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1: Exchanges and Queues
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2: Types of Exchanges
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3: Create a Queue
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4: Transient Queues
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5: Decoupling
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6: Client REPL
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7: Sync vs. Async
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8: Topic Exchange
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9: Durable
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This lesson's interactive features are locked, please to keep using them
One of the big advantages of a Pub/Sub architecture over a point-to-point messaging system is decoupling.
Our server publishes the "Hey, I'm pausing the game" message once to the broker, and anyone who cares can get a copy of the message in their own queue, all without the server knowing or caring who's listening.
First, let's update the server so that it can interactively pause and resume the game.
Run and submit the CLI tests.