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communication mechanism for an internet based client server game

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4 comments, last by gharesh 22 years, 9 months ago
Hi, I want to develop a client server game application where a windows/msvc++/vb based client application can communicate with a server application over Internet. (Please note I do not want to use internet browser) My problem is what mechanism I should use for data communication between the client and server. I have not yet decided as to what I should use at the server side; Java or C++; I would definitely prefer Java, J2EE on server side a. I want to avoid using DCOM. b. I want to use simple and nice mechanism. c. I can use HTTP protocol but then if the server wishes to send a message to a client over tcpip; then http protocol will; not work. Or will it work ? d. is SOAP appropriate to use in this scenario? e. is SOAP easy to use? f. CORBA can be used but then I have learning it. g. In that application I also will have to implement chatting mechanism (with multiple simulteneous players). h. so basically I want input from you guys as to what protocol should be used for data communication between a windows/vc++ based client application and a server application (windows/c++ or Java)
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If I understand right your asking what the best method of communicating between to programs on the internet is? The choices you''d have are TCP/IP and UDP/IP. TCP is reliable meaning packets will arrive in order. UDP is unreliable meaning packets will arrive out of order/not at all but is quicker.

Using Winsock you can send packets through both of these protocols and more. There are a lot of tutorials here on GameDev about it.
Aren''t SOAP and CORBA just kind of alternatives to DCOM? Sorry, I''m not too informed about this issue.

HTTP servers can send commands to clients, e.g. in the form of cookies, but this is really limited.

So basically, as meh said, you should implement your own protocol, either using TCP/IP or UDP/IP. The choice between TCP/IP and UDP/IP is mainly dictated by the realtime nature of your application: if you want realtime performance you will achieve better results using the unreliable UDP/IP. There have already been many discussions on that topic here in this forum.

cu,
Prefect

One line of sourcecode says more than a thousand words.
Widelands - laid back, free software strategy
you might want to look at rfc-1459 to start with. its basic and simple..

then you should try developing your own protocol. once you get the hang of irc protcol.....

just a thought.




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Edited by - Cowboy on September 7, 2001 10:51:06 PM
---------------------------------A N.E.W.S.T. Memberhttp://www.newst.orghttp://www.directgamesonline.com
yes I understand tcp/ip may be the right protocol. But then lot of low level programming will have to be done. Not that it is difficult but the it will require lot of time.

basically I want to develope a multiplayer realtime poker game.--

regards

--haresh

Seriously, you don''t need to do that much low-level stuff with TCP/IP. And depending on the type of programmer you are, it might actually be more of a mess to integrate with old protocols than to write a completely new one, especially as I don''t think there are any well-established high-level protocols which could apply to games in any way (well, maybe IRC for MUDs).

cu,
Prefect

One line of sourcecode says more than a thousand words.
Widelands - laid back, free software strategy

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