what sort of messages are you sending?

if your messages have the right properties, and allow eventual consistency,
you should just be able to connect your servers, and it should just work.

what you need is for each node (client, server, etc) to end up with
the same result eventually, even if their messages arrive in different
orders (commutative), or arrive more than once (idempotent).

if you have these properties then you have eventual consistency, and
scaling is easy.

On Thu, Jul 5, 2012 at 6:56 PM, Yi Tan <[email protected]> wrote:
> for real time mmo games, I'd suggest you to look at other server side
> solution then node.
>
> the problem is not in node, but in javascript language. It lacks of native
> map-based data structure, and will cause you much trouble in code
> implantation and of cause slows down performance.
>
> Regards,
>
> ty
>
>
>
> 2012/7/5 hd nguyen <[email protected]>
>>
>> I looked at node http proxy and see that it lists ' Supports WebSockets '
>> feature, maybe need some more test on it to make sure it fits my
>> requirement.
>> @mscdex: you mean most load balancers now support websocket?
>>
>> Any suggestion more? I'm eager to get more different comments.
>>
>>
>> On Thu, Jul 5, 2012 at 1:00 PM, mscdex <[email protected]> wrote:
>>>
>>> On Jul 5, 1:14 am, Arunoda Susiripala <[email protected]>
>>> wrote:
>>> > I don't think nginx supports websockets transport.
>>> > You can use node http proxy.
>>> > Not sure about the performance.
>>>
>>> Websockets have been compatible with just about any load balancer for
>>> awhile now. Most clients have something newer than draft-76 these
>>> days....
>>>
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>>
>>
>>
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