Hi "Nouk",

 >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 ?

Indeed, Apache can dramatically undermine APE networking perfs.
If you don't have any dedicated IP with a free 80 port, I suggest you to 
bind on 443 (if you can) (Ok, this is a little hack, but at least most 
of the firewall will not cry).


 >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 ?

APE 1.0 now support "xhrstreaming". This mean that the connection is not 
reset :

Each client has 2 connections open : one to send instructions (CMD), and 
one other to listen for RAW. (The documentation about this is comming).

Btw, 500 is a little number, APE can bear such a burden ;)


Anthony Catel

Perrin Perrin a écrit :
> 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 <http://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] 
> <mailto:[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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