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.
To post to this group, send email to ape-project@googlegroups.com
To unsubscribe from this group, send email to
ape-project+unsubscr...@googlegroups.com
For more options, visit this group at
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/

Reply via email to