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CAOS 2015 / Summer / Duck

CAOS 2015 / Summer / Duck

Event: CyberAgent OpenSource
Edition: 2015 - Summer
Title: Duck

Mário Freitas

July 07, 2015
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Transcript

  1. A B C A B C A B C A

    B C A B C A B A B C A B A B C A B C A B C A B
  2. Why • We love building games :) • Users love

    multiplayer games, and we too! • We wanted to find a way to develop multiplayer games, chat systems, faster and more easily. • We want to help developers concentrate (as much as possible) on making fun content, not on the how.
  3. How • Fast (99.0% < 10ms latency) • Scalable (1M+

    concurrent users, > 99.0% uptime) • Fault-Tolerant (crash resilient) • Extensible (library, API, hooks) • Free and Open Source (MIT-license)
  4. What • Chat-like distributed realtime messaging system • Server for

    Linux/MacOSX/BSD systems (in binary and library forms) • Clients for go, node.js/browser, Android, iOS/OSX, Unity, and cocos2dx • websockets (with fallbacks) and mqtt • protocol buffers, json and msgpack
  5. Who’s using it? • Currently as an internal SaaS •

    2 games released by Ameba currently using it: • εΫʔϧϑΝϯϑΝʔϨ • ΢νͷඣ͞·͕͍ͪ͹ΜΧϫΠΠ • +6 other games being prepared for the next 6 months
  6. Production • Started on AWS in 27/04/2015 (2 months ago)

    • 2 games in production (1 cluster per game) • Currently only 2000 concurrent users • Currently only 1.2 billion messages per month
  7. Preliminary Tests • c4.2xlarge x 3 instances on AWS •

    85k+ messages per second (75% cpu) • 80k+ concurrently connected users (15% cpu)
  8. Roadmap • More experience in production (2, 3 months more)

    • More users: identify and fix bugs • Test test test: identify bottlenecks, improve, repeat • Review documentation, clean/fix official website • Release as OSS to github (date: TBA, license: MIT)
  9. Q&A