Long polling has never been a viable solution on appengine.  Each open
request occupies an instance - prior to threading (java-only), your
concurrency is limited to "one instance per connection" and Google
isn't going to give you a bazillion instances to support a reasonable
traffic load.  Even with threading, you still won't get enough
resources (threads) to meet a load larger than a tiny community.

Even without the billing changes, you've been wasting your time.
Fortunately you're finding this out now rather than in production.

You really want the channel api or something equivalent.  If you can't
use channel, try PubNub or another third party option.  Or run your
own async servers using Tornado or Node.js or whatnot, possibly as a
hybrid with appengine.

Jeff

On Thu, May 12, 2011 at 1:55 AM, Rohan Chandiramani
<[email protected]> wrote:
> Greetings fine gents,
>
> So a few days ago you assisted me in coming up with solutions for my game
> servlet.
> One of those options was Long polling and that seemed to be the right
> solution.
> Now i've been spending my time building it and  it's almost ready.
> But now with the new changes in billing i am worried.
> By design there would be a big amount of sessions waiting for updates
> basically doing nothing till an update would occur.
> With the new billing this is now a huge problem as instances are being
> counted instead of CPU Hours.
> Looking at other solutions the channel api is still very expirmental and has
> no android counterpart.
>
> This feels incredibly awefull because i've dedicated all of my free time
> next to school for this and i'm afraid this whole project has been a waste
> of time.
> Perhaps i've missed a new development on App Engine to compensate for this,
> or perhaps App Engine no longer a solution for me.
>
> Any and all advice will be truly appreciated.
> In any case if there is no solution i can live with it and it's been a good
> learning.
>
> I eagerly await reply's.
> Thank you for reading,
> Rohan Chandiramani
>
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