- 最新
- 最多得票
- 最多評論
You don't want your clients polling directly on the SQS/SNS queue because 99.8% of the messages are not for the client; it will end up wasting a lot of resources.
Ideally you have some game service(s) that mediates your client -> GameLift interactions. Its this that should be listening to the SNS events. Clients could query, through the service, for their matching results or be notified when theres something of interest:
Some examples of this can be found in: https://www.gamasutra.com/view/news/316444/Sponsored_Designing_architecture_to_support_crossplatform_play.php
(I'm trying to find a more recent example that I think is clearer but for some reason my search skills are failing me today. If I find it I will post it.)
There some useful information in this other forum post: https://forums.awsgametech.com/t/flexmatch-making-sns-notification-for-pc-console-game/6850/3
I know the GameLift team is aware that:
- Documentation needs an update to describe how best to use the SNS topic and patterns for consumption
- There is this gap wrt to how clients getting notifications at high # number of requests per second without requiring a lot of development effort.
For local testing you can call DescribeMatchmaking directly on your clients, but at high volume you may start hitting throttling limits as per the documentation.
相關內容
- 已提問 6 個月前