• Recap
  • Coupling: some kind of "waiting"
    • space coupling: existence coupling
    • time coupling: identity coupling
  • Open & closed group
    • multicast vs. broadcast
  • Group management
    • A central server creates bottleneck
  • Channel-based communication
    • jgroups
    • issues: latency, agreement
  • Example: dealing room system
  • Publish-subscribe paradigm
    • issues: centralized (bottleneck server) vs. distributed (complex)
    • architecture
    • Example: multiplayer game
      • Only subscribe part of the game world
    • Matching: overlap between subscriber and publisher
    • Event routing
    • Overlay network: logical network (keeps the location of information)
      • Gossip protocol: neighbor-by-neighbor communication