I ended up writing my own solution, which is essentially a replacement for 
the channel APIs.

The solution involves a node.js service that multiplexes to the clients.  I 
used websocket-node (https://github.com/Worlize/WebSocket-Node) on the 
node.js end, and SocketRocket (https://github.com/square/SocketRocket) on 
the iOS end. I had tried several other persistent-connection solutions for 
node, but none of them gave me the combination of flexibility and 
reliability that I needed.

I've been considering posting the code somewhere since it's pretty simple. 
 The advantage to it is that it's free (other than hosting costs, which run 
me $200/year, but I was already paying that).  The disadvantage is that, 
well, it's custom, so it's not as well tested as some other solutions might 
be.

- Kris

On Tuesday, March 19, 2013 2:06:10 PM UTC-7, Vinny P wrote:
>
> Hi Arthur,
>
> I'm not the original poster, but I deployed a simple communications app 
> recently and I used a new company called Firebase. Firebase is still in 
> beta, but it basically handles the entire communications backend for you, 
> and all you need is some javascript on your side. Here's a quick tutorial 
> on it: https://www.firebase.com/tutorial/#gettingstarted
>
> (Not affiliated with them, just a happy customer.)
>
> -Vinny P
>
>
>
>
> On Monday, March 18, 2013 2:33:57 PM UTC-5, Arthur Wiebe wrote:
>>
>> Hey Christoph, may I ask what you ended up doing?
>>
>> I thought about registering one gtalk account and use it within the game 
>>> client (register each client with a unique ressource, or maybe with a 
>>> ressource per game). So basically the GAE app would send messages to 
>>> my_customapp [at] gmail [dot] com/<uniqueuserid>, but i'm not sure if this 
>>> would be allowed by google. Maybe someone here has some information about 
>>> that?
>>
>>
>> I'm considering doing that as well. Unless there is a better way.
>>
>> On Sunday, 15 January 2012 16:45:48 UTC-5, Christoph Grossegger wrote:
>>>
>>> thank you for mentioning and sharing your experiences with pubnub, 
>>> althought it seams a bit expensive for my purpose (at least the pay as you 
>>> go system, haven't calculated the prepaid options yet). It looks 
>>> interesting for applications with somehow "moderate" update rates / pushes, 
>>> since you get the whole package from client to server apis, but in my case 
>>> here, it looks really expensive. 
>>>
>>> If i understand the pricing model right, i would pay 5 credits per 
>>> message on a broadcast to 4 players (currently the maximum player size per 
>>> game), 1 to the system and 1 for each player. One credit costs "only" 
>>> $0.0001 (which makes $0.0005 per broadcast), which doesn't look much, but 
>>> throughout a game, there are a few of those. Let's say each player performs 
>>> every 4 seconds an action that requires a broadcast, results in 1 broadcast 
>>> per second per hosted game. That would cost a lot of money. Guess that an 
>>> ec2 instance would cost way less and running the game logic directly their 
>>> would also reduce the latency and the load of other instances. 
>>>
>>

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