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Re: network multi-player location updating

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: network multi-player location updating
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Mon, 20 Dec 2004 09:38:08 -0600
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <2BF95C17-5234-11D9-BC80-000A95688BEA at neuropop dot com> <a06200728bdec98e841ee at [10 dot 10 dot 13 dot 4]> <DF662E67-5293-11D9-B410-000A95688BEA at neuropop dot com>
At 9:31 AM -0500 12/20/04, LMSpam at neuropop dot com wrote:

so it sounds like you're recommending I write the server myself, and simply access the database when a player initially signs up?

Yes. That's the traditional client/server model, anyway -- and the server in this case means a custom app. The alternative, I suppose, would be to make your app a peer-to-peer game, with the central database used only to find the addresses of other machines which are online. But that approach tends not to work well -- it's fine for a handful of users, but as the number of users connected at once goes up, the network traffic goes up exponentially.

Or maybe split the functionality? When a user initiates a search for an artist or a funk/soul mate *that* function could still go to the php/mySQL side, while the real-time servlet could keep track of who's doing what and where and reporting out accordingly (Still on port 80 perhaps???)

Yes, that's certainly a possibility.

Best,
- Joe

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