2. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Things to think about  China is big  China is complex  China’s Internet is big  But different  China loves playing games  China’s games are online, online, & online
  • 3. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud China is big  China is big – size of the U.S.  China is big – places far apart, 250-500ms  China is big – 350,000,000 Internet users  China is big – 300-500 million videos/day  China is big – 1, 2, 5, 10 Gbps links common  China is big – 75 cities of 1+ million people  China is big – Another billion country folk, too
  • 4. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Size matters - Tiny Internet Cafe
  • 5. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud China is Complex  Three ‘regions’  North  South  Students  Single monopoly ISP per region  Single ISP per province within region  Poor links between them  Licensing & regulatory
  • 6. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Where are you ?
  • 7. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Pull the String Tighter  Bad for phones  Terrible for multi-player games  Horrific for playing six-person basketball
  • 8. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud BGP, what BGP ?  China does not really use public BGP  No, really !  Remember those 2-3 regions ?  Can’t usually dual/multi-home  Get 2-3 IPs and Policy Route, GeoDNS  Buy tunnels and proxy out-of-region – Ugh !  Shard servers physically in regions/provinces  Pay all your money to the CDNs for backhauls
  • 9. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Bandwidth is Everywhere  1-2 Mbps per house x 200 million  Data Centers with 5, 10, 25 Gbps common  LAN often bottleneck ! but . . .  Inter-city bandwidth heavily loaded – video/BT  Geo-DNS is per province  Sucks when 100 million people share 1 DNS zone  Can’t locate by city, so inter-city links loaded  Students can’t route – where’s the potato ?
  • 10. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Latency  Here, there, and everywhere  Tied to bandwidth and packet loss  Tied to regional interconnects  High latency is painful to games  Variable latency is death to games  Most games built assuming no/stable latency  Re-write when coming to China
  • 11. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Fun with Data Centers  Everywhere, but very diverse  10x Price differences BJ / SH to countryside  Very small – often old office buildings  Limited power – 2.5KW, often 10-15 servers per rack  Poor service, connections & overloading a problem  e.g. Shanghai inbound traffic congested at night  Must understand the city, province, backbone  Choose your cities, data centers, and links carefully  Your first server must be in your home city
  • 12. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Mobile is the Future ?  World’s largest mobile market – 500+ million phones  Already have MMORPGs, ads, other uses  iPhone 3G launches this week  Other 3G rolling out now – iStore, Android, BBerry BUT . . .  Mobile Data Centers limit bandwidth, so locate servers  Congestion (think AT&T 3G in U.S.)  High and variable latency (maybe)  Compete with video, bit-torrent traffic
  • 13. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud China Loves Games  All On-Line – few consoles or PC games  World’s largest market, by far – billions of $$  Simple Casual  Multi-Player Casual  Simple MMORPG  FPS MMORPG  Mobile MMOPRPG  Hyrbids
  • 14. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Simple Casual Games  Example: Spil Games (www.spilgames.com)  Tic-Tac-Toe  Card Games  Jungle Shooter  No skill required  Usually free, no virtual goods  Usually Flash or HTML  Usually single player  Little/No server communication
  • 15. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Multi-Player Casual  Example: Radiance  (www.Radiance.cn)  Volleyball  Basketball  Car Racing  Usually free  Usually virtual goods  $1-2/game, $20-30 for goods – shirt to go 80-> 90% accuracy  Complexity & Skill often undesirable – K to kill, S to shoot  Flash or Heavy Client-based  Server or P2P-based  Lots of network traffic  Very latency sensitive
  • 16. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Casual Game Player  No skill desired  Use one hand  Why ? Smoking !  Multi-task  Game  Watch Movie  Chat (MSN/QQ)
  • 17. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Multi-tasking
  • 18. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud MMORPG  Example: World-of-WarCraft  Often pay-to-play  Huge clients – MB/GB  Heavy network traffic  Heavy server loads  Latency sensitive
  • 19. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud MMO Traffic  Related to many things  Number of on-line users  Log in/out  Chat  Buying items  Number of interacting users, per place  Number of objects in use by each user  Reaches Gbps quickly to server  Have a model for 50Gbps at 1 million users
  • 20. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Results ?  Very challenging game play  Worst for multi-player sports  BBall, VBall, racing, tennis  Latency 300-3,000ms  No ball or 2 balls  Locality is almost everything  P2P not much better  Many strategies required
  • 21. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud General Strategies  Cluster users by region / server  Self vs. Auto-Select  Eject slowpokes  But, players want to go where the action is  Measure & sort by real-time speed  Reduce chatter, cut bandwidth needs  Predict motion to reduce messages
  • 22. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Some Strategies  Choose server location / links carefully  Buy links to North / South / Students  Cache everywhere (Client, CDN, Region, Cafe)  Traffic & Assets are huge  Build for variable latency  Retry, a lot, again  Find experienced operations people
  • 23. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud More Strategies  Gather players  Measure them  Let players evict slow ones  If P2P controller disconnects, game dies  Simple, but painful  Pre-install; 1GB download, lost on reboot  1GB download/100MB updates monthly
  • 24. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Lessons Learned  The network hates you  The only certainty is uncertainty  Especially latency & basic availability  If P2P, test users & use servers wisely  Know where users are, if you can  Manage them to zones & locality  Measure & reduce bandwidth  CDN everything possible  Know the network, ideally in real-time
  • 25. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud Summary  China an exciting place, on many levels  Internet challenging & fairly complex  Truly massive game audience  Innovative compensation for infrastructure
  • 26. HPTS '09 - China Gaming - Steve MusheroChinaNetCloud 谢谢 - Thank You Steve.Mushero@ChinaNetCloud.com 28 ChinaNetCloud Computing Infrastructure for High-Growth Companies China Net Cloud Technology (Shanghai) Company Limited X2 Space 1-601 1238 Xietu Lu, Shanghai, 200032 China www.ChinaNetCloud.com Sales@ChinaNetCloud.com +86-(21)-6422-1946 Confidential© 2009 ChinaNetCloud

Editor's Notes

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