Re: [google-appengine] Worried about performance of an HTTP based game.

2011-07-17 Thread Nick Johnson (Google)
Hi, The easiest way to do this is to not do it, if you'll forgive the misdirection. What is the nature of the update you need to do? Is there a way you can avoid having to update every record, or to update only modified records? What is the upper-limit on players per game, and do the updates for o

Re: [google-appengine] Worried about performance of an HTTP based game.

2011-07-15 Thread Tim Hoffman
Another alternative to consider is using a permanent backend to manage persistent game state. That way it only needs to write out changes and not keep reading in all the records, (apart from new users joining etc). Just a thought. T -- You received this message because you are subscribed to

Re: [google-appengine] Worried about performance of an HTTP based game.

2011-07-15 Thread Robert Kluin
If you've designed your data model properly writing 2000 entities every 10 seconds probably won't matter much. +1 to task queues and / or cron. On Friday, July 15, 2011, Raymond C. wrote: > If the "2000 players" data can fit into one entity you may use one entity to > store all players' dat

Re: [google-appengine] Worried about performance of an HTTP based game.

2011-07-15 Thread Simon Knott
The task queue option is a good one - task queue requests have 10 minutes to run, not 30 seconds. Combined with Brian's suggestion below, you shouldn't run into any issues. -- You received this message because you are subscribed to the Google Groups "Google App Engine" group. To view this dis

Re: [google-appengine] Worried about performance of an HTTP based game.

2011-07-15 Thread Zippoxer
That's a great idea, thanks :) -- You received this message because you are subscribed to the Google Groups "Google App Engine" group. To view this discussion on the web visit https://groups.google.com/d/msg/google-appengine/-/W8-_zqOlSFEJ. To post to this group, send email to google-appengine@

Re: [google-appengine] Worried about performance of an HTTP based game.

2011-07-15 Thread Brian Davenport
Why not store the user data in memcache and work with that if you can? Followed by a periodical push into the datastore. Have your list of users that need to be updated in a memcache key as well. I am doing this with a forum I am kicking about, storing the thread text in a memcache key, and havi

Re: [google-appengine] Worried about performance of an HTTP based game.

2011-07-15 Thread Zippoxer
But how will it help me? It will still take the same time. I asked for a way to make the update process (which I described above) quicker. -- You received this message because you are subscribed to the Google Groups "Google App Engine" group. To view this discussion on the web visit https://gr

Re: [google-appengine] Worried about performance of an HTTP based game.

2011-07-15 Thread Branko Vukelic
Why not use task queue for that? On Fri, Jul 15, 2011 at 1:15 PM, Zippoxer wrote: > I'm working on a game and that game will have an update that will run every > 10 seconds. > In this update every player's data is fetched from the datastore, processed > by my code (changed) and saved to the datas

[google-appengine] Worried about performance of an HTTP based game.

2011-07-15 Thread Zippoxer
I'm working on a game and that game will have an update that will run every 10 seconds. In this update every player's data is fetched from the datastore, processed by my code (changed) and saved to the datastore. My worry is how long this update would take if there are 2,000 players in the datas