Hi,

I wrote a turn-based game. I added a multiplayer component to it,
using app engine as the backend. It's working fine, but the cpu costs
are probably going to be too high. I tried to make every optimization
possible, and I got a basic game move down to ~140ms in total (trip to
datastore, modify game state, persist back to datastore). A game
usually takes about 4,000 moves to complete. I'm storing the gamestate
as a flat json string, which has been working very well (each game
consists of about 4 to 10 players, one gamestate object per game).

For the purposes of a game application, it would be really nice if
memcache supported a notification handler we could implement when an
object is getting evicted. So, if I kept all my gamestates in
memcache, I would only ever persist back to the datastore if memcache
notified me that an object was getting evicted. Otherwise I could
avoid going to the datastore at all. This has probably been brought up
before and purposefully not implemented. I'm using memcache, but have
to write back to the datastore any time a user modifies gamestate.

A game of this nature is probably not the best use-case for app
engine, but wanted to give it a shot for fun, cool platform,

Thanks



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