Technology selection and design for real-time communication among players in this game #29
Replies: 8 comments 37 replies
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個人淺見
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OK, HTTP and websocket are 2 different protocols , for potential scaling issues (in the future) it is also recommended to separate them to different servers bound to different ports .
Protocol buffer is the only option coming to my mind
Absolutely , that relies on HTTP (RESTful) server emits each update event to websocket server
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So far all the comments come from backend people. |
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Let us determine which one would you like to apply to the game development ? Here is summary table about
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Another design issue to consider : websocket server works with HTTP RESTful server, each server occupies different port,
Ted, please lead the discussion , thank you. |
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Next question : which message queue to work with our socket.io server ? According to the socket.io document, following adapters are supported :
@wingtkw , Ted, we can choose any of them to learn and integrate to the game app, |
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I guess this one should be the final question (of the entire discussion thread) .
I guess what you mean by
Wing, Ted, please leave your comments below to describe the tool / format you are interested the most, |
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RecapFor real-time communication and game state synchronization among players
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For real-time communication,
I'll start an experiment with web socket or server-sent event (SSE)
to see how these technologies can fit into the game application.
If you'd like to learn with me please let me know, thanks.
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