Scope for Network Client / Server

Scope for Network Client / Server

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1/13/2014 11:59:00 AM

Hi James / All,
 
What high level scope should we keep as our objectives for a Network Client / Server component or Library?
 
Some already set are
 
1. TCP for chat
2. UDP for game data
 
What else?
 
a. Performance? Should we look at C++ on .NET? Or we keep the polyglotic thoughts to a minimal?
 
b. Scale? - I have some info from James: Atleast 20+ Users during tests. Definitely massive when online.
 
c. AsyncIO? - Should we research on building a model on AsyncIO that scales rather well or keep it a task for the final model only?
 
d. Secure Channel / Encryption ? - Should the data transmission be secure (TCPS) or Encrypted or None? If Yes, what kind of encryption do we look at simple Blowfish to AES?
 
e. Hooks for notifications - I feel, the library/component should support hooks to notify the game client / server to notify asynchronously the failure to deliver or success thereof of an earlier transmission (by some ID), this can make it async or event based.
 
Thoughts?

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