Quilkin Control Message Protocol (QCMP)

servicesportsProtocol
QCMP7600UDP AND TCP (IPv4 OR IPv6)

In addition to the TCP based administration API, Quilkin provides a meta API over UDP and TCP. The purpose of this API is to provide meta operations that can be used by untrusted clients. Currently the API is focuses on providing pings for latency measurement but that may change overtime as new features are added.

Ping

The main functionality currently in QCMP is pinging, measuring the latency from one service to another over UDP. You can also measure the distance locally using the quilkin qcmp ping command.

quilkin qcmp ping 127.0.0.1:7600

Protocol Data Unit

The following is a Kaitai Struct configuration of the protocol data unit accepted by Quilkin proxies.

meta:
  id: quilkin_packet
  endian: be
seq:
  - id: magic_header
    contents: "QLKN"
  - id: protocol_version
    type: u1
  - id: packet_type
    type: u1
  - id: packet_length
    type: u2
  - id: packet
    size: packet_length
    type:
      switch-on: packet_type
      cases:
        0: ping_packet
        1: ping_reply_packet

types:
  ping_packet:
    doc: |
        Sent by a client to a proxy containing the time when the client sent the
        packet along with a unique nonce. The timestamp should be a UTC unix
        timestamp in **nanoseconds**.
    seq:
      - id: nonce
        type: u1
      - id: client_sent_timestamp
        type: u8

  ping_reply_packet:
    doc: |
        A reply from a proxy containing the ping's nonce, the client sent time,
        the server's receive time, and the server's sent time. The timestamps
        should be UTC unix timestamps in **nanoseconds**.
    seq:
      - id: nonce
        type: u1
      - id: client_sent_timestamp
        type: u8
      - id: server_receive_timestamp
        type: u8
      - id: server_sent_timestamp
        type: u8

Datacenter Latency

In addition to being able to ping Quilkin to get the latency between the client and proxy. In order to allow clients to send information to services like a matchmaker about which datacentre they are closest to, Quilkin also includes the ability to get a proxy's latency to each of its connected datacentres.

Note: This requires a multi-cluster relay setup, as when you set up proxies in the same cluster as gameservers, this measurement is redundant.

All that is required to set this up is to provide an ICAO code to the agent in the gameserver cluster. (E.g. through the environment variable ICAO_CODE). No further setup is required. You can use duplicate ICAO codes, Quilkin will choose the best result amongst the duplicates to return. Quilkin assumes that multiple of the same ICAO code refer to the same phyiscal datacentre, so latency between them should negible.

Why ICAO? ICAO is an international standard for airport codes, airport codes are an easy human readable code that makes it easy to use geo-visualisations in tools like Grafana, and easily allows grouping. IATA codes only cover major airports, ICAO codes cover practically every airport making them easy to more accurately represent the location of any datacentre.

API And Schema

Currently the datacentre latency can be retrieved by sending a GET / HTTP request to the QCMP port.

The returned data is a JSON object with each key being the ICAO code for the datacentre, and the value being the latency in nanoseconds.