Mountkirk Games makes online, session-based, multiplayer games for mobile platforms.
They have recently started expanding to other platforms after successfully migrating their on-premises environments to Google Cloud.
Their most recent endeavor is to create a retro-style first-person shooter (FPS) game that allows hundreds of simultaneous players to join a geo-specific digital arena from multiple platforms and locations.
A real-time digital banner will display a global leaderboard of all the top players across every active arena.
Solution concept - Mountkirk Games is building a new multiplayer game that they expect to be very popular.
They plan to deploy the game's backend on Google Kubernetes Engine so they can scale rapidly and use Google's global load balancer to route players to the closest regional game arenas.
In order to keep the global leader board in sync, they plan to use a multi-region Spanner cluster.
Existing technical environment - The existing environment was recently migrated to Google Cloud, and five games came across using lift-and-shift virtual machine migrations, with a few minor exceptions.
Each new game exists in an isolated Google Cloud project nested below a folder that maintains most of the permissions and network policies.
Legacy games with low traffic have been consolidated into a single project.
There are also separate environments for development and testing.
Business requirements -Support multiple gaming platforms.Support multiple regions.Support rapid iteration of game features.Minimize latency.Optimize for dynamic scaling.Use managed services and pooled resources.Minimize costs.
Technical requirements -Dynamically scale based on game activity.Publish scoring data on a near real-time global leaderboard.Store game activity logs in structured files for future analysis.Use GPU processing to render graphics server-side for multi-platform support.Support eventual migration of legacy games to this new platform.
Executive statement - Our last game was the first time we used Google Cloud, and it was a tremendous success.
We were able to analyze player behavior and game telemetry in ways that we never could before.
This success allowed us to bet on a full migration to the cloud and to start building all-new games using cloud-native design principles.
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A. B. C. D.B.
https://cloud.google.com/storage/docs/gsutil/commands/cpNone of the provided options seem to fully address the requirements or constraints outlined in the scenario. The question mentions Mountkirk Games' plan to use a multi-region Spanner cluster to keep the global leaderboard in sync, but there is no mention of using Google Cloud Storage (and therefore gsutil) for this purpose.
That being said, if we assume that the files referenced in the question are game activity logs that need to be stored in a structured format for future analysis, then option B (Use gsutil to batch copy the files in parallel) could potentially be a valid choice.
Google Cloud Storage is a highly available and durable object storage service that can be used to store large amounts of unstructured data, such as game activity logs. gsutil is a command-line tool that allows for easy management of Google Cloud Storage buckets and objects.
Batch copying the files in parallel using gsutil could be a good option for transferring the logs to Google Cloud Storage. This would allow for efficient and scalable uploading of the logs, which is important given the requirement to support rapid iteration of game features and optimize for dynamic scaling.
However, it's worth noting that this is just one small piece of a larger solution for the multiplayer game. It's important to consider the full set of requirements and constraints when designing and implementing a solution.