网游云上网络优化办法
<h1 style="color: black; text-align: left; margin-bottom: 10px;">1. 游戏行业背景</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">1.1 行业概况</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">2019<span style="color: black;">全世界</span>数字游戏营收1094亿美元,其中中国市场328亿美元。国内游戏⽤户数6.5亿;移动端(60%)>PC端>主机。移动游戏占⽐逐年增⻓已<span style="color: black;">作为</span>绝对的主流。国内<span style="color: black;">机构</span>近3万+,近200上市,Top10:腾讯53%,网易15%,三七,中手游,世纪华通,完美,<span style="color: black;">外链论坛:www.fok120.com</span>畅游、游族、多益,紫龙互娱。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">趋势:业务上融合电竞赛事/直播往社交化、多元化发展;技术上<span style="color: black;">经过</span>AR/VR/云游戏等来<span style="color: black;">提高</span>体验。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">政策管控:18年<span style="color: black;">起始</span>趋严,文化部管运营备案;广电总局管版号,19年<span style="color: black;">仅有</span>数百个版号。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">1.2 业务类型</strong></span></p><span style="color: black;"><span style="color: black;"><span style="color: black;">归类</span>维度:终端、题材、美术风格、玩法、架构</span></span><span style="color: black;"><span style="color: black;">终端:端游、⼿游、页游、主机</span></span><span style="color: black;"><span style="color: black;">玩法:MMORPG、ACG、MOBA、RTS、FPS、SLG</span></span><span style="color: black;"><span style="color: black;">风格:武侠、魔幻、写实、⼆次元</span></span><span style="color: black;"><span style="color: black;">架构:分区分服、全区全服、<span style="color: black;">全世界</span>同服</span></span>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">2. 游戏技术特征</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">2.1 核心技术<span style="color: black;">规律</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">针对</span>任何网络游戏而⾔,同步是⼀定要<span style="color: black;">处理</span>的核心问题,<span style="color: black;">乃至</span>比游戏玩法<span style="color: black;">规律</span>本身还重要,什么是同步?同步是网络游戏的<span style="color: black;">基本</span>,<span style="color: black;">经过</span>网络通讯来<span style="color: black;">保证</span>同屏玩家看到的游戏世界中<span style="color: black;">每一个</span>游戏单位的位置、世界场景、状态属性都要保持⼀致。即:客户端的表现要⼀致,<span style="color: black;">同期</span>客户端与服务端的数据要⼀致。业界<span style="color: black;">重点</span>有两种同步方式。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">状态同步</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/f846fa375b2f43bf88b75642a2845b19~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=1qSLZ0zRAyX7otCHOzgCmKgThWc%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图1</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">状态同步玩法<span style="color: black;">规律</span>(<span style="color: black;">例如</span>战⽃<span style="color: black;">规律</span>)写在服务端,服务端<span style="color: black;">做为</span><span style="color: black;">规律</span><span style="color: black;">掌控</span>层,客户<span style="color: black;">做为</span>⼀个表现层,玩家对象数据在服务端生成并<span style="color: black;">守护</span>,客户端中玩家对象的所有动作都会<span style="color: black;">通告</span>到服务端,服务端进⾏<span style="color: black;">规律</span>计算并将结果同步给所有客户端,客户端执行表现(播放动画、特效并修改玩家对象的属性<span style="color: black;">表示</span>),这种方式下,客户端的数据只能由服务端的指令来修改。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">优点</span></strong><span style="color: black;">:安全性极高,防外挂能力强;断线重连⽐较好实现,无非<span style="color: black;">便是</span>把<span style="color: black;">全部</span>场景和⼈物<span style="color: black;">所有</span>重新⽣成⼀遍发给<span style="color: black;">半途</span>掉线重连上来的客户端去表现<span style="color: black;">就可</span>。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">缺点</span></strong><span style="color: black;">:服务端压力<span style="color: black;">很强</span>(所有动作的计算<span style="color: black;">规律</span>需要在服务端上做),网络交互流量大,实现难度大,<span style="color: black;">研发</span>效率低。(<span style="color: black;">经过</span>分区风服来平行扩展);<span style="color: black;">针对</span>格⽃竞技竞速类,玩家动作、位移、⻆度的切换⾮常频繁且快,<span style="color: black;">亦</span>需要比较强的同步校验,<span style="color: black;">此时</span>状态同步<span style="color: black;">没法</span><span style="color: black;">处理</span>。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">典型游戏:状态同步对网络延迟的<span style="color: black;">需求</span>并不高(玩家表现层是不是⼀致<span style="color: black;">无</span>太大关系,只要结果⼀致就行),⼀般RPG游戏在200-300ms的延迟<span style="color: black;">亦</span>能玩下去,如MMORPG,魔兽世界、天龙八部等。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">帧同步</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/e20ad3175af7492baf2eb1ed61493caa~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=GDYzoQq%2FMCKwvYvjOuC7q3M2408%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图2</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">帧同步<span style="color: black;">亦</span>叫指令同步,玩法<span style="color: black;">规律</span>写在客户端了(<span style="color: black;">例如</span>战斗<span style="color: black;">规律</span>),客户端所有动作生成⼀条指令发给服务端(<span style="color: black;">例如</span>攻击对象B),服务端收到指令后什么<span style="color: black;">亦</span>不做,直接转发给所有客户端,客户端收到指令后执⾏<span style="color: black;">规律</span>计算并执行表现层(播放动画、特效并修改玩家对象的属性数据)。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">优点</span></strong><span style="color: black;">:服务端压力小(仅仅起到⼀个转发的作⽤),网络流量小,能做到更好的<span style="color: black;">即时</span>反馈及细节反馈的⽤户体验。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">缺点</span></strong><span style="color: black;">:容易外挂,断线重连会⽐较繁琐,需要在客户端重放每⼀条指令。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">典型游戏:RTS、moba等即时对战类游戏,对同步性的<span style="color: black;">需求</span>很高,⼀场战斗的人数是确定的。王者荣耀、魔兽争霸3、所有格斗类游戏等。实时性<span style="color: black;">需求</span>非常高,<span style="color: black;">需求</span>RTT<span style="color: black;">少于</span>50ms<span style="color: black;">才可</span>有流畅的体验。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">2.2 典型技术架构</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">分区分服:典型MMORPG</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">MMORPG 大型多人在线角色<span style="color: black;">装扮</span>,如魔兽世界,剑灵,天龙八部</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/50ef919bfe094de49de83f91238b87b6~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=ZM%2FClJi5ATsOBLP7H8oNXWxsQgM%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图3</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">特点:玩家之间强交互、实时性<span style="color: black;">需求</span>⾼、全⾯的游戏世界系统。</span></span></p><span style="color: black;"><span style="color: black;">业务流:特征,交付实时性,<span style="color: black;">重点</span>压力在哪⾥(网络、cpu、内存)。</span></span><span style="color: black;"><span style="color: black;">数据流:对数据库的<span style="color: black;">拜访</span><span style="color: black;">规律</span>,压力<span style="color: black;">状况</span>。</span></span>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">全区全服:典型MOBA</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">分少量几个大区、分服对用户不可见;<span style="color: black;">或</span>全局对客户不可见,应⽤层按⼀定算法进行分配。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">ACG/SNS:休闲竞技类MOBA(Multiplayer online battle arena)匹配开房间类,大逃杀吃鸡类(MOBA+FPS)王者荣耀、绝地求生;堡垒之夜。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">特点:休闲竞技类,匹配玩法,需要<span style="color: black;">海量</span>的可匹配玩家,匹配后生成战斗服。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/d61116b256f54da88cc2c4ae843d85ee~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=zgauOaGsEA4JlJqA%2FJK7PHGp%2BmI%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图4</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">全世界</span>同服:典型SLG</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">为何</span>要做<span style="color: black;">全世界</span>同服,是⼀个运营<span style="color: black;">需要</span>还是⼀个技术<span style="color: black;">需要</span>?不是所有的游戏类型都适合<span style="color: black;">全世界</span>同服。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">特点:游戏对象之间弱交互,实时性<span style="color: black;">需求</span>并不高,300ms内的同步延迟可接受;卡牌,SLG等,如COC:<span style="color: black;">常常</span>有3种架构:</span></span></p><span style="color: black;"><span style="color: black;">服务端全集中<span style="color: black;">安排</span>,优化接入网络(加速器、DCDN)。</span></span><span style="color: black;"><span style="color: black;">全分布式<span style="color: black;">安排</span>,服务端应⽤+数据都分区域<span style="color: black;">安排</span>,做区域间数据同步。</span></span><span style="color: black;"><span style="color: black;">服务端应用层分区域<span style="color: black;">安排</span>,数据集中<span style="color: black;">安排</span>,<span style="color: black;">经过</span>区域缓存+高速通道(专线方式<span style="color: black;">拜访</span>DB)。</span></span>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">数据⼀致性问题:⼀个玩家断线,缓存数据还未落地,玩家重新登录被判定到另⼀个区域登录了,可能获取不⼀致的角色数据;需要gamesvr判定上一次登录在哪个区域,<span style="color: black;">经过</span>⼀个全局服务去<span style="color: black;">通告</span>对方gamesvr下线玩家并回写数据,<span style="color: black;">而后</span>再预取数据。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/deb4d3f97a484c0c9c5cf7ae471bcfe8~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=YrRo2dfcEFUPo7GVGM%2FcmGEdh8A%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图5</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">2.3 技术痛点及诉求</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">游戏业务最<span style="color: black;">重点</span><span style="color: black;">便是</span><span style="color: black;">需求</span>服务端<span style="color: black;">规律</span>处理的实时性和高并发支撑能力,玩法<span style="color: black;">规律</span>和数据都在⼀个进程是最理想的方式,但<span style="color: black;">常常</span><span style="color: black;">由于</span>性能容量的限制,⽬前主流都是<span style="color: black;">规律</span>模块拆分、分布式<span style="color: black;">安排</span>,<span style="color: black;">同期</span>又要<span style="color: black;">掌控</span>分布式调⽤的链路和次数来<span style="color: black;">掌控</span>延迟的目的;<span style="color: black;">针对</span>运行时数据基本都是在内存进行处理(如共享内存),玩家角色的结算/存档数据以固定周期持久化。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/83df658b416a440d88f1fe3e7afd6a4d~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=HKLD8rBN8um6jHyivs%2BA8uvvbjM%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图6</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;"><span style="color: black;">基于以上游戏技术特征分析,总体<span style="color: black;">来讲</span>对游戏对技术层⾯的诉求优先级是:网络>计算>安全>数据库。</span></strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">在网络方面核心痛点其实<span style="color: black;">便是</span><span style="color: black;">怎样</span><span style="color: black;">处理</span>网络延迟、丢包、抖动对玩家卡顿、掉线等体验的破坏,随着服务端技术更新和同屏玩家数量的<span style="color: black;">增多</span>,对游戏服务层的并发<span style="color: black;">拜访</span>、稳定性、⽹络延迟<span style="color: black;">亦</span>有了越来越高的<span style="color: black;">需求</span>。</span></span></p>
<h1 style="color: black; text-align: left; margin-bottom: 10px;">3. 游戏网络优化</h1>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">游戏体验的优化是⼀个系统工程,需要多种优化手段联合<span style="color: black;">功效</span>,业界<span style="color: black;">非常多</span>的精力是放在<span style="color: black;">规律</span>层的处理上,纯网络层面的优化只能说是一方面,以下基于云环境的网络优化<span style="color: black;">方法</span>进行阐述。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">3.1 游戏单服网络能力</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">针对</span>状态同步的MMORPG类游戏,每⼀次网络同步的数据是<span style="color: black;">全部</span>游戏世界场景的所有单位的属性、状态、<span style="color: black;">行径</span>判定等数据,同步量大,网络吞吐<span style="color: black;">需求</span>高,以⼀个单服设计容量1万在线的MMORPG游戏<span style="color: black;">来讲</span>,<span style="color: black;">一般</span>⼀次网络同步的包<span style="color: black;">体积</span>在512byte<span style="color: black;">上下</span>,单⽤户<span style="color: black;">评定</span>带宽30kbps,则出网卡吞吐、包量能力需要的值:</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/4afb11bbd172447eb2f9e57edb7df893~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=K8ZjZ3BjEfL49hP4kvMHos%2F5hBU%3D" style="width: 50%; margin-bottom: 20px;"></div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">以上是出公网的网卡的流量,GameServer还存在内网通信的<span style="color: black;">需要</span>,<span style="color: black;">因此呢</span>在这种场景⼀般<span style="color: black;">意见</span>是<span style="color: black;">选取</span>能⽀持百万级别pps的实例,如:ecs.c6.4xlarge 依托神⻰架构,将网络虚拟化功能卸载到专用硬件,<span style="color: black;">供给</span>了更⾼的网络io承载能力和稳定性。<span style="color: black;">同期</span><span style="color: black;">意见</span>将网络中断分散给<span style="color: black;">区别</span>的vCPU处理,<span style="color: black;">提高</span>网络PPS和带宽性能。即</span><strong style="color: blue;"><span style="color: black;">开启网卡多队列</span></strong><span style="color: black;">功能:</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/26450ac35eed4c8681667ef807aa6ba9~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=xKovublgeW3WblxMAn70q5DsCFY%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图7</p>
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<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/42a050cb6fec4cb3b0b765e0f401c877~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=j%2BcOtVKOb4jhSlvaoh5SmwwLh0g%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图8</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">3.2 玩家接⼊网络加速</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">这块<span style="color: black;">重点</span>是玩家到游戏服的公网链路上进行加速。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">基于加速器优化玩家接入</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">加速器与游戏是天然<span style="color: black;">相关</span>的两个行业,<span style="color: black;">重点</span><span style="color: black;">处理</span>玩家与游戏服因<span style="color: black;">理学</span>距离遥远而<span style="color: black;">显现</span>的延迟、丢包等<span style="color: black;">状况</span>对游戏流畅度的影响,这在国内玩家<span style="color: black;">拜访</span>海外游戏服的场景中很<span style="color: black;">平常</span>(<span style="color: black;">例如</span>某些游戏国内禁止发行而国内玩家只能登陆海外服来体验),玩家<span style="color: black;">能够</span>购买各类加速器<span style="color: black;">制品</span>,<span style="color: black;">或</span>使⽤游戏客户端⾃集成的加速<span style="color: black;">制品</span>来实现链路优化,在云上要构建这⼀层加速其实<span style="color: black;">已然</span>⾮常简单,甚⾄直接利⽤云的架构<span style="color: black;">容易</span>实现⼀个加速器<span style="color: black;">制品</span>。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p26-sign.toutiaoimg.com/pgc-image/40819bda79d745ada0249e70ae7c89f6~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=24qmxTmsGsvZ0o8TC3%2B3RR5Ue8c%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图9</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">详细</span>流量路径</span></span></p><span style="color: black;"><span style="color: black;">在上海VPC和⽇本VPC建⽴高速通道实现两地ECS内网互通。</span></span><span style="color: black;"><span style="color: black;">在两端地域ECS之间<span style="color: black;">创立</span>隧道协议,GRE或VXLAN,分别绑定本地地域EIP。</span></span><span style="color: black;"><span style="color: black;">国内玩家<span style="color: black;">经过</span>公⽹VPN连接到上海上车点ECS,经过隧道接⼝路由到日本<span style="color: black;">落车</span>点ECS。</span></span><span style="color: black;"><span style="color: black;">⽇本ECS接收到去往游戏服的数据包从日本本地EIP出去,<span style="color: black;">同期</span>回程路由到隧道接口发给上海ECS。</span></span>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">基于DCDN动态加速页游</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">针对</span>页游、H5小游戏等<span style="color: black;">制品</span><span style="color: black;">因为</span>其⾛http协议,轻客户端模式动态<span style="color: black;">规律</span>中<span style="color: black;">亦</span><span style="color: black;">包括</span>有⼤量静态资源,这类游戏<span style="color: black;">常常</span>是全区全服单地域覆盖全国,网络上的<span style="color: black;">重点</span>痛点是:玩家跨运营商跨地域<span style="color: black;">拜访</span>游戏服,网络传输拥塞的时延、丢包等<span style="color: black;">状况</span>严重影响用户体验,<span style="color: black;">同期</span>客户<span style="color: black;">自动</span>去做动静分离、动态加速等<span style="color: black;">方法</span>需要<span style="color: black;">海量</span>的时间、成本投入。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/901070c73dca43dfbfdfaf8eac63f7c5~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=pzD6eqclSMc39bdTwiypJ3jgNjc%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图10</p>
</div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">全站加速(DCDN)<span style="color: black;">经过</span>动静分离、边缘缓存、智能路由、压缩传输等技术,<span style="color: black;">处理</span>跨运营商、网络不稳</p>定、单线源站、突发流量、网络拥塞等<span style="color: black;">许多</span><span style="color: black;">原因</span><span style="color: black;">引起</span>的响应慢、丢包、服务不稳定的问题,<span style="color: black;">提高</span>动静态混合、纯动态站点或App的加速性能和<span style="color: black;">拜访</span>体验;这种比较适合如三七页游、抖⾳小游戏等,其实<span style="color: black;">针对</span>⼀些重度游戏的全局⾮战斗模块、周边系统等<span style="color: black;">亦</span>能接入DCDN来进行全局加速。
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">基于CEN加速特定地区玩家</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">国内地域⼴阔,游戏服虽是<span style="color: black;">尽可能</span>做本地覆盖,但出于成本<span style="color: black;">原因</span><span style="color: black;">针对</span>有些偏远地区还是覆盖不全,这部分玩家<span style="color: black;">触及</span>跨运营商跨地域的远程<span style="color: black;">拜访</span>游戏服,游戏掉线、卡顿时有发⽣,⽐如<span style="color: black;">针对</span>新疆、⻄藏、宁夏、⻘海等地域,游戏服在<span style="color: black;">安排</span>上基本不会做本地覆盖,<span style="color: black;">倘若</span>拉近游戏服与玩家的距离?⽬前基于阿⾥云有种可行的<span style="color: black;">方法</span>是:SLB+CEN+游戏服(跨地域)。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/34987b9474a847f9b55e3cc72a497c98~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=1BG4bbeqn3Zxn0D%2F651Rr50R2RQ%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图11</p>
</div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">该⽅案<span style="color: black;">针对</span><span style="color: black;">无</span>POP点、anycast⽀持的地域比较合适,相当于SLB挂载跨地域的ECS(白名单开放),拉近游戏服到用户侧距离。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">3.3 <span style="color: black;">全世界</span>同服⽹络构建</strong></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">这块<span style="color: black;">重点</span>是基于专线的加速<span style="color: black;">方法</span>,在<span style="color: black;">全世界</span>同服游戏类似中,数据传输需要跨运营商、跨多国通信,这对⽹络质量提出更高的<span style="color: black;">需求</span>,当然⽬前能实现真正<span style="color: black;">道理</span>上的<span style="color: black;">全世界</span>同服游戏其实<span style="color: black;">无</span>,<span style="color: black;">重点</span>还是对即时性体验<span style="color: black;">需求</span>不高的SLG、卡牌等类型,游戏对象之间弱交互,实时性<span style="color: black;">需求</span>并不高。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">基于GA<span style="color: black;">全世界</span>加速</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">GA利⽤阿⾥云<span style="color: black;">全世界</span>传输网络,实现<span style="color: black;">全世界</span>用户就近接入和跨地域<span style="color: black;">安排</span>,减少延迟、抖动、丢包等网络问题的影响,按区域覆盖玩家。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/5ee2063dfdcb4e759ccf2b4d436c7c8a~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=zlQsBumqdXuURECJ78cUzDFRx3g%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图12</p>
</div>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">GA为<span style="color: black;">每一个</span>接⼊加速区域的地域分配⼀个加速IP,客户端流量<span style="color: black;">经过</span>加速IP就近从接⼊点进⼊阿⾥云加速网络。进⼊阿⾥云加速网络后,<span style="color: black;">全世界</span>加速<span style="color: black;">能够</span>智能<span style="color: black;">选取</span>路由并⾃动完成网络调度,<span style="color: black;">而后</span>把客户端的网络<span style="color: black;">拜访</span>请求送达至最佳终端节点,避开公网的拥堵,达到减少时延的效果。</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;">基于Anycast EIP 加速</span></span></p>
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><span style="color: black;"><span style="color: black;">一样</span><span style="color: black;">全世界</span>同服的场景,Anycast <span style="color: black;">重点</span><span style="color: black;">处理</span>多国多地域的跨网通信链路的质量问题,<span style="color: black;">经过</span>单个ip覆盖<span style="color: black;">全世界</span>的加速能力,这大大简化了游戏全局模块的<span style="color: black;">安排</span>问题。</span></span></p>
<div style="color: black; text-align: left; margin-bottom: 10px;"><img src="https://p3-sign.toutiaoimg.com/pgc-image/c3ee9d33120e4e1caa406976f0bd65ad~noop.image?_iz=58558&from=article.pc_detail&lk3s=953192f4&x-expires=1725619724&x-signature=2FRHlqX2VSXZykPhKJMcFBFQz9U%3D" style="width: 50%; margin-bottom: 20px;">
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">图13</p>
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<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;">阿⾥云⽬前在<span style="color: black;">全世界</span>各地域<span style="color: black;">安排</span>anycast pop点,覆盖地域/国家<span style="color: black;">经过</span>这些点来就近接⼊,<span style="color: black;">安排</span>在HK的游戏</p>服只需要⼀个ip,<span style="color: black;">经过</span>Anycast路由协议在多个Anycast POP点发布该ip,pop点<span style="color: black;">经过</span>专线连接<span style="color: black;">安排</span>在阿⾥云VPC的游戏服务。
<p style="font-size: 16px; color: black; line-height: 40px; text-align: left; margin-bottom: 15px;"><span style="color: black;"><strong style="color: blue;">本文为阿里云原创内容,未经<span style="color: black;">准许</span>不得转载。</strong></span></p>
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