Yeah, you are right, if you want to finish your thesis topic and learn 
something,  starting from simple is a wise choice.
You may consider pomelo when your project scale up.  Hoping the pomelo 
example and tutorial can still inspire you.


On Friday, January 11, 2013 12:51:15 AM UTC+8, DerDree wrote:
>
> Thanks for your suggestions. Sure I will give the framework a try but Im 
> quite forward with my game so I dont want to start at the beginning again, 
> so I need to figure out how to combine it with my actual version.
> Also like I said it is possible that I want to make this project to my 
> thesis topic in university where own implementations and deep inside are 
> requested, so a ready to work framework may not be that good for it altough 
> it seems very appropiate.
>
> So I think next to trying the framework out I will still try to implement 
> a simple version of it by my own just to study it. When I fail its not that 
> bad because of the framework, but I think it can help a lot learn some 
> things for it.
>
> As to your statements to my thought of a simpler solution:
> I am not that familiar with multiple socket.io processes, but Pomelo as a 
> framework states that the complex part is connecting the different servers 
> and that players on different servers can interact in an mmo for example. 
> In my game totally seperated processes would be okay, so that for example 
> gameroom 1 - 100 are processed by process1 and the next 100 by the next 
> process and so on. I thought that once the client is connected to the right 
> socketserver-process the connection always stays with this process and 
> there is no need for me to change a server for a client or to communicate 
> between these because my gamerooms are totaly seperated. So a gameroom is 
> using one socket-process and when the client connects to this gameroom he 
> connects to the same socket-process. I hoped that this would need a single 
> routing to the right process at the beginning and then the connection to 
> the right process would be established.
>
> But as I stated I am not that experienced with it. Maybe connecting to the 
> same process as the gameroom is is not that easy as it sounds first. But if 
> anyone has some good readings for this I would be very happy going a bit 
> deeper into this topic.
>
>
> On Thursday, January 10, 2013 10:56:16 AM UTC+1, Charlie Edward wrote:
>>
>> Well,  I do not think the simple version is as simple as you think. Game 
>> is more complex than web application in some aspects, you have to take 
>>  care of a lot things, especially in multi-process environment. Servers 
>> communication, route, session management, broadcast, request/response, 
>> package parser, channel assignment, dynamic server extension,  all these 
>> things will make your simple version game not simple at all, and error 
>> prone.
>>
>> Using a framework is a much more reasonable way, actually your 
>> requirement  is really close to pomelo.  Take a try,  really less code, and 
>> much more scalable.  Github:  https://github.com/NetEase/pomelo
>>
>> On Thursday, January 10, 2013 5:02:26 PM UTC+8, DerDree wrote:
>>>
>>> Thank you both very much. That are two nice solutions for this kind of 
>>> problem.
>>>
>>> I studied the solutions and am I right that the main idea behind these 
>>> is to instantiate more processes for handling the websocket messages? This 
>>> was also one of my ideas aboth. Altough I would like to try programming it 
>>> by my own in a simpler version rather than using a full framework. The main 
>>> functionality of my game is quite far in development and maybe I will use 
>>> this whole project for a thesis during my study. But these two projects 
>>> give a great inside in managing such thinks, that is very usefull.
>>>
>>> I also think that my particular game can work with a simpler solution 
>>> just now. I have completly seperated games (with each up to only 8 players 
>>> max) and there is no need to communicate between the different games. So I 
>>> think I just could try to open another process at a specific number of 
>>> games going on and then sending all new games to this new process until the 
>>> first process is not anymore at the limit. I just hope that the number of 
>>> games a process can handle will be acceptable so that there doesnt need to 
>>> be too much processes for a few games.
>>>
>>> But my concern would still be that, altough there are multiple processes 
>>> handling the messaging, it still would be only one machine. Are there any 
>>> studies on how many messages can be send in a second or half using multiple 
>>> processes on one machine? I could imagine at some point the machine reaches 
>>> its maximum network load, making more processes useless. Than this really 
>>> would need some complexer solution where maybe these frameworks would be 
>>> really handy.
>>>
>>

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