Glossary
A
Active User
Daily Active Users (DAU): a metric that measures the number of unique users who engage with Edgegap within a single day.
Monthly Active Users (MAU): a metric that measures the number of unique users who engage with Edgegap within a single month.
Application
An application serves as the foundational unit for deployments. While it contains only a minimal set of options, it acts as a container where versions can be created and managed. The majority of configurations and settings are not directly associated with the application but are defined in its versions.
Application Version
An application version functions as the blueprint for your deployments, dictating their behavior and characteristics. It offers a high degree of flexibility, allowing you to specify various settings and configurations. Any changes made to a version are automatically reflected in the deployments that use that version.
API Gateway
A server that acts as an API front-end, receiving API requests, enforcing throttling and security policies, passing requests to the back-end service, and then passing the response back to the requester.
B
Bare-metal server
A type of server that provides dedicated and unshared physical resources, including CPU, RAM, and storage, to a single tenant.
C
Client
A software application or device that requests services or resources from a server. In a client-server architecture, the client initiates communication. Relates to Host.
Client Agent
A software program that acts as a mediator between the gaming client and the edge computing infrastructure. It is responsible for collecting data from the client and transmitting it to the edge server for processing. The purpose of the Client Agent is to improve the performance of the gaming experience by offloading some of the computational load from the client device to the edge server. This allows for faster response times and a more immersive gaming experience for the end-user.
Cluster
A group of interconnected servers that work together as a single system to provide high availability, load balancing, and/or parallel processing.
Colocation center
A data center that provides a physical location for gaming companies to store their gaming infrastructure, such as servers and network equipment, close to the end-users to ensure low latency and high performance. This type of data center enables gaming companies to efficiently manage their gaming infrastructure and ensure optimal user experience for their players.
Containerization
A lightweight form of virtualization that helps to isolate applications from each other and improve their deployment and maintainability.
Containers
A technology used in edge computing for gaming that allows for the efficient and isolated deployment of gaming applications and services. They provide a standardized and lightweight solution for deploying and scaling gaming applications, while also ensuring compatibility and consistency in their execution environment. This helps to reduce downtime and improve performance for gamers, ultimately leading to a better gaming experience.
D
Deployment
A deployment is an operational instance of a specific version of your application, encapsulated within an active container. Upon providing a list of IPs or a location, you receive a URL for connecting your players or users. Deployments are designed to be temporary; they are terminated upon request when no longer needed. This model is particularly effective for time-boxed game genres like FPS, fighting games, and MOBA, where the player roster remains constant throughout the server's lifecycle. For more dynamic player interactions, such as MMOs, a different approach like sessions is recommended. Real-time telemetry is collected for each deployment to optimize location and enhance user experience.
Distributed Relay Manager
The Distributed Relay Manager is a specialized service within Edgegap's distributed cloud network, designed to optimize relay selection for players. Utilizing Edgegap's patented real-time telemetry decision technology, it ensures that players are connected to the most suitable relay from among hundreds of available locations. The service aims to simplify the complex task of relay implementation and management, allowing for easier integration into games or applications without requiring extensive technical know-how.
Docker
A platform that uses containerization technology to package and run applications and their dependencies in isolated environments, ensuring consistency across multiple systems.
Dedicated Server
A server that is reserved for the exclusive use of a single tenant or application. Unlike shared servers, all the resources of a dedicated server are available to one user.
E
Edge Computing
A distributed computing paradigm that brings computation and data storage closer to the location where it is needed, to improve response times and save bandwidth.
Egress
βthe act of going out,β βthe right to go out,β or βthe means of going out.β
Elastic Cloud Computing
ECC is a technology that enables gaming companies to scale their infrastructure resources on-demand, providing high levels of performance and security in the process. ECC provides a comprehensive platform for game developers, delivering centralized storage and computing services, real-time data processing, and dynamic resource allocation for high-end gaming applications.
Endpoint
A specific URL where a web service or API can be accessed. Endpoints are the points of interaction between different software entities.
Endpoint Storage
A storage solution that uses Amazon S3 (Simple Storage Service) as a remote repository for storing data. This is often used for backup, archiving, or data sharing.
Environment Variables
Key-value pairs that are used to configure settings for applications. They can be set and accessed within the operating system or directly within a container.
F
Fleet
A fleet is a management tool designed to automate the creation of session-based deployments. It operates based on configurable settings to ensure optimal server capacity. Fleets can also automatically terminate deployments based on more advanced configurations.
Fleet Functions
Automatically creates new deployments when existing ones reach a specified capacity threshold.
Ensures a minimum number of ready-to-use deployments.
Allows setting a maximum limit on simultaneous deployments.
Operates within a specific region to control server distribution.
Fleet Management
Manage a large number of servers in real-time for multiplayer gaming. It helps the technical product manager monitor and control the resources of these servers, ensuring optimal performance and minimizing downtime.
H
Host
A computer or server that provides resources, services, or data to other computers (known as clients) over a network. Relates to Client.
Hosting Relay
A platform for hosting game servers closer to end-users. This improves the speed and reliability of game play by reducing latency and reducing the load on central servers.
I
Ingress
βthe act of entering,β βthe right of entering,β or βthe means of entering.β
J
Jitter
The variability in the latency of data transmission. It refers to the variations in the delay of data packets that are transmitted over a network and affects the performance of real-time gaming. Jitter can impact the smoothness of the gaming experience and cause lag, delay, and other disruptions.
K
Kubernetes
An open-source platform designed to automate deploying, scaling, and operating application containers.
L
Latency
The amount of time it takes for data to be transmitted from a device to a server and back.
Log (Container Log)
A record of events and transactions that occur within a container. These logs are crucial for debugging and monitoring the performance of containerized applications.
N
Netcode
A critical component of the gaming infrastructure that must be designed and optimized to meet the demands of modern gaming, including real-time interactivity, high-resolution graphics, and support for large numbers of simultaneous players. This requires a deep understanding of network protocols, data compression, and other technologies that can be used to optimize gaming performance, and an ability to collaborate with network engineers and other stakeholders to implement effective solutions.
Network Status
The quality and availability of the network connection between the gaming device and the edge computing server. This is important because it affects the player's experience with the game. The network status can impact the game's performance such as speed, responsiveness, and reliability. If the network connection is unreliable, players may experience lag, slowdowns, and even disconnections. A good network status is crucial for a seamless gaming experience and should be monitored and optimized for the best performance.
M
Multi-Access Edge Computing (MEC)
A network architecture concept that enables cloud computing capabilities and an IT service environment at the edge of the cellular network.
P
PaaS
A cloud-based platform that provides gaming developers with the necessary infrastructure and tools to build, deploy, and manage their gaming applications at the edge of the network. The Edgegap platform leverages the power of edge computing to deliver low latency and high-speed gaming experiences to users. It also offers scalability, security, and reliability, making it an ideal solution for gaming developers looking to enhance their gaming applications.
Packet Loss
The phenomenon of data packets being lost or discarded while being transmitted between different computing devices in a network. Packet loss is caused by various factors including:
Overloaded Network: A network can become congested due to high traffic, resulting in data packets being discarded.
Network Latency: Delays in the network can cause packets to arrive too late, resulting in their being discarded.
Data Corruption: Packets can become corrupted during transmission, making them unreadable and causing them to be discarded.
Technical Issues: Issues such as hardware failure, outdated hardware, or software bugs can cause packets to be lost.
Distance: Packets traveling long distances are more likely to be lost due to issues such as signal interference.
Outdated Protocols: Using outdated protocols can cause packets to be lost, as modern networks are optimized for newer technologies.
Routing Errors: Packets can be lost due to incorrect routing, causing them to be sent to the wrong destination."
Persistent Storage
The capability of storing game data and information on the edge device itself, instead of relying on the cloud or central servers. This ensures that the game data and progress is not lost, even when there is a temporary loss of connectivity or network disruption. This is essential for providing seamless gaming experiences, particularly for multi-player games where continuous connectivity is crucial.
Policy Engine
Managing and regulating the flow of game data and processing, as it directly impacts the overall performance and user experience of the gaming application.
Pulse Cloud
A cloud-based platform that provides edge computing solutions for gaming applications. This technology enables real-time processing of gaming data, improving performance, and reducing latency for end-users. Can play a crucial role in providing a seamless gaming experience by processing critical data at the edge of the network, closer to the user. This results in a reduced reliance on central servers, reducing server congestion and improving performance, making it an ideal solution for high-performance gaming applications.
R
Relay
A relay is a network node that acts as an intermediary for routing data packets between the client and server. Edgegap Relays are strategically located across a distributed cloud network to optimize data transmission. They are selected based on real-time telemetry decision technology to ensure the best possible user experience, particularly in gaming scenarios.
Relay System
Technology that allows the distribution of computing tasks between different devices and servers in a network, reducing the load on a single device and ensuring smooth and fast performance. The Relay System acts as a bridge between the edge devices and the cloud servers, enabling real-time data exchange and ensuring low latency and high-quality gaming experience for the end-user.
Repository
A centralized storage location where code, data, or artifacts are stored and managed, often under version control.
S
Server Image
A snapshot of a server's configuration, including the operating system, installed software, and settings, which can be used to create new server instances.
Session
A session functions as a sub-layer within a deployment, specifically designed to manage more dynamic elements like sockets or available space. Sessions are particularly useful in the following scenarios:
Managing the hop-in and hop-out of individual players or groups within a deployment, and
Facilitating multiple matches or games within a single deployment. Further details on sessions will be discussed separately
Session - Match Type
In a match-type session, each session occupies one socket space, regardless of the number of players in that session. For example, three sessions with ten players each would occupy only three out of five available sockets. Deleting a session reduces the used socket count accordingly.
Session - Seat Type
In a seat-type session, each player occupies one socket space within a deployment. For instance, if a deployment has ten sockets, a solo player and a party of four would occupy five sockets. Deleting a session frees up the corresponding number of sockets.
Serverless FaaS
Gaming applications and services can run without the need for a dedicated server, and can instead be deployed on a cloud platform like Edgegap that offers serverless computing capabilities. This allows for faster and more efficient processing of gaming data, and also eliminates the need for investment in hardware, maintenance, and scaling.
Sidecar
Enables games to run on a remote server instead of on a local device, which can reduce lag and improve performance.
Single Point of Presence
A single, centralized location in a network where all traffic is routed for specific services or applications. This is often used to simplify network architecture and improve performance.
T
Telemetry
The collection and analysis of real-time data from the gaming environment, devices and players. This data is used to provide valuable insights into the performance and behavior of the game and its players.
Tickrate
The number of times per second that a game's server updates the game's state, including player positions, actions, and other events.
U
Usage Parameter Control
The ability to monitor and manage the utilization of computing resources at the edge devices, specifically for gaming purposes. This includes setting and enforcing limits on parameters such as memory, storage, and processing power to optimize the gaming experience and prevent overloading the edge devices.
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