[erlang-questions] Help creating distributed server cache

David Fox <>
Fri Dec 7 19:49:59 CET 2012


There is no hard requirement for a RESTful API, but since this API will 
be used in a wide variety of places (e.g., web/html5 games, mobile, 
flash, etc) and not just internally, we decided having a RESTful API 
would be a good idea and make using the API in development quicker/easier.

On 12/6/2012 18:42, Steve Davis wrote:
> From what you've said, I would guess that the correct answer is:
> 2) memcached protocol
>
> Since
>
> Your solution (1) starts with "When a client requests data on a 
> player, spawn 1 player process." If that had been "when a client 
> requests data on themselves from another game" then it could have been 
> in the running...
>
> A memcached implementation will sort out LRU without you having to 
> reinvent (stabilize, test) a wheel.
>
> Not sure why there's a REST requirement. If this MUST be HTTP then I 
> see it, otherwise what does it do for you?
>
> My 2c,
> /s
>
> On Thursday, December 6, 2012 3:43:22 PM UTC-6, David Fox wrote:
>
>     I'm currently developing a gaming server which stores player
>     information
>     that can be accessed from any of our games via a REST API.
>
>     So far I've thought of two ways to structure and cache player data:
>
>     1. When a client requests data on a player, spawn 1 player
>     process. This
>     process handles: all subsequent requests from clients for this
>     player,
>     retrieving the player data from the DB when created and periodically
>     updating the DB with any new data from clients. If the player is not
>     requested by another client within... say 30 minutes, the player
>     process
>     will terminate.
>
>     2. Just keep previously requested data in a distributed LRU cache
>     (e.g.,
>     memcached, redis, mnesia)
>
>     Out of the two, I prefer #1 since it would allow me to separate the
>     functionality of different "data types" (e.g., player data, game
>     data).
>
>     There are just 2 problems with doing it this way that I'd like your
>     thoughts and help with:
>     I. I would have to implement some sort of "LRU process cache" so I
>     could
>     terminate processes to free memory for new ones.
>     II. If a load balancer connects a client to node #1, but the
>     process for
>     the requested player is on node #2, how can the player process on
>     node
>     #2 send the data to the socket opened for the client on node #1.
>     Is it
>     possible to somehow send an socket across nodes? The reason I ask, is
>     that I'd like to prevent sending big messages across nodes.
>
>     Thanks for the help!
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