Hello, this is Kagaya, a member of the LINE GAME Platform development team. It’s nice to be back after writing a post on Lazybones (Japanese post), in 2016. Redis and LINE GAME Platform The LINE GAME Platform uses Redis — in-memory no SQL database — for its main database, mainly for cache. For instance, we are using …
Hello, I am Jongyeol Choi, a member of the Redis team at LINE. LINE’s services use various storage systems based on their needs. Our messaging service uses various open source storage systems such as Redis, HBase, and Kafka. As a member of the Redis team, I participated the RedisConf18 conference in San Francisco in U.S.A, on April 26th, as a speaker. The topic of my session was, “Redis at LINE, 25 billion messages per day”. I’d like to take this opportunity to share the presentation preparation process, the conference itself and the responses I got for my session.
Greetings, this is Yappo, in charge of LINE LIVE development. On this blog post, I will introduce a queue for delaying tasks, created for transmitting LINE LIVE service from users’ PC.
How LINE LIVE was broadcasting
We used to have two ways to broadcast LINE LIVE. One is to broadcast directly from the LINE LIVE app and the other is to broadcast from computers. Broadcasting from computers required using the LINE Official Account Manager site and RTMP software (or an exclusive tool). In other words, users were only able to broadcast using the LINE LIVE app, and not PC; only the LINE OA managers have been able to use computers to broadcast.
When you look at the following two sequence diagrams, you would probably think that the implementations for the two transmission types would be completely different. Much to your surprise, the fundamental designs are the same.