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date: Fri, 24 Aug 2007 02:00:02 -0700,    group: microsoft.public.dotnet.distributed_apps        back       


Gaming: C#-C++ network communication   
Hi,

I am to write a C# game serrver, which would communicate with a C++ client. 
It should be used just for the administration communication (not during the 
game itself, just administrating different game rooms, users, tournaments 
...), however there should be many thousands concurrent users online, 
security is very important, and scalibility and reliability too.

I am not quite sure, what kind of communication technology I should use.

WCF (I would prefer this one, however no idea, if appropriate)?
Web Services?
TCP Sockets?
Amazon SQS?
MSMQ?
Just REST using JSON?
Any other ideas?

The problem is of course, that the development should not last for ever :).

Thanx very much for any insights.
alvar
date: Fri, 24 Aug 2007 02:00:02 -0700   author:   alvar

Re: Gaming: C#-C++ network communication   
Use SocketPro at www.udaparts.com for best performance, scalibility and 
reliability

See the site http://www.udaparts.com/document/articles/fastsocketpro.htm



"alvar"  wrote in message 
news:A14E9668-4949-42FA-8F5D-B18A35E29F24@microsoft.com...
> Hi,
>
> I am to write a C# game serrver, which would communicate with a C++ 
> client.
> It should be used just for the administration communication (not during 
> the
> game itself, just administrating different game rooms, users, tournaments
> ...), however there should be many thousands concurrent users online,
> security is very important, and scalibility and reliability too.
>
> I am not quite sure, what kind of communication technology I should use.
>
> WCF (I would prefer this one, however no idea, if appropriate)?
> Web Services?
> TCP Sockets?
> Amazon SQS?
> MSMQ?
> Just REST using JSON?
> Any other ideas?
>
> The problem is of course, that the development should not last for ever 
> :).
>
> Thanx very much for any insights.
> alvar
>
date: Mon, 3 Sep 2007 14:15:20 -0400   author:   nobody

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