Hello,

I would definitely recommend just adding one listener and doing all your routing
from there. Something like:

    redis.subscribe('channel1')
    redis.subscribe('channel2')

    redis.on('message', function (channel, message) {
      // emitter.emit(channel, message)
      //
      // -or
      //
      // if (methods[channel]) methods[channel](message)
      //
      // -or
      //
      // switch (channel) {
      // case 'channel1':
      //   break
      // case 'channel2':
      //   break
      // }
    })

The main reason being no matter how many clients you have, they will all
receive the same messages as each other; which means your clients will be
doubling up on emit operations.

Tim

On Fri, Jul 13, 2012 at 11:43:25AM +0700, hd nguyen wrote:
> Hi all,
> 
> I have a concern when using pubsub mechanism of redis in my real application.
> 
> I built a MMO game with 5 servers (NodeJs) and use pubsub of Redis to
> broadcast game state between servers.
> 
> But I concern which is the best practice to utilize this mechanism
> efficiently with a lot of users connect and interact simultaneously?
> 
> I would love to hear your ideas about following problems:
> 
> 1/ Should I create NEW channel for each action or just ONE channel for ALL
> actions?
> Ex: user1 connect to server1, user2-server2,...userN-serverN
> When user1 move/fight and lost his health, those action should be broadcast
> to other servers, so each time want to broadcast I should use:
> pub1.publish("pub1", "action data sent from pub1"); //just one channel for
> ALL actions
> OR
> pub1.publish("pub1_actionID", "action data sent from pub1"); // each
> channel for EACH action
> 
> 2/ And in each servers we create a client to listen:
> //subscribe ALL channels from ALL OTHER servers
>  client = redis.createClient(port, host);
> client.subscribe("pub1");
> client.subscribe("pub2");
> ....
> client.subscribe("pubN");
> 
> client.on("message", function(channel, message){
>   console.log(host + ":" + channel + ": " + message);
> });
> 
> As above snippet code, each server should be a client to listen ALL
> CHANNELS published by ALL other servers.
> 
> But I concern whether I should use just ONE client to listen ALL channels
> or ONE client for EACH channel?
> //each subscribe for each channel
> client1 = redis.createClient(port, host);
> client2 = redis.createClient(port, host);
> client1.subscribe("pub1");
> client2.subscribe("pub2");
> ....
> client1.on("message", function(channel, message){
>   console.log(host + ":" + channel + ": " + message);
> });
> client2.on("message", function(channel, message){
>   console.log(host + ":" + channel + ": " + message);
> });
> ...
> 3/ Could you tell me how many connections redis can handle maximum in a
> second? (each time we createClient() we should create a connection to Redis
> server, right? Does it take a lot of time and overhead?)
> 
> 4/ Any tool to evaluate performance of pubsub mechanism for a MMO game with
> multiple requests at the same time?
> 
> Thanks for your time.
> 
> -- 
> Nguyen Hai Duy
> Mobile : 0914 72 1900
> Yahoo: nguyenhd_lucky
> 
> -- 
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