I also use zmq for an online game in c++, so i can say in general that  
the performance characteristics of zmq are fine for such needs.  And  
im using it an environment where we expect hundreds of thousands of  
users, so not just talking about small numbers of players.

Of course the answer to your question depends on many different things  
that are specific to your server topology, but in general i see no  
reason why it should not be fine.

The biggest concern is that you appear to have a single point of  
failure in your central server, which is independent of zmq, although  
zmq does have patterns (see the zmq guide) for addressing this.   
depending on the scale of your game this may not be an issue anyway

Zach



Sent from my iPhone

On Apr 2, 2011, at 11:50 AM, Slav <[email protected]> wrote:

> Hello. I am implementing C++ sockets server for online game and  
> intent to use ZeroMQ for this but don't know it very well so not  
> sure about it's applicability for such task - can you help me to  
> resolve it?
> So, try to describe the picture in "two" words: each player has  
> bunch of data associated with him on server; player 95% of time  
> inhabits withit his own environment (changes just his data) and  
> other 5% of time interact with other players. I intent to distribute  
> players among servers (through central server) so that data of each  
> player will be stored (chached) within server where player was put -  
> so when player (what happenes 5% of time) (let's call hit "first")  
> interact with some other player ("second") - the data of that target  
> ("second") player must be received from server where that target  
> player inhabit; locked from usage by third-party players and  
> "second" player too; modified by "first" player (on server where  
> "first" player inhabit); sent back (updated) to server where  
> "second" player inhabit; unlocked for subsequent usage.
> Is ZeroMQ appropriate for this?
> Thank you.
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