[rabbitmq-discuss] RabbitMQ local consumer and producer

Alexis Richardson alexis.richardson at gmail.com
Tue Apr 14 11:52:42 BST 2009


Colin

Incidentally... "SMASH - MMO Engine in Erlang" --
http://sunweaver.blogspot.com/2009/04/auto-config-baby-steps.html

a


On Tue, Apr 14, 2009 at 11:48 AM, Alexis Richardson
<alexis.richardson at gmail.com> wrote:
> Colin,
>
> On Mon, Apr 13, 2009 at 9:42 PM, Colin Z <theczintheroc2007 at gmail.com> wrote:
>> Sorry I'm very new to RabbitMQ and enterprise messaging as a whole.
>
> No problem!  This is a very open community consisting of all sorts of
> messaging users, not just those in the enterprise.
>
>> I'm
>> wondering if it's possible (or even a good idea) to have consumers and
>> producers reside locally within a single Erlang node, or an Erlang cluster.
>
> It is a good idea and it is possible.  Take a look at Ben Hood's
> "shovel" project to see an example use case.  This uses the RabbitMQ
> erlang client in "embedded" mode to create a relay system - a step
> towards federation.
>
> http://hopper.squarespace.com/blog/2008/6/22/introducing-shovel-an-amqp-relay.html
>
> Benefits of this approach might include:
>
> * Latency reduction for multi-hop Rabbits
> * Algorithmic routing by embedding logic in the broker
> * Lower costs of management
>
>
>> Looking at what RabbitMQ offers, it seems like a great fit for MMO-type
>> applications. I'm not so much interested in passing messages to human
>> clients across the net as I am in using Rabbit for communication between
>> server-side game entities.
>
> Very cool!
>
> At least two production users of RabbitMQ are providers of MMOs.  They
> may be tempted to pipe up on this list if you ask questions ;-)
>
>
>> While I could just pass regular Erlang messages between processes, Rabbit
>> seems much more robust.
>
> Thank-you.  RabbitMQ benefits from semantics that includes routing and
> queues, so that for example persistence can be introduced, as you
> imply below.
>
>
>> While some of the durability features of Rabbit would be great for game
>> features like auction houses or mailboxes, the channels and fast
>> point-to-point communication seem like a great fit for things like AI. I'm
>> imagining an architecture where game entities can subscribe to certain MQ
>> channels to be made aware of arbitrary things like collisions, combat
>> events, AI triggers, etc. Is this something Rabbit could support, or is it
>> way off base?
>
> These are all excellent use cases for RabbitMQ.
>
> Please feel free to bounce ideas off the list - people may take a
> nibble at them.
>
> alexis
>
>
>
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>>
>>
>




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