What is Cubeia Firebase?

Cubeia Firebase is a high availability, scalable platform for developing online multiplayer games. Cubeia Firebase is to games what a web server is to a web site. You write your game against our API and then you deploy it to the server much like you would do with a web application and a web server.

Thanks to the scalability and high availability features, your system will stay up even when you have many thousand concurrent users.

We offer a simple Java API for writing the game logic on the server side and on the client side we provide libraries for the latest and most popular technologies, including HTML5 / Javascript, Flash and C++.

Cubeia Firebase Wiki

Are you a developer? Want to check out the API:s?

On our Wiki is more documentation about how to use Cubeia Firebase including tutorials!
Cubeia Firebase Wiki

Why choose Cubeia Firebase?

Develop Faster

Cubeia Firebase integrates with the widespread build tool Maven and can be run directly from the command prompt.

High Performance

We have load tested a single Cubeia Firebase Standard Edition server to handle over 20 000 concurrent poker players.

Safe & Robust

Cubeia Firebase has been in production since 2007 and is currently serving games on some of the most prominent operator sites in the world.

Selected features

We’ll divide the features into several rough groups. This is by no means a complete feature list, but it does cover the essentials. If you have any further questions, don’t hesitate to contact us.
  • Integrated table and lobby chat channels.
  • Standard abstractions for tables, players and lobby.
  • Standard commands and handling for common actions such as “sit”, “leave”, “login” etc.
  • Customizable login procedure.
  • Private tables. Table can be created on request by clients.
  • Waiting lists and chat filtering.
  • Transparent thread safety.
  • Transparent network delivery. All network code is handled by the platform.
  • JTA support for event processing.
  • Simple deployment.
  • Deployable data sources.
  • JPA support.
  • Guice DI support.
  • Server side scripting.
  • Managed distributed dataset for lobby data.
  • Server and client access libraries.
  • Client delta change updates significantly reduces bandwidth consumption.
  • Subscription model, changes are pushed to the clients.
  • Separate tournament API.
  • Tournament logic separated from game logic.
  • Support for very large tournaments.
  • Re-usable tournament logic. One tournament implementation can handle many game types.
  • Simple deployment.
  • Public API for services. Services are first-level members of a server and are used to extend the platform.
  • Multi-contract deployment. One service may provide several public contracts.
  • Service messaging. Services can receive and send events to clients.
  • Simple deployment.
  • All artifacts are deployed as simple ZIP archives, comparable to a J2EE deployment.
  • Configurable “activators” are responsible for creating tables and tournaments.
  • Artifact isolation. Each game, tournament and service has its own class loader.
  • Shared deployment library folders.
  • Homogeneous deployment across cluster.
  • Unified archives. Several archetypes may be deployed together.
  • System monitoring via JMX.
  • Configurable session management.
  • Client failure detection via ping.
  • Dynamic cluster topology. Servers can be started and stopped without bringing down the entire cluster.
  • Single point of common configuration via the master nodes.
  • Synchronous inter-cluster communication.
  • SSL support.
  • Binary or JSON wire protocol provided through Styx
  • Javascript, ActionScript, Java & C++ API:s available
  • TCP socket and WebSockets
  • SSL or HTTPS for WebSockets

 

 

Editions & Licensing

Cubeia Firebase comes in three editions, the Community, Standard and Enterprise Edition. The Standard and Enerprise Editions can be licensed commercially from Cubeia, whereas the Community Edition is licensed under the open source license AGPL.

Edition

License
  • Game API
  • Tournament API
  • Lobby
  • Clustering
  • Server Failover
  • Capacity*

Community

AGPL
  • Yes
  • Yes
  • Yes
  • No
  • No
  • 10 000**

Standard

Commercial
  • Yes
  • Yes
  • Yes
  • No
  • No
  • 10 000**

Enterprise

Commercial
  • Yes
  • Yes
  • Yes
  • Yes
  • Yes
  • 40 000+***


* Measured in concurrent poker players using Cubeia Poker
** Based on internal load tests on single server
*** Maximum tested in internal load tests on 4 servers