Re: Implementing a simple persistent web game server



On Aug 9, 2:30 am, Jerry Stuckle <jstuck...@xxxxxxxxxxxxx> wrote:

Most OS's and databases already cache the most recently used data in memory.

If you're going to use PHP on the server, you're probably going to be
using html, xml, etc. over HTTP  It really doesn't make that much
difference which it is, because you'll be using a browser on the other
end.  There are other ways to do it - but they will be much harder to
implement from the client end (where most people will NOT have PHP).
Also, please remember that HTTP is a stateless protocol - strictly
request from the client/response from the server and that's all.

Alternatively, you could use something like Java where you have more
flexibility and can run applets or java applications on the client end
(many people do have java, but not all).

The actual format of the data is meaningless at this point.  You need to
first determine what you need for the game as far as communications, and
concentrate on that.  That will help you determine what protocol you
need to use.  And once you have the protocol, you can do about whatever
you want with the data.

Agreed on all of the above. I still had a misconception about the
client/server architecture I would have to use. I was thinking in
terms of games that have a real client that runs on the player's
computer and communicates with the server. In my case, the client will
be a PHP script on my end with a local server script I will use to
access the data via HTTP to (hopefully) allow for semi-real time event
game events.

The initial question about the protocol was also motivated by the fact
that I plan on making the game code public at some point, and using an
established standard for the game/server communication would enable
developers faster access to it. There will be constaints in
performance though, so in the end I may have to go for something
proprietary anyway.

Thanks for the input!
.



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