I got a problem when trying to design the play mode with some clan/guild features (Clans in Clash of Clans game could be a reference) such as the Chat system. Currently, I am using the Game Room mechanism with its properties and its variables to manage Clans and share their data to clan members. I wonder if there is a better way to apply in this scenario. Could you help me, please?
There are 2 ways I figure out so far:
- - Members on different servers: Pros - don't care CCU buffer, Cons - code complication to manage multithreads, non-blocking I/O, and to control data transmitting through the "send topic" mechanism of Hazelcast API
- Members on the same server: Pros - simple code, Cons - take care of CCU buffer, for example, server A (max 2000 CCU) and a clan has 10 members. As a result, the total of rooms/clans on the A server can't exceed 200 (I don't mention to rooms with another purpose). In other words, I can't add more users from another clans into this server if there is already having a total of 200 logged-in users from 200 clans. I cannot do that though the current CCU is 200 because if all members of such 200 rooms are online simultaneously, it would be 2000 CCU !