Yeah, but my worry is that if the queue architecture cannot handle 160 
entries... how will it handle > 1000 ?  Remember these entries hang around 
for the next game round.  So at that point, each client is also going to 
have to remove duplicates from other people that were left over from the 
previous round (hoping this makes sense!).  Or else I purge the queue in 
between ... after attempting to patch the leaderboards a second time with 
the extra entries.

It just seems like a hack on top of a hack and extremely ugly....


On Tuesday, July 31, 2012 2:47:02 PM UTC-4, barryhunter wrote:
>
> This is from the other thread: 
>
> > Also, when processing at around 160 players/game, the number of 'late' 
> entries was randomly between 1-10.  > Obviously, this is completely 
> unacceptable as it appears to players that we 'lose' their score! 
>
> But it seems more natural fit for this thread. 
>
>
> ... One technique I've seen advocated to 'hide' the latency - so that 
> players don't see their score missing. Is when you display the 
> leaderboard - fetching the scoreboard using a standard eventually 
> consistent query (ok, its gone via a backend that has effectively done 
> a 'group by' and cached the result for you) 
>
> But you have the user-id, so can do a strongly consistent get to get 
> the payers own score. And you alter the leaderbaord for display using 
> the very latest data for just the current player. Their own score is 
> correct. 
>
> The chances of their even realising they are getting a slightly 
> imperfect view (ie everyone else's score is outdated) is very small. 
> As long as their own score is right. 
>
>
> ... ie expect latency, architect so it doesn't matter. 
>

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