Nouk,

I think that would require the use of at least two frequencies open at a
time (frequency being the number portion infront of the ape subdomain
(example: '#.ape.domain.com')) for any open webpage. The reason I think this
is: you can generally only have two active connections to any particular
domain(subdomain in this case).  If both are almost always held by the
server that would make it difficult for a client to be able to send data
whenever to the server they wanted since both are already active.  I haven't
looked at apes code to know what the consequences of having two open
frequencies from one session. (It may end up trying to send the same data to
the user on both frequencies? like it does when you have multiple web pages
open and are using Session.js.  Perhaps this is invalid though.)

--Perrin

On Tue, Nov 3, 2009 at 4:21 AM, nouknouk <[email protected]>wrote:

> Hi,
>
> first of all, many congratulations for this awesome tool !
>
>
> My current project is a web browser game based on a Java Applet. I
> will use a 'classical' TCP connexion for the game itself, but I would
> like to use APE for other things around (players connected, game
> lobby, ...).
>
> Let say for example a chess game. My goal is to use APE to display in
> the web page itself (ie. not in the applet):
> - the list of user currently connected.
> - the list of games currently available (people can create and/or join
> an existing game).
>
> I have a few concerns, mostly about server load (because my dedicated
> server is not a really powerful one):
>
> 1/ To make the game playable from everywhere (even behind a proxy/
> firewall), I would like to make APE run on port 80. For that, I need
> to use apache_mod_rewrite and apache_mod_proxy. But in terms of server
> load, will it have a big impact on performances compared to an APE
> server running on its own dedicated port ?
>
> 2/ If I understand well, i can notify a list of users about a sepcific
> event, like "the new game 123 has been created". Let say I have 500
> players connected. If I notify all players at the same time, that
> means ALL players will close their current "AJAX persistant request"
> and create a new one just after, but all (the 500 players) will do it
> at the same time. Won't it belong to an load peak and make my server
> (which has to run too the 'real' game server in pseudo real-time)
> freeze at each notification message sent to all players ? If so, is
> there a way to easy setup the APE server to run in a lowest priority ?
>
> Wouldn't it be a better solution to say :
>
> "each client is connected to the APE server with not only one, but TWO
> persistant requests: the first one is created and the second one will
> be created after a random delay. When the first connexion is used
> (received a notification), it is closed and the second one will become
> the 'main' one. A new AJAX persistant request will be created after a
> random delay."
>
> => This would level the server's load as even when a notification is
> sent by the server there won't be all connected user requesting a new
> persistant request at the same time just after.
>
> => This would avoid the "disconnected" time gap between the time when
> a client received a notification and the time when the new persistant
> request is established.
>
> But maybe I'm wrong ?
>
>
> Many thanks in advance for your answers.
> Best regards,
>
> Nouk²
>
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