Computer Network Alm
Computer Network Alm
AJAY L - 2253005
KOPE KRISSNAN P - 2253029
MUKESHKUMAR A - 2253036
NETWORKING IN STEAM
Assessment
Implementatio
Presentation
Introduction
Report (2)
Total
Demo
n (3)
S. (10)
Name & Roll No.
No.
(2)
(3)
1. AJAY L (2253005)
2. KOPE KRISSNAN P
(2253029)
3. MUKESH
KUMAR A
(2253036)
2.1.1 MATCHMAKING
Steam has no actual infrastructure to do multiplayer.
Lobbies are the place where matchmaking occurs and it may occurs based on your level(rank),
your download region, your server region and probably with most recent player you played with.
Playing across different server regions can be achieved by Virtual Private Networks (VPN).
Steam uses Level3, Akamai, EdgeCast (Verizon), Stackpath (formally Highwinds) and their own
CDN for content delivery.
Steam breaks the world up into “cells” and maps countries and regions to these cells. For the
curious among you, this mapping can be found here, and reveals a lot about their network
topology. Interestingly, customizations exist for specific ISPs like Verizon, TELUS, and Shaw.
These ISP-specific customizations appear to bias users on these ISPs towards specific CDN
locations rather than introduce caches inside their networks (like Netflix and YouTube do). Each
cell is allocated a list of approximately 20 servers, which may be distributed amongst multiple
CDNs. For example, the UK is split into two cells — London and Manchester. Both are primarily
served by Valve’s own CDN, with what appear to be backups using Stackpath (in Amsterdam) and
Edgecast (in London). The Steam client downloads a game in “chunks” using multiple parallel
TCP sessions to a selection of the servers in the user’s cell. In our testing we found that the Steam
client used six parallel TCP sessions. Using multiple parallel connections to multiple CDNs is a
good way of working around congested paths between a user’s ISP and any one specific CDN.
The cloud plays a crucial role in Steam's infrastructure, enabling seamless gaming experiences,
scalable community features, efficient content distribution, and robust security measures. By
leveraging cloud services, Steam continues to innovate and enhance the gaming experience for
millions of users worldwide. Steam offers cloud saving functionality, allowing users to store their
game progress and settings in the cloud. This ensures that users can access their game data from
any device with Steam installed, providing flexibility and continuity across gaming sessions. With
evident of Cloud computing, it become the base for all possible steam features such CDN, cross-
platform compatibility, saving game progress, fair-play policies, synchronization etc., The Steam
Cloud allows games and the platform to utilize cloud storage hosted by Steam. Games can utilize
Steam Cloud for storage of many different types of data, including game settings, save games,
profile stats and other user-specific bits. Many Steam client settings are also saved via the cloud,
including collections, friend nicknames and anything changed via the Steam client Settings
menu.
4 CONCLUSIONS
In conclusion, the case study on networking with the Steam platform underscores the pivotal role
of robust network infrastructure in delivering seamless gaming experiences to millions of users
worldwide. Through sophisticated content delivery networks, intelligent server selection
algorithms, and bandwidth optimization techniques, Steam ensures efficient distribution of
game content while minimizing latency and congestion. The platform's use of cloud services
enhances cross-platform compatibility, enables seamless synchronization of game progress,
and supports scalable community features. Additionally, Steam's commitment to security, with
cloud-based anti-cheat mechanisms and encrypted communication protocols, ensures a safe
and fair gaming environment for users. Overall, the case study highlights how Steam's network-
driven approach sets the standard for digital distribution platforms in the gaming industry,
continuously innovating to enhance connectivity, accessibility, and user satisfaction in the ever-
evolving world of gaming.
REFERENCES
1) Steam by Valve Corporation - https://store.steampowered.com/
2) Steamworks by Steam - https://partner.steamgames.com/
3) Reddit a community platform - https://www.reddit.com/
4) Wikipedia a source platform - https://www.wikipedia.org/
5) Medium article sharing platform - https://medium.com/