Whats the size of each unit JSON wise?, if it is too small, you could
have the player's units inside a single key as a collection, that way
when you fetch a player your key will contain the units and you could
play around with mutations/locking of such player's key. And also, it
will leverage your multi-threading code making each player thread your
multi-threading pattern (Removing the need of a thread pool to fetch units)
The drawback of such design is that each player's key would be fetched
as a whole just to add/remove a unit. If you have a single reader/writer
(Server), you could add some in-memory cache (For example, in Java you
could use Google's Guava framework; LoadingCache<T>)
Maybe I proposed something with way out of proportions, I think I would
need more details.
Anyway, HTH,
Guido.
On 07/08/13 10:28, Maksymilian Strzelecki wrote:
Hi. I've read somewhere around the Internet that Riak benefits its
performence when there are more buckets and not massive amount of keys
in them. Now, if this is true I'm asking for an advice on how to go
about my data model.
I've started off with one bucket called accounts_units. Every player
has his set of units in-game (like 10-20) and they all have their
individual keys in there. Since knowing what your units are is pretty
important thing I would be doing a lot of queries on that bucket. Then
I thought I could create individual buckets for every player and his
units. Though it would create A LOT of buckets with little keys. Would
that be better? What do you think?
Thanks for your time,
Max.
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