Low-latency, large-scale message queuing
问题 I'm going through a bit of a re-think of large-scale multiplayer games in the age of Facebook applications and cloud computing. Suppose I were to build something on top of existing open protocols, and I want to serve 1,000,000 simultaneous players, just to scope the problem. Suppose each player has an incoming message queue (for chat and whatnot), and on average one more incoming message queue (guilds, zones, instances, auction, ...) so we have 2,000,000 queues. A player will listen to 1-10