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?
