Game Session Management Across Fixed and Non-Fixed Hosting Topologies
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Solution Overview
Problem
Existing video game session management services are limited to fixed hosting topologies, such as specific cloud computing services, which restrict flexibility and increase deployment time for game server updates, making it difficult to integrate with customer-owned or third-party infrastructure and hinder iterative game development.
Innovation Solution
A game session management service that supports both fixed and non-fixed host fleets, allowing game servers to execute on various hosting topologies like customer on-premises compute or third-party cloud services, using direct API gateway connections for non-fixed hosts and reducing the need for time-consuming deployment operations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If game servers are hosted on a fixed hosting topology (specific cloud computing service affiliated with the game session management service), then the service can provide standardized management and optimization features, but the flexibility to integrate with customer-owned or third-party infrastructure is restricted
Solution Approach 1:
The game session management service is designed to work with multiple hosting topologies (fixed and non-fixed) through a unified interface. The service can manage game servers on affiliated cloud computing services as well as on customer-owned infrastructure or third-party cloud services, making it universally applicable across different hosting environments without requiring separate management systems
2Productivity
If game session management service uses fixed hosting topology with automated deployment operations (machine image creation, stack creation, virtual network creation, autoscaling group creation, security group creation), then service management is simplified, but the time required to deploy game server updates increases
Solution Approach 1:
The service performs necessary deployment operations (machine image creation, stack creation, virtual network creation, autoscaling group creation, security group creation) in advance during initial setup. This preliminary action establishes the infrastructure framework beforehand, so that subsequent game server updates can be deployed more quickly without repeating these time-consuming operations for each update
Solution Approach 2:
The deployment process is segmented into distinct phases: initial infrastructure setup (machine images, stacks, networks, autoscaling groups, security groups) and subsequent game server updates. This segmentation allows the time-consuming operations to be performed once during initialization, while updates can be applied more rapidly in later phases without repeating the full infrastructure creation process
Data Source
AI summary
A request to create a game fleet may be received by a game session management service. The game session management service may manage a fixed host fleet type and a non-fixed host fleet type, wherein the fixed host fleet type allows game server execution only on a fixed host topology of a computing service provider affiliated with the game session management service, and wherein the non-fixed host fleet type allows game server execution on any host topology. The request may indicate that the first game fleet has the non-fixed host fleet type. A host registration request to register a host to the first game fleet may be received. A process registration request to register a game server process executing on the host may be received. The game session management service may communicate with the game server process executing on the host via a designated communications interface.


