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● Jelly Button Games - Introduction
● Pirate Kings - Growth Challenges
● Redis Use Cases
● Summary
Spin the wheel to earn cash and build your island. Attack and steal from your friends, But beware they can take revenge!
Pirate Kings
● Soft launch in Israel and Sweden
● Featured in Google Play Asia
● Game grew virally from 100K to 3.5M in 3 months
● 2M Daily Active Users in 10 days
○ 1M requests per minute
● “Always online” players
● Social network with interactions
● Near real-time
○ No lazy dumps
Pirate Kings
- Our “Swiss Army Knife”
- Using ServiceStack’s Redis client
- Efficient
- Running on RedisLabs
● 100GB DB’s
● Clustered DB’s have 5 shards each (multi-AZ)
● At least 8 CPUs per instance
● Latency: 0.1 msec (avg)
● Network usage: 80k-90k packets/second
Redis
● Cache
● Leaderboard
● Persistent DB
● Pub/Sub
● Time Sync
● 13M keys
● 2,500 concurrent connections
● 20K ops/sec
● Average latency of 0.06ms
● A leaderboard is a SortedSet
● Global / Per Country Leaderboard
● Complexity: O(log(n))
● Logging malicious users’ IPs
(INC with TTL)
● Identifying social relations
(Set)
● Cash King super-fast calculation
(SortedSet)
● Beware: Unbounded growth
● Instant player updates
● Configuration changes
● Time syncing issue between
AWS servers
● Used Redis as “Central Time”
● Avoid using as a solution for
time sensitive features
● Jelly Button Games - Introduction
● Pirate Kings - Growth Challenges
● Redis Use Cases