Sounds great. I'll have a look at this.

2011/11/15 Nathan Tran <nathant...@gmail.com>

> Nicolas,
>
> I am not sure if you are aware of the sendResponse() function on the
> server.  When you call the sendResponse() function the server automatically
> injects the challenge ID into the response RAW.  On the client side you can
> acknowledge this response as a direct response to a particular command you
> sent earlier.  I used this on the client side (Lua not JS) to make
> callbacks asynchronously.
>
> Hope this helps.
> Nathan.
>
>
>
> On Tue Nov 15 15:17:04 2011, Nicolas wrote:
>
>> Hi,
>>
>> Great to see someone interested by the subject :)
>>
>> I am not delving into the APE js, because I am pretty sure it would
>> take me too much time to figure it out and also because if they update
>> it, I'll have to update my code too.
>>
>> I have just added a check_raw_id() function at the beginning of every
>> onraw that I am interested in (the messages that I need to check). In
>> this check_raw_id() function, I send the acknowledgement and also
>> check that the raw_id is the one that I am expecting (because I want
>> to receive them in order), not one that is too early or one that was
>> sent (and actually received) twice.
>>
>> On the server side, I send the raws via a send_custom_raw() function
>> that keeps track of the content of the raw and of its id (raw_id).
>> When an ACK_REC is received from the client, it deletes the message in
>> the storing array. Every x seconds, I test if there are "old" messages
>> that have not yet received their ACK_REC and if so, I resend them.
>>
>> I could do something similar for the client to server exchanges, but
>> is that really necessary? I am pretty sure that we can avoid this
>> overhead as the information of whether the command was received by the
>> server is pretty much there. The problem is that I don't really know
>> how to extract it. Any ideas welcome?
>>
>>
>>
>> On 15 nov, 18:35, 
>> chrismdodson<christophermarkdo**d...@googlemail.com<christophermarkdod...@googlemail.com>
>> >
>> wrote:
>>
>>> Nicolas:
>>>
>>> This is great, that you are creating an assured delivery, and
>>> maintenance of message order.  Without this there are so many
>>> applications that will not be able to use push - particularly those
>>> that want to initially deliver state to a client - and then updates -
>>> to avoid having to send state with each 'push', with all the extra
>>> traffic this generates.
>>>
>>> Presume you are making changes to the Javascript client and the
>>> backend code to enable this ?
>>>
>>> Brgrds, Chris
>>>
>>> On Nov 10, 2:39 pm, 
>>> Nicolas<ioa.guib...@**googlemail.com<ioa.guib...@googlemail.com>>
>>>  wrote:
>>>
>>>  Hi,
>>>>
>>>
>>>  Is there a little bit of acknowledgement of receipt in APE?
>>>>
>>>
>>>  Client sending to server:
>>>> I believe there is not much problem as the server returns something on
>>>> every custom command sent by the client (and can even send an error
>>>> code or whatever is needed)
>>>>
>>>
>>>  Server sending to client:
>>>> That seems more complicated to me. Is there any way at all (without
>>>> adding my own layer) to know that a command/message sent by the server
>>>> has been received by the client. I have started to implement my custom
>>>> acknowledgement of receipt but realize that there might already be
>>>> some hidden indicator that would just let me know this, without much
>>>> more trouble.
>>>>
>>>
>>>  In any case, any thoughts on this subject truly appreciated.
>>>>
>>>
>>>  I really need to check that a raw has been received. I am working on a
>>>> board game server and I can't allow that a move gets lost in
>>>> cyberspace, as it happens currently, with a relatively high frequency
>>>> (maybe 1 out of 500 messages for some) for some unlucky players,
>>>> resulting in one game out of 10 freezing for them. On my computer
>>>> however, I have never seen a frozen game which confirms that the
>>>> quality of the client Internet connection is the limiting factor here.
>>>>
>>>
>>>  Thanks in advance.
>>>>
>>>
>>>  Nicolas.
>>>>
>>>
>>
>
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