GS2 currently offers services in 4 regions.
One region consists of two zones.
|country/region of deployment
|United States (Virginia and Oregon)
Zones are configured as Active / Active, with the zone closest to the game player being used. Between zones, databases are synchronized in real time, but with a delay of less than 1 second. Zones may switch automatically when the access source physically moves or when there is a failure that renders a zone unusable.
In such cases, there may be a slight “write should have completed, but when read, the result is not reflected” moment. GS2’s SDK for the Game Engine caches data retrieved from the server in the SDK layer, and once the data is retrieved, the cache is automatically updated to the latest state when the server data is updated. This mechanism is designed so that games can call the GS2 SDK API with high frequency without worrying about communication time or cost for read requests, and the cache is designed to reflect the latest information on a best-effort basis when switching zones.
Game developers should not hesitate to call the GS2 SDK’s loading API to reflect values in the UI, not only when switching scenes, so that This allows game developers to focus on game development by reflecting the latest values in the UI without having to worry about delays when switching zones.
A zone consists of three data centers. The data centers are physically configured in separate locations, but are located less than 100km(60mi) apart.
If one of the data centers becomes unavailable, no zone switchover will occur and services will continue to operate at the remaining two data centers.