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You could use Akka to manage all the concurrency and thread management for you. Or you could use the Play Framework that already builds on Akka and that supports WebSocket quite nicely. With Play you can choose between Java and Scala on the server side.


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The server loop depends on the functionality required by the game. Generally the server is going to be responsible for maintaining an accurate game state because it is usually the authoritative party. So what does this mean for our server loop? The server loop handles new connections from clients, client transmissions, and automated functionality. Let's ...


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Time is a fleeting concept, relative to different observers and mostly illusive. It is up to you to decide how to deal with it. My advice: You should synchronize time between your servers. The easiest way is to use an authoritative time server, so all your machines are in sync with a reliable NTP time source. You should synchronize client time using server ...


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Make the client request the time remaining from the server that handles giving out the token. Then count down from that using the local clock. Also I believe that you could synchronize your servers much better than that and this wouldn't be a problem as long as your app can handle the disagreeing servers. And also probably you shouldn't let a user push a ...



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