Architecting & Launching the Halo 4 Services - SRE CON 15

Architecting & Launching the Halo 4 Services - SRE CON 15

Halo 4 is a first-person shooter on the Xbox 360, with fast-paced, competitive gameplay. To complement the code on disc, a set of services were developed and deployed in Azure to store player statistics, display player presence information, deliver daily challenges, modify playlists, catch cheaters, and more. As of June 2013, Halo 4 had 11.6 million players who played 1.5 billion games, logging 270 million hours of gameplay.

The Halo 4 services were built from the ground up to support high demand, low latency, and high availability. In addition, video games have unique load patterns where the majority of the traffic and sales occurs within the first few weeks after launch, making this a critical time period for the game and supporting services. Halo 4 went from 0 to 1 million users on day 1, and 4 million users within the first week.

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Caitie McCaffrey

March 18, 2015
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    Halo:CE - 6.43 million Halo 2 - 8.49 million Halo

    3 - 11.87 million Halo 3: ODST - 6.22 million Halo Reach - 9.52 million
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    The Actor Model A framework & basis for reasoning about

    concurrency A Universal Modular Actor Formalism for Artificial Intelligence ! Carl Hewitt, Peter Bishop, Richard Steiger (1973)
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    Philip A. Bernstein, Sergey Bykov, Alan Geller, Gabriel Kliot, Jorgen

    Thelin Orleans: Distributed Virtual Actors for Programmability and Scalability eXtreme Computing Group MSR
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    “Orleans applications run at very high CPU Utilization. We have

    run load tests with full saturation of 25 servers for many days at 90%+ CPU utilization without any instability”
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    DevOps! noun ! 1. The Decisions You Make Now Will

    Affect the Quality of Sleep You Get Later
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    Story: No Data Like Prod Data aka Halo 4 launch

    night was not the first time Azure & Orleans saw Production Data
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