Use Cases

Last updated: 2021-04-12 14:22:16

    GSE can be applied in different scenarios of different games, as detailed below:

    Battle server

    On a battle server, a battle usually lasts for several to tens of minutes (no more than one hour), and traffic peaks at noon and in the evenings. During off-peak hours, some servers do not need to be used. Therefore, you can use GSE to add/remove servers instantly during peak/off-peak hours, thus reducing the server cost greatly. In addition, GSE can assign the nearest access region for each battle to guarantee network stability and battle fairness.

    GSE is suitable for chess and card games, turn-based/strategy games, and real time battle games. You can create a game server session that represents a room or service where players can battle or chat with each other.

    Message push

    In commonly used game frameworks, a client needs to sustain a persistent connection with a server so that the server can push messages to the client instantly. Therefore, message push is a core module in many games.

    Message push may encounter the following problems during deployment:

    • A large number of messages fail to be pushed due to network failures.
    • Most messages are pushed by only several highly configured servers. Therefore, a faulty server will have an overly large service impact.

    Through GSE, you can implement cross-region disaster recovery with minimal costs. When the server in a region, fails, you can quickly switch to a server in another region. The message push service is distributed among multiple servers so that even if a server fails, the affected scope will be small, and you can quickly switch to another server.