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by Udo
5348 days ago
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Thanks for clearing this up. > Actually we considered using a "blob" approach. But in the client we cannot batch requests as we cannot foresee when the user will simply kill the Flash client to go to some other site. So when a user request (i.e. a game event) arrives in the server there is no way to know if another request will follow. So we have to persist that change right away. < That's an understandable dilemma. I love thinking about stuff like this and see how other people are dealing with these challenges, so please forgive my Sunday morning quarterbacking ;-) Wouldn't the issue have been solvable by creating an relatively simple persistent software layer between the app code manipulating the tiles and the backend storage? I understand that you moved to this model with your Erlang game, but I'd like to know if a persistence/caching layer was considered for the farming game? More generally, somewhere in here is an idea for a great Node.js server project that takes coarse grained datasets from a contentious database and serves as an interface for finer grained portions of that data. |
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Regarding your idea: Wouldn't then the Node.js server have to keep the whole user state in memory?