Which solution meets these requirements?
Provision an Application Load Balancer (ALB) in front of the game servers. Create an Amazon CloudFront distribution that has no geographical restrictions. Set the ALB as the origin. Perform DNS lookups for the cloudfront.net domain name. Use the resulting IP addresses in the game’s client application.
Provision game servers in each AWS Region. Provision an Application Load Balancer in front of the game servers. Create an Amazon Route 53 latency-based routing policy for the game’s client application to use with DNS lookups.
Provision game servers in each AWS Region. Provision a Network Load Balancer (NLB) in front of the game servers. Create an accelerator in AWS Global Accelerator, and configure endpoint groups in each Region. Associate the NLBs with the corresponding Regional endpoint groups. Point the game client’s application to the Global Accelerator endpoints.
Provision game servers in each AWS Region. Provision a Network Load Balancer (NLB) in front of the game servers. Create an Amazon CloudFront distribution that has no geographical restrictions. Set the NLB as the origin. Perform DNS lookups for the cloudfront.net domain name. Use the resulting IP addresses in the game’s client application.
Explanations:
While using CloudFront can improve latency through edge locations, it is not suitable for UDP traffic, which is not natively supported by CloudFront. Additionally, CloudFront does not provide static IP addresses.
Although provisioning game servers in multiple AWS Regions can improve availability, using an Application Load Balancer (ALB) does not support static IP addresses, which is a requirement for the game’s client application.
This option effectively utilizes Network Load Balancers (NLBs) to manage UDP traffic, along with AWS Global Accelerator to provide static IP addresses. The accelerator directs traffic to the closest NLB based on latency, ensuring optimal performance and availability across multiple continents.
Similar to option A, CloudFront is not designed for UDP traffic and cannot be used as an origin for an NLB. Therefore, this option does not meet the requirements of static IP addresses for the game client or optimal handling of UDP connections.