Hi Richard,

I actually played your game and probably encountered the exact issue.
BTW, it's a cool addictive game.

I agree that eventually consistent window should ideally be more
steady than now. I have passed your issue to the engineering team.

I'll get back to you when I have some updates.

-- Takashi

On Wed, Aug 1, 2012 at 10:37 PM, Richard <[email protected]> wrote:
> The thing is.... GAE does a wonderful job.  It has been fine for a year or
> so.  Now suddenly, we are getting bitten by 'eventual consistency'.  And not
> at peak load either!  This is hitting us at the lowest load time and at the
> same time each day.
>
> So, maybe we were just lucky before this..... but it still sucks to have
> something work for a year or so, and then suddenly find out you might need
> to consider moving to a different stack.
>
>
> On Wednesday, August 1, 2012 7:14:19 AM UTC-4, Richard Watson wrote:
>>
>> On Wed, Aug 1, 2012 at 12:13 PM, Jeff Schnitzer <[email protected]>
>> wrote:
>>
>> > Anything that involves batching in a frontend risks orphaning data in
>> > the frontend... there's just no efective way to ensure that batching
>> > happens and that the queue is purged when "done".
>>
>> It's definitely not bulletproof, but I'd investigate whether I could
>> achieve "good enough" for 99% and be happy that for the rest the
>> client could re-request the score if it didn't reflect their own
>> correct value.
>>
>> As you say, if clients can connect directly to some other more
>> reliable service, maybe that's the way to go.  Mixing platforms (GAE
>> url fetch to Amazon SQS, or whatever) would leave me worrying about
>> extra points of failure - you'll now fail if either GAE or
>> Amazon/Heroku go down.
>>
>> Pity.  I would imaging a back-end for a game with hundreds of users is
>> something GAE should eat up.
>>
>> Richard
>
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-- 
Takashi Matsuo

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