Facebook flash game client-server communication?

A socket connection is almost inevitable (see transport layers ) A good idea is to use TCP: it guarantees delivery (high reliability), it's "connection" orientated. There are some downsides, but other alternatives are not available on most computers, routers and browsers A more important question is: what are you going to send over TCP? Generally, it's a good idea to use something that can be used in Flash and your server (see Remote Procedure Call for example) Push" messages are generally only a problem with HTTP connections, as it was designed to handle synchronous requests.

However, in Flash you do not have this limitation Security can be added by "wrapping" a TCP connection: use SSL or TLS XML serialization (XML-RPC): easy to develop and maintain, moderate performance, maybe reliable RTMP ( Real Time Messaging Protocol ): native to Flash, great performance, great for realtime games, and can be tunneled over HTTP (to surpass any firewall/router) See NetConnection class, and the Action Message Format The Adobe Integrated Runtime and Adobe Flash Player use AMF to communicate between an application and a remote server. AMF encodes remote procedure calls (RPC) into a compact binary representation that can be transferred over HTTP/HTTPS or the RTMP/RTMPS protocol. Objects and data values are serialized into this binary format, which increases performance, allowing applications to load data up to 10 times faster than with text-based formats such as XML or SOAP (from http://www.pyamf.org ).

A socket connection is almost inevitable (see transport layers). A good idea is to use TCP: it guarantees delivery (high reliability), it's "connection" orientated. There are some downsides, but other alternatives are not available on most computers, routers and browsers.

A more important question is: what are you going to send over TCP? Generally, it's a good idea to use something that can be used in Flash and your server (see Remote Procedure Call for example). "Push" messages are generally only a problem with HTTP connections, as it was designed to handle synchronous requests.

However, in Flash you do not have this limitation. Security can be added by "wrapping" a TCP connection: use SSL or TLS. XML serialization (XML-RPC): easy to develop and maintain, moderate performance, maybe reliable.

RTMP (Real Time Messaging Protocol): native to Flash, great performance, great for realtime games, and can be tunneled over HTTP (to surpass any firewall/router). See NetConnection class, and the Action Message Format. The Adobe Integrated Runtime and Adobe Flash Player use AMF to communicate between an application and a remote server.

AMF encodes remote procedure calls (RPC) into a compact binary representation that can be transferred over HTTP/HTTPS or the RTMP/RTMPS protocol. Objects and data values are serialized into this binary format, which increases performance, allowing applications to load data up to 10 times faster than with text-based formats such as XML or SOAP. (from http://www.pyamf.org/).

We use WebORB in our flash games for comunicating serverside and clientside but I don't know it is enough for your requirements. Sorry if I miss understood.

Note that WebORB uses AMF under the hood. – Pindatjuh Jul 16 at 21:48.

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