Riot Games Messaging Service
11–20 of 39 posts
Re: Riot Games Messaging Service
#12wondering why they have the edge nodes and not just a load balancer. looking at their responsibilities it looks like a lot of the overlap with the responsibilities of a load balancer.
Question to OP: do you run your edge servers in pairs or some kind of cluster?
Re: Riot Games Messaging Service
#13Re: Riot Games Messaging Service
#14I realize the article isn't actually about a chat service, but I continue to be confused because there exists Riot[1], the messaging client of the Matrix network. [1] https://riot.im/
Off-topic: do you guys at matrix/riot have a bot that automatically creates a ticket when it finds keywords such as {IRC|messaging|chat} in any hn thread without any mention of {riot.im|matrix.org} URL being also in the comments? Honest question. Isn't there a publicly hosted database of hn comments so someone could make stats on this topic? I'm sure you are close to 100% match.
Anyone else commenting about Matrix are doing so completely independently and without any input or knowledge from the actual dev team. For instance, I have absolutely no idea who sanqui is (although I share their concern that Riot Games moving into the messaging space is awkward).
We are categorically not spamming or sockpuppeting HN: I'm afraid that folks who bring Matrix up must be doing so because they're interested or enthusiastic about the project and consider it relevant (which unfortunately it is on this thread, albeit for the wrong reasons :|)
Re: Riot Games Messaging Service
#15I'd be interested to know if the service works across multiple regions though. Some of the biggest challenges we've faced when engineering our realtime platform has been in having no single point of congestion and effectively peer-to-peer routing within the cluster. This is not that important if all your servers can be in a single region, however if you want your users in Australia for example to have a similar latency profile to those in USA, then clients in Oz need to connect to servers in Oz and all routing for customers in Oz does not need to traverse continents for other customers in Oz, but does for customers in US. I'd be interested to know if that was tackled in the design. Michal you following this thread?
Matt Ably realtime - https://www.ably.io
Re: Riot Games Messaging Service
#16Their JSON have an key called payload which saves a String rather than an Object, is there any benefits to doing this? since they also escape the " in the String
Re: Riot Games Messaging Service
#17Original question: Can someone explain to me why the JSON message sent to the REST interface seems to contain URL and Type as data?
Is it because they are transmitted using web sockets but the concepts of "resource" (ie: clubs/v1/clubs/665632A9-EF44-41CB-BF03-01F2BA533FE7) and "method" (ie: GET) still just make sense and happens to be very similar to HTTP?
Re: Riot Games Messaging Service
#18That's am impressive bit of technology, and nice to see it's making extensive use of Erlang (we're using Elixir). I'd be interested to know if the service works across multiple regions though. Some of the biggest challenges we've faced when engineering our realtime platform has been in having no single point of congestion and effectively peer-to-peer routing within the cluster. This is not that important if all your…
Re: Riot Games Messaging Service
#19Re: Riot Games Messaging Service
#20Their JSON have an key called payload which saves a String rather than an Object, is there any benefits to doing this? since they also escape the " in the String