The 2009 Second WEBGAME and SNS Community Operation Conference, jointly organized by the Internet Society of China and China Investment Network, was recently held in Beijing. This is a grand meeting between web games and IDC companies.
It has only been two years since web games appeared. After two years of development, we have personally experienced the entire process of WEBGAME from scratch, from weak to strong, and finally prosperous. There have been huge improvements in terms of hardware, software, technology and other aspects. The emergence of new Fish technology and other technologies requires bandwidth that has exceeded the amount of traditional game bandwidth. Some of the original technical architectures were relatively simple, but now they are more detailed, and higher requirements are put forward in all aspects.
From the perspective of the Internet, the distribution of players, according to our analysis, East China accounts for 22.2% of the country's Internet users, South China accounts for 20.18%, and the two together account for 50%. Northeast and North China combined are basically close to 30%. Adding in Central China, the distribution of netizens in the entire China is basically the same, with relatively few in the northwest and southwest. This kind of distribution of netizens is very important for our so-called game service providers to consider some users in their fixed points. Many Chinese Internet users are distributed in East China, South China, Central China, and Southwest China. Here are Telecom users, and in the north are China Unicom users. If everyone wants to consider speed, they must pay attention to the national market.
First of all, a good WEB game needs a good carrier and a good IDC to support it. Generally there are three aspects. The Internet speed must be fast, because in online games nowadays, I have seen a lot of very cool pictures and some very good technologies. The more dazzling and high-end it is, the higher the requirements for the network; stability, or when you want to get it, you can go up and down for a while, which has a very big impact on players; finally, you must have good service.
In addition, it is necessary to consider China's national conditions and consider users across the country when selecting a technical model. The first type is divided operation, and some places in the south are separated. The second type is dual-line dual-IP access. A server has a China Telecom line on one side and a China Unicom line on the other, which can be used at the same time. The third type, single IP mode, has high requirements for some. We will do some separate analysis on these situations.
First, the north and south computer rooms are separated. Telecom's servers and China Unicom's servers. China Telecom accesses China Telecom's servers, and China Unicom accesses China Unicom's servers. This is the simplest. All users in the south can be covered here, and telecom users can access it through telecom at a relatively fast speed. This is its biggest advantage, but it also has disadvantages. The cost is relatively high. If you want complete coverage, you need at least two servers, which is not convenient. manage. Many companies will give up this market for this reason. The second method is dual-line dual-IP. A group of servers are placed in a computer room, but this computer room has two lines coming in, one from China Telecom and one from China Unicom. Of course, there can also be other lines. When accessing, the source of the user will be determined, whether you are from Telecom or others, and different users will be judged to access based on different user sources. In this way, regardless of whether it is a China Unicom user or a China Telecom user, the server accessed is the same. The third single IP mode has good quality and can also solve the problem of multi-line access well, but the disadvantage is that the cost is too high and it is not conducive to popularization. There are indeed differences in bandwidth quality based on different access methods. Dual lines meet many WEBGAME needs.
From a network perspective, stability is the most important, and it has two security risks. The first is prevention. In the Internet, there is always a higher level than a higher level, and hacker technology is always higher and faster than normal technology, but how to prevent it? All factors that can cause network instability are ultimately caused by users, so we must Choosing a good computer room also includes the customer structure of the computer room, the overall environment of the computer room, etc. Second is the service. Sometimes there are many uncertain factors in the server. Being an IDC service provider also needs to pay attention to two points. The first is time guarantee. In this industry, 24-hour service is very common. A real 24-hour service requires real technicians in the computer room, and they can actually help you solve the problem. This is a time guarantee. The second is professional services. For machines in the computer room, different situations may occur at any time, whether it is a hardware failure, a software failure, or a system failure. If these problems arise for the end user, He has to rush to the scene from the company to solve the problem. No one can wait for this time. For IDC service providers, they must be able to solve some on-site problems.
In terms of IDC services, we must provide users with on-site technical services that can truly help customers clear their network obstacles. Be the strongest backing for web games. Only in this way will the warm spring journey between WEBGAME and IDC be more poetic. (Source: http://www.qy.com.cn )