Many thanks. It seems that this sendResponse can probably help do what I want, but isn't there already a response sent by the server on every command. I think there is.
2011/11/15 Nicolas Guibert <ioa.guib...@googlemail.com> > 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. >>>>> >>>> >>> >> >> -- >> You received this message because you are subscribed to the Google >> Groups "APE Project" group. >> To post to this group, send email to ape-project@googlegroups.com >> To unsubscribe from this group, send email to >> ape-project+unsubscribe@**googlegroups.com<ape-project%2bunsubscr...@googlegroups.com> >> For more options, visit this group at >> http://groups.google.com/**group/ape-project?hl=en<http://groups.google.com/group/ape-project?hl=en> >> --- >> APE Project (Ajax Push Engine) >> Official website : http://www.ape-project.org/ >> Git Hub : http://github.com/APE-Project/ >> > > -- You received this message because you are subscribed to the Google Groups "APE Project" group. 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