Thanks Tim for your suggestion about subscriber part.

Any suggestions for publisher part(one publisher for each ACTION or one
publisher for ALL ACTION)? I want to hear about it.

Thanks.

On Fri, Jul 13, 2012 at 12:07 PM, Tim Smart <[email protected]> wrote:

> 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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-- 
Nguyen Hai Duy
Mobile : 0914 72 1900
Yahoo: nguyenhd_lucky

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