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Japanese Cloud Server
1.
breakdown of architectural goals and requirements
(1) project background: cs game (multiplayer battle) for japanese players, aiming to achieve a stable 20k concurrent connections;(2) core requirements: low latency (average rtt < 50ms), high availability, anti-ddos, and controllable costs;
(3) scalability: nodes can be expanded horizontally, and the load balancer supports session persistence and forwarding strategies;
(4) monitoring and alarming: tps, number of connections, packet loss, cpu, memory, and network bandwidth need to be reported at the minute level;
(5) maintainability: automated deployment (ansible/terraform), rollback release process and rolling upgrade.
2.
network and host selection strategies
(1) region selection: tokyo computer room (ap-northeast-1 or jp physical computer room) is preferred to reduce player rtt;(2) instance type: recommended hybrid solution: the control layer uses c5.large (c5.xlarge) cloud host, and the game process is placed in a dedicated vps with independent public network bandwidth;
(3) disk and io: use nvme or ssd (raid1) to ensure that log and playback writing are not blocked;
(4) bandwidth and network card: at least 1gbps dedicated line or 500mbps exclusive bandwidth. for multiple nodes, the peak outbound bandwidth needs to be measured;
(5) operating system: debian 11 / ubuntu 22.04 minimal installation, using kernel network parameter presets.
3.
core server configuration and examples
(1) game logic server (example): 4 cores, 8gb memory, 2 x 500gb nvme, 1gbps bandwidth;(2) gateway/forwarding layer (example): 8 cores 16gb, bgp anycast ip, 2gbps outbound, configured with lvs + keepalived for layer 4 load balancing;
(3) session/authentication server: 2 cores 4gb, redis cluster (3 nodes), using aof for persistence;
(4) database: master-slave mysql 8.0, master 8vcpu/32gb/1tb ssd, semi-sync enabled;
(5) logging/monitoring: prometheus + grafana, install node_exporter and black box detection on the node.
4.
network tuning and operating system level optimization
(1) kernel parameters: net.core.somaxconn=65535, net.ipv4.tcp_max_syn_backlog=65535;(2) tcp tuning: enable tcp_tw_reuse, tcp_tw_recycle (pay attention to compatibility) and tcp_fin_timeout=30;
(3) file handle: ulimit -n 200000, system-level fs.file-max=500000;
(4) syn cookies and conntrack: enable tcp_syncookies=1 and adjust the conntrack table size to prevent overflow;
(5) hardware queue: adjust network card interrupt binding (irqbalance or manual binding) and rss to improve multi-core parallel processing.

5.
cdn, dns and ddos defense practice
(1) domain name and anycast dns: use anycast dns to improve resolution stability, and a low ttl value facilitates switching;(2) cdn strategy: static resources (launchers, patches) go through cdn; real-time game connections are directly connected or through intelligent scheduling nodes;
(3) ddos defense: basic use of cloudflare spectrum/akamai or domestic third-party cleaning (access to cleaning center on demand);
(4) edge protection: enable rate limiting, blacklisting, waf rules and behavioral analysis at the edge;
(5) traffic escape and cleaning: set the bgp traffic absorption policy to direct abnormal traffic to the cleaning pool and keep legitimate connections uninterrupted.
6.
real case: japanese cs gimbal online and performance data
(1) case introduction: an fps manufacturer deployed a ptz in a tokyo computer room, with a target peak concurrency of 20k;(2) deployment plan: 4 game partition nodes + 2 gateway load balancing + redis3 nodes + mysql master-slave + cdn to distribute static resources;
(3) stress test results: use self-developed stress test tools to simulate player connections and udp package interactions;
(4) optimized data: average rtt 38ms, packet loss rate < 0.2%, and stable support for 22k concurrent connections;
(5) lessons learned: ignoring conntrack in the early stage caused congestion in the middle layer. the problem was solved after adding netfilter space.
7.
configuration and performance comparison table (sample data)
| node | cpu | memory | bandwidth | peak concurrency | average rtt |
|---|---|---|---|---|---|
| gateway (2 units) | 8 vcpus | 16 gb | 2 gbps | 22,000 | 38 ms |
| game server (4 units) | 4 vcpus | 8gb | 1 gbps | 5,500/unit | 35-45 ms |
| redis (3 units) | 4 vcpus | 16 gb | 500mbps | n/a | <50 ms |
8.
post-launch operation and maintenance and continuous optimization suggestions
(1) daily monitoring: build a real-time dashboard, set traffic thresholds and automatic expansion triggers;(2) disaster recovery drills: regularly conduct ddos fake load & node failover drills;
(3) automation: use ci/cd, blue-green or canary release to reduce version risks;
(4) cost control: expand and shrink capacity on demand and record single traffic costs, and optimize hot and cold data stratification;
(5) iterative optimization: continuously adjust scheduling strategies, network parameters and cleaning rules based on real user data.
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