First, thanks a lot for your precises answers. 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). > > The problem is ... I already use this 'hack' for the TCP connexion of the game itself ;-) Indeed, most proxies and firewalls don't check what is transmitted thru the 443 port as it is supposed to be encrypted data.
Thus, I cannot reuse the 443 port for APE services. > 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). > > Didn't know that. Is 'xhrstreaming' an optional feature the developper has to enable explicitely somewhere, or it is automatically the default method used with compatible browsers (Firefox & Safari only afaik) ? Google didn't let me find exhaustive documentation about this technique ; do you have any URL ? Moreover, you're talking about APE 1.0, but when I take a look at the 'download section' of ape-project.org, I can only see downloads for version 0.9. Is (pre-) 1.0 already accessible (SVN, ...) ? Or will it be soon ? > Btw, 500 is a little number, APE can bear such a burden ;) > > 500 was just an example ; I expect (hope ?) lot more ;-) More globally, I understand your point, but on the other hand, I have the game server that must run in real time for which clients send packets every 20ms and each one must be treatedin less than 10ms. The chess game above example was not pertinent as it is turn based and thus has no real-time needs ; you should better think to an ACTION game, a bomberman like game for example. That's the reason of my concern about kind of temporary 'freezes' while managing the 500 new TCP connections at the same time. In other words: load is not a problem for me ... as long as it is levelled along the time. Indeed, contrary to a 'classical 2.0 website' or 'webapp' (chat, ...), responsiveness of my server is critical. My game server cannot be frozen by another process more than 10ms in a row, because it would lead to an higher latency in the game, unacceptable for the end-user in terms of gameplay. Best regards, Nouk² -- You received this message because you are subscribed to the Google Groups "APE Project" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/ape-project?hl=en --- APE Project (Ajax Push Engine) Official website : http://www.ape-project.org/ Git Hub : http://github.com/APE-Project/
