Title & Region Isolation
PGOS introduces the concept of titles and regions to properly manage different games, organize regions, and provide services to players from all over the world.
1. Basic Concepts
In PGOS, ''Title" means game, and the data for each title is isolated and does not affect each other.
There are different "Regions" for each title, and the data for each title's region is isolated but can be shared in the same format. Ideally, different logical regions will correspond to different server clusters deployed in different locations around the world.
Players connected to different regions cannot see each other since the services in different regions are deployed separately.
There are three types of regions:
Region Type | Description |
---|---|
Dev | Used for the development stage, changing service settings and viewing player data are unrestricted. |
Test | Used for playtests, changing service settings, and viewing player data are also unrestricted. Service settings and configs can be synced from Dev Region. |
Prod | Used for production. Only maintainers with the correct permission can access player data and modify service settings. It's recommended to sync service settings from the Dev/Test Region to ensure safety. |
Each region can have three kinds of status:
Region Status | Description |
---|---|
Closed | Region in closed status cannot be accessed by players. Usually used when some modification requires services to shut down, or when holding a time-limited playtest event. |
Open | Region in open status is open to all players. |
PGOS supports deploying your game title in different countries, and the following are two use cases of the title region.
2. Two Use Cases
2.1 Multi-Region Deployment Model
As for session-based games, the most common case is the multi-region deployment model. Services are deployed in different locations and serve players nearby.
As configured below, different regions serve players in different locations.
The concept of title and region is illustrated in the following scenarios:
- A game can be set up for different regions (America, Europe, Asia, etc.)
- Make sure that the verification of the test environment doesn't conflict with the formal environment.
- Organize dedicated server fleets by labeling them with the title and region IDs. This makes it possible to assign nearby servers to players in different areas thus guaranteeing low latency and a stable gaming experience.
Thus, keeping data on PGOS is considered safe and efficient, and quick data access from different regions is also assured.
PGOS will support the duplication of cross-regional service configurations in the future, which simplifies the process of deployment across multiple regions. A service configuration version control mechanism will also be introduced to give tech operators the ability to roll back to older versions.
2.2 Global Shared Deployment Model
Service organization varies from game to game, and the global shared model may be preferred for back-end service deployment in some games. This is also supported by PGOS.
In the example below, the game only has one region for development and one region to serve all players around the world.
Players in different countries can play together** if the developer adopts this model.
Network connection and gaming experience can still be guaranteed when only one service region is offered with the help of a distribution of dedicated server fleets. As shown in the following chart, dedicated servers can be distributed in multiple regions. This enables players in different locations to still connect to the nearest server during a battle and enjoy a low-latency gaming experience.
Maintenance will also become easier if the developer chooses the global shared deployment model since configuration is only required in one region.