Any way to curb this?
Doing game.JobId so each server will send its identifier every PublishAsync. But this seems rather nonsensical in the case of how MessagingService itself works.
Almost every scenario where PublishAsync is used, the data that its sending is very likely already being saved by the server it sent from. Receiving data it had just batched out doesn’t seem resourceful.
It adds another hoop I will need to jump through—the “forced” passing of an identifier.
Can I exclude servers from MessagingService—i.e. the subscribing server?
MessagingService doesn’t have much documentation, so this seems unlikely.
Is my implementation fine?
It works but I find it annoying for the reasons mentioned.
You’ve subscribed to the topic, so you’ll receive news, even if it’s published by yourself. A system may rely on a strict pipeline over the subscription to a topic, so it is ultimately better to let it happen then to remove this ability altogether. A simple guard clause is all that’s needed to ignore self-sent messages
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Maybe you’ll find MemoryStores useful.
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I thought of using MemoryStores but prefer something more direct. My setup would require near constant communication with it—I’m making a persistent market that is translated across all servers.
Someone did make an implementation in another post, and they had said the use of a loop to get updated data is really the only way to do it with that service.
Thank you