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Talking to the Server

  • Juriy Bura

Abstract

After reading the previous chapter, you are ready to create a game server and provide a decent infrastructure around it with templates, error handling, and logging. To build a real multiplayer application, however, a server is not enough. The second essential part of the networking architecture is the client. The goal of this chapter is to provide a good level of knowledge of networking from the client’s perspective. In order to do that, we will learn the following:
  • How to load the data from the server without having to reload a web page

  • A newer version of the XMLHttpRequest object called XHR Level 2

  • How to load binary data from the server and parse it on the client side

  • The limitations of mobile devices

  • A few things about reverse Ajax and the options available to implement real-time client-server communication

  • The definition of a transport and the types of trade-ofts involved when a developer chooses a transport for his game

Keywords

Binary Data Game Development Error Handling Server Code Polling Interval 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Juriy Bura and Paul Coates 2012

Authors and Affiliations

  • Juriy Bura

There are no affiliations available

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