Hey all, this is David Press and Doug Lardo, two engineers working on improving the data center networking that enables online services at Riot. This article is the third part in a series on exactly that topic, which begins with an overview from Jonathan of a platform we called rCluster.
My name is Jonathan McCaffrey and I work on the infrastructure team here at Riot. This is the first post in a series where we’ll go deep on how we deploy and operate backend features around the globe. Before we dive into the technical details, it’s important to understand how Rioters think about feature development. Player value is paramount at Riot, and development teams often work directly with the player community to inform features and improvements.
Welcome back readers to the Running Online Services at Riot blog series. My name is Maxfield Stewart and I’ve written before about how we use containers to build containers on an open source platform. Today’s article will dig into the five key requirements for any micro-service to become a live running application on our container platforms at Riot.
Hi, my name is Aaron Torres and I’m an engineering manager for the Riot Developer Experience team. We accelerate how game teams across Riot develop, deploy, and operate their backend microservices at scale - globally. I’ve been at the company for a little over 3 years and I’ve been writing Go code that entire time. In this article, we’ll be specifically looking at how a few different teams use Go. I’ll be tagging in two technologists - Chad Wyszynski from RDX Operability and Justin O’Brien from VALORANT - to discuss how they use Go for their projects.
Hi, I'm Guy "RiotSomeOtherGuy" Kisel, a software engineer at Riot. You might remember me from Running an Automated Test Pipeline for the League Client Update. I work on the Riot Developer Experience team - our responsibilities include providing Jenkins servers and related infrastructure for engineers to use for building, testing, and shipping their software to the millions of players that play League of Legends.
Welcome back to the Running Online Services series! This long-running series explores and documents how Riot Games develops, deploys, and operates its backend infrastructure. Since 24 months is an eternity in this space, we figured we would update you all on how things have worked out, new challenges we faced, and what we learned addressing them!
In our previous article, we discussed some of the networking involved in rCluster, Riot’s solution for worldwide application deployments. Specifically, we talked about the concept of overlay networks, an implementation we leverage called OpenContrail, and how that solution plays with Docker. In this post, we’ll build on that foundation and dive deeper on other topics: infrastructure as code, load balancing, and failover testing.
Hi, I'm Doug Lardo, a solutions architect at Riot Games. In this article, I'm going to introduce the concept of Fault Injection Testing, and talk about the Riot Games API and how they implemented it. Then I’ll discuss our testing methods, what we found, and soap box a little bit about high availability design along the way.
In the previous article in this series I discussed the ecosystem of supporting services that allow us to operate micro-services in production. If our micro-services are our carries and those tools are our supports, what about our junglers? That’s where our developer ecosystem for cluster management comes in.
Hi, I’m Guy Kisel, and I’m a software engineer on Legends of Runeterra’s Production Engineering: Shared Tools, Automation, and Build team (PE:STAB for short). My team is responsible for solving cross-team shared client technology issues and increasing development efficiency. In this article I’m going to share some details about how we build, test, and deploy Legends of Runeterra, a digital collectible card game.