The ajax calls to your server returning status 0 is likely due to no-
cross-domain calls security policy.

The gadget is loaded from a domain different from your servers, so
results of javascript calls made to your servers cannot be accessed.
Have you tried gadgets.io.makeRequest?

Sachin

On Dec 20, 8:16 pm, palisade <[email protected]> wrote:
> I am vexxed by something that has been holding me back in my
> development. Currently, it is not possible to asynchronously update
> the wave state. What I mean by this is that when two people commit the
> same state at the same time, one of them "wins" and the other's change
> is lost. This is unacceptable for many reasons:
>
> 1) Asynchronous chat for example is impossible without doing what one
> programmer who made a popular chat gadget did which was to store a key/
> value pair for every single line of chat input. Not only is that
> reckless and inefficient use of the state map, making it flagrantly
> long, it also makes it difficult to properly store non-chat data in
> the state without coming up with a scheme for differentiating the two.
> The chat gadget didn't have to worry about players, positions, other
> objects, scores, realm information, etc. If your code for loops the
> state keys and performs some function on the data, it might get
> confused/impeded by the chat lines. In addition, performance is
> impacted because of the large quantity of keys to sort through. And,
> it might be bad for security as well as someone could spike your code
> by typing a malformed sentence in the chat. One popular chat gadget
> just stores the entire chat log into one state entry, which is also a
> flawed concept due to the "there can be only one" problem with storing
> data in the state. As a result, sometimes when many people are typing
> to one another their sentences are lost to the void, replaced by
> someone else's.
>
> 2) 2D movement in my game involves pressed/released states per player
> in addition to interpolating their positions over time. I get the
> feeling that using json+ajax+php to pass my messages around instead of
> piggybacking it onto a currently overburdened wave back-end using a
> heavy-duty xml protocol might perform better not to mention be
> asynchronous. And, my server code could then also centralize and
> authenticate the actions players are taking to prevent hacking,
> simulate events ahead of time, and store their stats, equipment and
> other data permanently in a database even if a wave is corrupted or
> vanishes. Not to mention allowing players on google wave to play with
> players on other social sites like facebook or myspace, which is point
> 3.
>
> 3) Supporting/porting games/apps to & from other sites that don't use
> the wave api, examples; facebook, myspace, etc... there is a need to
> be homogeneous and interoperable that makes relying on merely wave's
> state architecture instead of say ajax/php/mysql seems absurd.
>
> Does anyone have any solutions to these problems? Am I missing
> something? Are any of these planned, are there APIs exposed or to be
> exposed that will allow me to do this? Is there an alternative, and is
> it portable?
>
> From what I have read so far in this group, no one seems to be able to
> get Ajax to work, and my guess is that when they parse the gadgets
> they strip any ajax calls out to prevent them. I have tried a few
> times to make the calls and it always return 0 on the status. Unless
> you yourself has written a google wave gadget that can do this or
> knows of one, don't suggest it as the solution. I'm looking for real
> answers. Sorry, but this is frustrating me to no end.

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