that server would batch those requests into files, with fully serialized HTTP requests
and then we would play back that production traffic on top of our development server. Our normal traffic simulation and load testing tools couldn't capture the variety of stuff that actually came up real life in order to recreate this bug, so we did we people who work on multiplayer video games have done for years - use "saved games" to expose bugs :p
this mailbox was used by the replay agent to prioritize responses from our development server ahead of the recorded messages we were playing back
because the HTTP request / response was received by the same actor (probably should have designed that differnetly)
but the PriorityMailbox made this a lot more responsive and easier to run
@Aaronontheweb Hey Aaron, caught your talk at .Net fringe. Very inspiring! I'd like to get involved with Akka. Forked and cloned. Currently running through the example projects. Any other advice for learning?