Re: [Yield-users] using Yield as a base for a game server.
Status: Beta
Brought to you by:
felix_h
From: Minor G. <Min...@cl...> - 2008-04-24 13:25:50
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Hello, Do you want to use HTTP as a transport protocol, or pass raw socket I/O to/from Python and parse it yourself? HTTP would be faster than doing socket I/O in Python. Then Yield would do all the parsing, buffering, etc. in C++. The server does persistent HTTP connections for HTTP/1.1. Most clients will keep a connection open by default. I've also written a socket module replacement for Yield and Stackless, something like stacklesssocket.py but using Yield's network front-end. It's experimental code, but I can get it up to speed if you tell me how you want to use it. Minor > I'm looking at Yield as a possible solution to power a game server, > whose logic will be written in stackless python. > Most examples I've found for Yield are oriented around a http based > approach, where there is a request, then a response, and then the > connection dies. > I'm wondering what people's opinions are on using Yield for connections > that are persistent. Having each game client login to the server, > and maintain their connection during their game session, continuously > sending information, and receiving information. I'd like the logic > implemented in > stackless python to provide/interpet all this network traffic, and I'm > hoping Yield is a nice solution to provide the game logic code with > network support. |