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ChinaGaming Deep Audit

English | 简体中文

Audit date: 2026-07-26

Goal and outcome

The goal is to send verified mainland China game websites, authentication, launchers, updates, and identifiable CDN traffic through DIRECT, while keeping international game services on the final US/proxy route.

The resulting model has three layers:

  1. InternationalGaming → final proxy: protect known international services first.
  2. ChinaGaming → DIRECT: match mainland game services.
  3. GEOIP,CN → DIRECT: cover raw-IP and UDP endpoints located in mainland China.

One exact-host exception precedes these providers: fastcdn.hoyoverse.com is used by a mainland miHoYo page, so it is routed directly before the broader international hoyoverse.com suffix.

The upstream SteamCN provider mixes verified mainland download nodes with global suffixes such as steamcontent.com, steamserver.net, and steamusercontent.com. Routing the entire provider directly would also capture global Steam content. This repository extracts verified mainland nodes into ChinaGaming and leaves the broad upstream provider on the configured Steam policy.

Important coverage fact

ChinaMax currently includes:

- DOMAIN-SUFFIX,cn

Any .cn candidate already reaches ChinaMax unless an earlier rule captures it. Listing those domains explicitly in ChinaGaming still matters because it:

  • places them before GlobalMedia, Bilibili, Steam, and ChinaMax;
  • documents the intent that mainland game traffic should be direct;
  • preserves them if a future upstream update removes the broad .cn suffix.

These .cn entries are priority hardening, not previously unmatched ChinaMax coverage. The clearest non-.cn gap found during the audit was lilithcdn.com. fastcdn.hoyoverse.com is a separate exact-host mainland override inside an otherwise international root domain.

Ten research tracks

  1. Tencent, WeGame, and Delta Force
  2. NetEase Games
  3. Mainland miHoYo versus international HoYoverse
  4. Perfect World, Valve China, and Kingsoft/Seasun
  5. Nuverse and Lilith Games
  6. Kuro Games, Hypergryph, and PaperGames
  7. Bilibili Games, Yoozoo, 37 Interactive, and 4399
  8. Mainland game platforms, distribution, and CDN infrastructure
  9. Authentication, real-name verification, anti-addiction, anti-cheat, voice, and update SDKs
  10. Effective first-match review across ChinaMax, SteamCN, Bilibili, and GlobalMedia

Primary-source evidence

Tencent and Delta Force

NetEase

  • The NetEase corporate website identifies game.163.com as the NetEase Games website.
  • The NARAKA mainland FAQ separates the mainland NetEase-account client from Steam/global accounts. Its download page uses NetEase gdl distribution hosts.
  • NetEase Games AI Lab documents anti-cheat technology used across NetEase games.
  • easebar.com and narakathegame.com are associated with international services and were not added to the mainland layer.

miHoYo

Perfect World, Valve China, and Seasun

Nuverse, Lilith, Kuro, Hypergryph, and PaperGames

  • The Nuverse mainland site and its product API use nvsgames.cn; the .com site is global.
  • The Lilith website exposes mainland products, accounts, and PC downloads under lilith.com and lilithgame.com, with official assets on lilithcdn.com. The international publishing root farlightgames.com is excluded.
  • The Wuthering Waves mainland entry and its resources use kurogame.com, kurogames.com, and aki-game*; kurogames-global.com is international.
  • Hypergryph customer support directly publishes a launcher.hycdn.cn updater component. An Arknights PC notice confirms launcher-based downloads and updates.
  • The Infinity Nikki mainland privacy page and mainland pages use nuanpaper.com and papegames.com; infoldgames.com is treated as an international publishing root.

Mainland platforms, channels, and compliance

Explicit exclusions and international protection

A root domain should not be forced direct merely because the operator is a Chinese company. The mainland layer deliberately avoids:

  • international publishing roots used by HoYoverse, NetEase, Lilith, Kuro, Hypergryph, and PaperGames;
  • shared Akamai, AWS, Cloudflare, Alibaba OSS, and Tencent COS roots;
  • mixed-use services such as steamstatic.com, qcloud.com, myqcloud.com, and gmertc.com;
  • third-party analytics and attribution services such as AppsFlyer, Adjust, Google, and Facebook.

InternationalGaming.yaml also corrects international domains that broad China lists may otherwise route directly, including international miHoYo domains, bilibili.tv, 37games.com, the overseas TapTap API, and explicit international GME hosts.

What public web research cannot prove

Live game sessions may use:

  • raw IP addresses;
  • dynamically assigned UDP endpoints;
  • shared cloud-provider infrastructure;
  • hostnames delivered only after the client starts.

The current rules cover verified websites, authentication, launchers, patching, and public CDN endpoints. GEOIP,CN,DIRECT,no-resolve catches targets recognized as mainland IPs, but runtime capture is still required for endpoints outside current GeoIP data, shared or overseas cloud regions, or hosts that must be separated by game region.

A second-stage audit should capture DNS, SNI, target IPs, and ASNs during a mainland client flow: cold start, login, update, and one live match.