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You'd want to check out optimistic locking. For a practical implementation, if you are using HTTP for your communication, check out how HTTP uses ETag and If-Match HTTP header for conflict detection. If you don't use HTTP for your communication or if you use HTTP only as an envelope to your own request, try to base your design like ETag and If-Match. In ...


11

is it worthwhile to have a separate process that listens for connections and messages from clients and sends the data via local sockets or stdin to another process that runs the actual game server? To answer whether it is worthwhile, you had to first ask yourself, what is the problem you are trying to solve by adding a dedicated queuing service. If it ...


15

From an API design perspective, when deciding whether to make multiple separate communicating programs or just one, the question is: can each program function meaningfully without the others? The answer will vary based on your project and preferences. If they can't, it's not worth thinking about. Clearly they're so heavily linked that they're not really ...


4

I agree with ratchet freak. As long as you have a single gameserver, it's not worth the trouble. However, this architecture might prove useful when you need to scale up horizontally. When one gameserver is no longer enough and you need to distribute your game on multiple gameservers for performance reasons, the "socket server" architecture could very easily ...


3

It probably isn't, most languages has asynchronous sockets that allow you to use multiple connections at a time without blocking while data is waiting. This shifts the "socket server" part to the OS/kernel. With an explicit socket server you will incur the cost of a few extra copies as you pass the data through the local socket; one thing that will kill ...



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