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Game networking server presentation slides available

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I gave a presentation at the 2011 Game Developer's Conference on building a massively scalable messaging back-end for a game/chat application (IMVU).
The slides are now available on SlideShare.
If you want the full presentation (video, audio, etc), you'll have to go to the GDC Vault, which I think costs money if you weren't a GDC attendee. But is totally worth it :-)

http://www.slideshare.net/JonWatte/message-queuing-on-a-large-scale-imvus-stateful-realtime-message-queue

Enjoy!

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"Queue creates and join/leaves (kill a lot of contenders)"

~6 queue changes/sec is too much for most middleware?

And does this use HTTP or some other type of connection? To client or just server-side?

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"Queue creates and join/leaves (kill a lot of contenders)"

~6 queue changes/sec is too much for most middleware?

And does this use HTTP or some other type of connection? To client or just server-side?


Most enterprise message queues deal with a total of perhaps 400 topics (queues). Think of things like "stock quotes" where each ticker is queue.
Creating a new queue in some enterprise systems does things like create a new SQL database instance.
Also, some of those queues need to restart just to add a new user to the system. Given that we register a lot of users every day (in real time), that doesn't work so well.

There's a slide about the connections -- the point is to replace HTTP long-poll (front-end) and databases/memcaches (back-end) with something faster and more reliable. Killing two birds with one stone. We use protocol buffers on the front end, and just plain RAM with Erlang processes on the back end.
There should also be a slide that shows clients talking protocol buffers to the queuing system, whereas management/server-side requests talk HTTP.

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