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Singapore server
1.
the overall distribution and ownership of apex servers in singapore
- apex legends servers are usually deployed by game operators (such as respawn/ea) in cooperation with cloud/machine room providers.- singapore nodes are mostly used for connection aggregation of players in the asia-pacific region to reduce cross-border delays.
- common hosting methods include cloud instances (aws, gcp, azure) and rented cabinets (equinix, sg multiple computer rooms).
- common link carriers at the operator level include local backbones such as singtel, starhub, m1 and viewqwest.
- for stability, the game will perform multi-node redundancy and traffic scheduling. which ip the player actually connects to is affected by isp routing and dns resolution.
2.
list of common singapore computer rooms and operators (community summary)
- local large computer room: equinix sg1/sg2, global switch, keppel data centre.- mainstream local operators: singtel (strong international links), starhub (wide residential broadband coverage), m1 (high proportion of corporate customers).
- internet secondary/dedicated line service providers: viewqwest, myrepublic, often used for game acceleration or direct direct connection.
- cloud service provider nodes: aws (ap-southeast-1), google cloud (asia-southeast1), azure (southeast asia).
- cdn/acceleration vendors: akamai, cloudflare (spectrum is used for tcp game protocol), fastly, etc. have pop nodes in sg and often cooperate with game distribution.
3.
delay and link actual measurement examples (community measurement station data)
- rtt from local players in singapore to sg nodes is usually 5-30ms; malaysia is about 30-60ms; indonesia is 40-80ms.- the rtt from mainland players to sg is usually 140-220ms, depending on the link quality and whether it is directly connected.
- community traceroute sample (example, does not represent a single ip): local isp -> singtel backbone -> equinix sg -> game node, hop count 6-10.
- the measured table shows the typical node delay (ms): the following table is the aggregated average value of multi-person ping in the community.
| survey station location | average rtt (ms) | isp/link |
|---|---|---|
| singapore local | 12 | singtel/equinix |
| kuala lumpur (malay) | 44 | time/singtel transfer |
| jakarta (indonesia) | 58 | telkomsel/isp link |
| mainland china (guangzhou) | 162 | operator directly connected or via tgw |
4.
vps/host configuration and recommendations (for building acceleration/game relay)
- small relay (test/community node) recommendations: 2 vcpu, 4gb ram, 50gb nvme, 1gbps bandwidth, suitable for dozens of concurrency.- competition/multi-room relay recommendations: 4 vcpu, 8gb ram, 100gb nvme, 2-5gbps bandwidth, with bgp or load balancing.
- production-grade gateway server example (real community case): vps provider a, configured as 4 vcpu/8gb/80gb nvme/1gbps, with an average load of 120 players and stable connection.
- cloud instance examples (aws ec2): t3a.medium (2 vcpu, 4gb) for light loads, c5.large (2 vcpu, 4gb) or higher for high concurrency; public bandwidth purchased on demand.
- storage and snapshots: it is recommended to use independent ssd disks for game logs and replays and to enable daily snapshots and monitoring alarms.
5.
real case: community competition encountered ddos and recovery process
- brief introduction to the case: a small community league (about 200 people) encountered syn/udp flooding midway, resulting in severe packet loss for two hours.- initial resolution: close the affected public ip and enable backup instances, and switch players to backup dns records.
- defense upgrade: connect to cloudflare spectrum as a tcp proxy, and apply for traffic scrubbing (scrubbing) from the upstream operator.
- result data: attack peak community reported around 120 gbps, recovered to < 5 gbps after upstream cleaning, player latency returned to pre-match levels.
- experience summary: the competition environment must prepare redundant ip, fast dns switching, and preset emergency contacts and cleaning channels with the operator.
6.
cdn and ddos defense practical suggestions
- at the game control level, it is not recommended to rely solely on public cdn for real-time game data transmission, but it can be used for static content, patch distribution and certification interfaces.- it is recommended to use dedicated anti-ddos services (such as cloudflare spectrum, akamai prolexic, or cloud vendor's shield/anti-ddos) for real-time tcp/udp traffic.
- network architecture recommendations: front-end load balancing + multi-availability zone relay + bandwidth elastic pool + monitoring alarm and black hole strategy.
- operation contract recommendations: sign an sla with the computer room/isp and preset cleaning bandwidth and emergency response procedures.
- daily operation and maintenance: maintain routing visibility (bgp routing monitoring), conduct regular stress/fault drills, retain backup computer rooms and dns ttl policies (short ttl allows for quick switching).

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