If you want to send asynchronous messages from server to client, you should
send asynchronous messages from the server to the client.

That means the roles reverse.

For a real game, this will lead to problems with firewall traversal.
Generally, this is handled in the real world by using some sort of UDP
firewall penetration.  See
http://en.wikipedia.org/wiki/Simple_traversal_of_UDP_over_NATs

You could make Thrift work over this protocol, but it will be work.

On Tue, Mar 24, 2009 at 5:01 PM, Doug Daniels <[email protected]>wrote:

> ...
> The one-to-one message to RPC call Async solution will let a client send
> messages of any given type in my defined protocol, but how would a server
> respond to a client with a message that the client didn't request?

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